Playtest Launch (0.67.0.0) Patch Notes
Welcome welcome welcome playtesters!
We are so excited to start getting people into the playtest and start gathering feedback. We've been working hard on a ton of new stuff and are feeling ready to get some hands on it!
[h2]Changes[/h2]
- Added serialization functionality for trades, quests, and gameplay events
- Added PlacedPlant buffer and logic for deserializing destroyed plants in the premade pipeline
- Added option to disable shadows (This is will make a huge difference if you are GPU bound. We will be addressing this in the future)
- Added new interrupt type which can only be interrupted by emergencies
- Adjusted priority values for goals
- Added Hygiene to prospector ui
- Added logic to disable hovered outlines when ui is disabled
- Use DisplayCategories instead of ItemDef Category in the Global Stockpile
- Updated Global Stockpile categories to use DisplayCategory icon instead of a text
- Clicking on Global Stockpile elements brings up construction UI for them
- Increased size of icons in Global Stockpile elements (removed border)
- Added "In Development" info texts to priorities and schedules modals
- Corrected font size of headline text preset
- Added discord, kickstarter, and feedback buttons to main and pause menus
- Added sound effect for items getting produced
- Added sound effect for ores getting mined
- Added sound effect for items getting loaded into a trader
- Added sound effect for quest started, completed successfully, and failed
- Added sound effect for modal opening
- Added overload parameter for pitch variation to PlaySound method of the AudioManager
- Added a number of German Translations
- Updated loading screen hints pool
[h2]Fixes[/h2]
- Fixed issue where multistep quest steps would not reinitialize it's child steps properly
- Fixed multistep quest steps not properly unsubscribing their children on teardown
- Fixed issue displaying tooltips for items without ingredients
- Fixed issue where blueprints were going through the standard voxel object system on load
- Fixed clicking not clearing tile order properly
- Fixed issue where walkable HPA entities would always rebuild their nodes (big oops)
- Optimized smart object interaction position calculation (big non-oops)
- Fixed crash when multiple agents were chopping a tree (Thanks Tarlin!)
- Fixed BaseEventSystem not clearing its list of events OnDestroy
- Fixed message window not opening the message list after closing and re-opening
- Fixed scaling issue for quest steps at various resolutions
- Fixed agent attributes not properly being decreased over time
- Fixed agent mine count going up on failed mining attempts
- Fixed dropdown template having wacky z position causing rendering issues
- Fixed game seed header not being localized
- Fixed bug report button and menu not being localized (confirmation modals still aren't localized)
In the next update we will be addressing mostly crashes and game breaking bugs. Both ones that we know about and ones that you all help us find, so if you encounter any issues the best way to let us know is by creating a bug report through the in game reporting tool, or by letting us know directly on discord!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!