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Patch notes for v0.5.14

First off, I want to apologize for the crashes players are encountering. There are a handful of them that keep showing up and I'm working hard to resolve them. Unfortunately several of them have proven to extremely difficult to resolve. In this patch I've hopefully resolved at least one of those issues and added in logging for another. If you have any information on a crash then please share it - especially the steps to reproduce it.

In addition to this, I've made two fairly major changes to invasions to hopefully improve the play experience around these. The first one is that now there is an invasion marker to show roughly where the invaders are. The second change is that invaders will now run out of power and explode after some time. Please continue to provide feedback and we'll do our best to continue to improve the game!

[h2]Changes[/h2]
  • Resolved crash caused by attempting to show a combat alert for something that has been completely destroyed
  • Resolved crash on load when settings has an invalid localization
  • Added logging to some UI functions to help track down some crashes
  • Resolved issue with transport tube item becoming orphaned (floating in air)
  • Added Invasion map markers to show where invaders are
  • Invaders now run out of energy and are destroyed after some time
  • Remove "experimental" label on main menu
  • Reduced mouse sensitivity while using gamepad to reduce likelihood of switching to mouse mode from very small amount of mouse movements
  • Resolved issue with structure UI not working properly after interacting with a splitter while using a gamepad
  • Resolved issue with gamepad cursor not displaying correctly when mouse was left over a UI
  • Resolved issue with gamepad not always displaying interaction hints
  • Resolved issue with interact hint text sometimes overlapping
  • Resolved issue with Mana Conduit using the incorrect animation when disabled

Patch Notes for v05.13 coming from Experimental

The last few patches have been on experimental but are now coming to the default branch. Here are all of the changes coming in!

We have mostly shifted our focus to working on the next update, Forgotten Wilds (v0.6), but I will continue to address issues and listen to feedback on Special Delivery (v0.5).

[h2]Changes[/h2]
  • Resolved crash when loading a save with hundreds of play sessions
  • Resolved crash when targeting out of world bounds
  • Potentially resolved several crashes related to UI
  • Resolved issue with interaction range being offset making the range a little lopsided
  • Resolved a few crashes caused by the game getting into a bad state
  • Resolved issue with climbing vines/ladders would not work with a gamepad if joystick deadzone was set too high
  • Resolved issue with some button glyphs on dualshock and joycon controllers were incorrect
  • Resolved issue with joystick deadzone setting not applying immediately
  • Improving Input handling with Steam Deck and Keyboard/Mouse/Trackpad
  • Added in Maximum Zoom accessibility setting allow for zooming in much further
  • Changing jump/fall air control to allow for quickly cancelling velocity if pressing movement in opposite direction
  • Resolved issue with Phase Stations becoming disoriented upon activation if rotated before being placed
  • Resolved issue with cycling through toolbar items would not work properly when an item was exhausted or the current selected slot is cleared
  • Cursor is no longer hidden while showing a structure placement preview
  • Made it possible to rebind toolbar item select (0-9)
  • Resolved issue with modal breaking UI inputs when using the Settings
  • Fixed a little input hiccup when trying to close the Settings after rebinding an input
  • Better handling of settings window size when changing UI and Text scaling

Patch Notes for v0.5.13

I'm continuing to work on resolving issues and have a new patch live on experimental - v0.5.13. This time I turned my attention to several of the crashes that are plaguing players. I managed to fix a few and get potential fixes in for others. Unfortunately, these crashes are fairly elusive and hard to reproduce and consequently hard to resolve. I apologize to everyone that has been running into crashes and am going to continue to focus on those. If you encounter a crash and happen to know how to recreate it then please share those details as they are immensely helpful. Thank you!

[h2]Changes[/h2]
  • Resolved crash when loading a save with hundreds of play sessions
  • Resolved crash when targeting out of world bounds
  • Potentially resolved several crashes related to UI
  • Resolved issue with interaction range being offset making the range a little lopsided
  • Resolved a few crashes caused by the game getting into a bad state
  • Resolved issue with climbing vines/ladders would not work with a gamepad if joystick deadzone was set too high
  • Resolved issue with some button glyphs on dualshock and joycon controllers were incorrect
  • Resolved issue with joystick deadzone setting not applying immediately

Patch Notes for v0.5.12 (Experimental)

Continuing to expand upon the experimental build. A few fixes are issues caused by the changes in v0.5.11 but most of these are pre-existing. As always, thank you for those taking the time to report issues and helping me test things - it really does help!

[h2]Changes[/h2]
  • Resolved issue with cycling through toolbar items would not work properly when an item was exhausted or the current selected slot is cleared
  • Cursor is no longer hidden while showing a structure placement preview
  • Made it possible to rebind toolbar item select (0-9)
  • Resolved issue with modal breaking UI inputs when using the Settings
  • Fixed a little input hiccup when trying to close the Settings after rebinding an input
  • Better handling of settings window size when changing UI and Text scaling

Patch Notes for v0.5.11

Coming in with another hot patch (v0.5.11) but this one is a bit too hot for everyone so it is going to cooldown on experimental first. There have been some substantial changes to input handling - especially when it comes to the Steam Deck. If you do use the experimental branch and encounter any issues with inputs then please report them and I'll be quick to fix. Thank you!

[h2]Changes[/h2]
  • Improving Input handling with Steam Deck and Keyboard/Mouse/Trackpad
  • Added in Maximum Zoom accessibility setting allow for zooming in much further
  • Changing jump/fall air control to allow for quickly cancelling velocity if pressing movement in opposite direction
  • Resolved issue with Phase Stations becoming disoriented upon activation if rotated before being placed