Custom Game Update
[p]Hey there shopkeepers![/p][p]We are very excited to bring you another update today! It has been almost a month since the last update so there are a lot of improvements, fixes, and hopefully zero bugs to dig into.[/p][p][/p][h3]Custom game options[/h3][p]Some shopkeepers requested that they wanted longer days, shorter days, a change in the amount of customers that visit the shop, or one of many other ways to play. We are aware that everyone likes to play differently so with this update you can now customize your game mode before you start a new game. Hopefully this will help you tailor the game more to your liking.[/p][p][/p][p]
[/p][h3]Mod loading progress indicator at startup[/h3][p]The game can take some time to start up on old hardware which some reported as a significantly problematic. This is likely caused by the game loading in the core mod and associated assets when it starts up. In this update you should now be able to see a loading indicator to let you know that the game has not crashed, but requires some time before you decide to start clicking impatiently.[/p][p][/p][h3]Footstep sounds[/h3][p]Aside from ambient sound during the day or night, the game can sometimes sound a bit unresponsive to the shopkeeper or customers moving around. This update adds dynamic and spatial footstep sounds for the shopkeeper and customers. With dynamic we mean that that you will hear nearby footsteps that sound different depending on the surface. Below you can see how this is visualized.[/p][previewyoutube][/previewyoutube][h3]Turkish translation[/h3][p]With help from the Turkish community, you should now be able to play most of the game in Turkish. The Turkish translations was updated before the custom game menu was implemented so that particular menu has not yet been translated. If you want to participate in improving the translations of Faire Trade with your language then please click on this link to find out how you can join in on supporting Faire Trade with community translations.[/p][p][/p][h3]Light improvements[/h3][p]Lights could already be clicked on to toggle them on or off, but this preference was not saved. With this update you can now toggle a light between On, Off, or Dynamic. And this light mode should also be properly saved and loaded. The 'Dynamic' setting will let a light dynamically turn on during the night and turn off during the day. Additionally, shops that use a fair number of lights should see a reasonable performance improvement due to some optimizations. [/p][previewyoutube][/previewyoutube][h3]Object highlighting & access point visuals[/h3][p]Selecting objects should look a bit less flat and more soothing than before. It's subtle, but definitely an improvement. In addition, access points now use an arrow instead of a circle to indicate from which side it can be interacted.[/p][previewyoutube][/previewyoutube][h3]Technical debt[/h3][p]Leading up to Early Access launch we opted for some quick and naïve solutions to pressing issues which we are steadily and carefully replacing over time. If we did a good job, you should not notice much of this effort apart from perhaps some performance improvements. The simple explanation I often use is that we used some duct tape to quickly fix a problem that needs to be properly fixed before building something on top of it. While you may not notice anything, it is still worth mentioning in case that you notice a strange new bug that wasn't there before.[/p][p][/p][p]And this was just a small selection of changes in this update. Below you can find more patch notes with everything that has changes since the last update.
Enjoy![/p][h3][/h3][h3]Patch 15178[/h3][p]TECH[/p]
Enjoy![/p][h3][/h3][h3]Patch 15178[/h3][p]TECH[/p]
- [p]Added temporary lighting for thumbnail generation during load step.[/p]
- [p]Cloning furniture should no longer briefly show the furniture at the center of the plot.[/p]
- [p]Removed null propagation checks on WorldObjects because it can result in errors.[/p]
- [p]Added more null checks to prevent an error from appearing during reflection probe cleanup.[/p]
- [p]Wall plant decorations colliders are relaxed a bit to allow them to be more easily placed on walls before showing up as invalid.[/p]
- [p]Placing structure objects should no longer check against the player collider and bring up the message if you want to remove intersecting furniture.[/p]
- [p]Refactored the terrain code and fixed an issue where a loaded shop would not have its season applied in the main menu.[/p]
- [p]Materials are now cloned when feedback is applied and reverted after it is not longer needed. This makes it easier to manage and control materials because they now operate under the single source of truth principle. As a result, all foliage materials should now respond to seasonal changes.[/p]
- [p]Swapped out the initial loading to be asynchronous instead so that a message can be shown while it's loading.[/p]
- [p]Fixed an issue with the entrance doors being reset to the wrong state if you put the door vertically.[/p]
- [p]Quitting to main menu while a day is transitioning would not reset lighting.[/p]
- [p]Village teleporter has been moved a bit closer to the shop.[/p]
- [p]Interactable zone should remain functional when the HUD is hidden.[/p]
- [p]Interacting with the counter should no longer toggle its light mode.[/p]
- [p]Replaced DOTween from door fade effect because of flaky results. Also changed door trigger collision detection to ContinuousSpeculative to fix the issue that the trigger counter could exceed the number of NPCs being inside the trigger.[/p]
- [p]Lights should now animate independently again and not appear to animate in unison anymore.[/p]
- [p]Removed the UberTerrain shader and figured out a way to render a splat terrain using just the Uber shader.[/p]
- [p]Adjusted point light shadows for improved performance.[/p]
- [p]Light modes are now respected when time of day transitions.[/p]
- [p]Light animations should no longer play in inactive domains.[/p]
- [p]Updated surface colliders of the Koudum wall set.[/p]
- [p]Added LODs to candle flames so that close up it uses a custom shader and far away it dither fades to the uber shader to improve rendering performance.[/p]
- [p]Fixed an issue where the room of an object wasn't reset when picking it up, resulting in issues when picking it up and placing something down outside of the room.[/p]
- [p]Light state (On/Off/Dynamic) is now saved and loaded.[/p]
- [p]Updated surface colliders of the Koning wall set.[/p]
- [p]Updated surface colliders of the Klundert wall set.[/p]
- [p]Lowered wall contact margin so that placing furniture on a structure surface requires closer contacts to make it feel less floaty and more grounded.[/p]
- [p]Improved performance slightly by only using the UI background blur feature when it's needed.[/p]
- [p]Refactored light, vfx, gradient data and implementation that is used for candles, fires and other lights. Old implementation was rigid and hardcoded.[/p]
- [p]Haarle door colliders are now a bit smaller to avoid them intersecting with pillars.[/p]
- [p]Fixed an issue where the repeat crafting feature would sometimes not use the correct input qualities.[/p]
- [p]Replaced the ambient nature sound and improved the mix.[/p]
- [p]Added footstep sounds.[/p]
- [p]Restock sounds are now spatial.[/p]
- [p]Added swoosh sound when customers buy something.[/p]
- [p]Remove and Clone modes should now also work on carpets.[/p]
- [p]The confirmation message to remove intersecting furniture is now also translatable.[/p]
- [p]Clicking the storage button in the HUD now opens up the inventory.[/p]
- [p]Employee menu was not entirely translatable. Translations IDs and texts have been updated to better reflect what gets translated where.[/p]
- [p]Settings menu now highlights the text when hovering the row.[/p]
- [p]Tweaked the main/game menu text font size and material.[/p]
- [p]Improved the look of display access slots.[/p]
- [p]Updated the new game thumbnail images.[/p]
- [p]Cloning an object should no longer leave the previous object in a hover state.[/p]
- [p]Replaced HideHUD (F2) UI message from the UGUI version to the UITK version.[/p]
- [p]Fixed an issue where the tooltip text component could be null and cause an error.[/p]
- [p]Controls button in the main/pause menu didn't have the audio.[/p]
- [p]Improved the tutorial button prompt pulsate animation to draw more attention to the prompts in the bottom left.[/p]
- [p]The tutorial button prompt pulsate animation now only stops after both the counter and trader point have been placed.[/p]
- [p]Increased resolution of the dialogue camera and slightly improved its lighting.[/p]
- [p]Clicking outside of the Crafting menu now closes it.[/p]
- [p]Sliders in menu weren't center aligned.[/p]
- [p]Clicking outside of the Display menu now closes it.[/p]
- [p]Entrance no-build rectangle is now slightly rounded.[/p]
- [p]Fixed candles not working on Swindle and Armament workbenches.[/p]
- [p]Fixed some incorrect materials on Armament Workbench.[/p]
- [p]Fixed seams in Kapelle wall set.[/p]
- [p]Object highlighting looks a bit better now. Also added a shader keyword to help with performance.[/p]
- [p]Updated counter UVs because the counter top would become emissive if its light was enabled.[/p]
- [p]The stone trim materials are now a bit more glossy and bumpy.[/p]
- [p]Haarle didn't have door shadow casters.[/p]
- [p]Tweaked the animations to reduce foot sliding.[/p]
- [p]Greatly reduced the transition duration between the 'customer serving' animation and movement so that the shopkeeper doesn't slide over the floor right after helping a customer at the counter.[/p]
- [p]Reduced walk speed of the smith customer to reduce foot sliding.[/p]
- [p]Reduced walk speed of the guard customer to reduce foot sliding.[/p]
- [p]Added a custom game mode option when starting a new game.[/p]
- [p]Added Turkish translation and updated the credits section.[/p]
- [p]It is now possible to map or remove input from picking up, placing and returning furniture. This makes it possible to remove the preference of returning furniture with the right mouse button.[/p]
- [p]Improved restock timing and animation.[/p]
- [p]Added Russian and updated credits.[/p]