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New Build (0.599), Demo (0.600) - Major Pathing and Tree Harvesting Fixes

[p]New Full Game Build 0.599
New Demo Build 0.600
[/p][p][/p][h2]NPC Pathing[/h2][p]NPC Pathing has had significant work done with many improvements and design changes. This should drastically reduce the chances of NPCs getting stuck.[/p][p]
Changes include
[/p]
  • [p]NPCs now prefer flat ground so they don't traverse over obstacles even though they can walk over things like boulders and felled trees[/p]
  • [p]NPCs can now walk over some walls and most foundations as well as most other objects on the ground[/p]
  • [p]Improve accuracy of tree shapes for navmesh pathing so NPCs are able to both walk over and around fallen trees and remaining sections more naturally[/p]
[p]NOTE since NPCs can't climb up or jump down yet you can still cause an agent to become stuck by building walls around them.[/p][p]If any still get stuck, the easiest recovery option is to have them follow you to the point they teleport to you, then stop them following and they will return to work. You can also try resetting their job or try building them a way out such as adding some stairs. [/p][p]Please report any new pathing issues so they can be fixed.[/p][p][/p][h2]Harvesting Trees[/h2][p]Harvesting Trees has had significant work done. The goal is to eliminate any chances of trees not falling properly or workers being unable to harvest them.[/p][p]
Changes include[/p]
  • [p]Trees remain "live" all the time - previously trees would become locked in a position when they stopped moving. This is no longer the case. Tree physics remains active at all times. As the player you can push trees if needed[/p]
  • [p]Workers will now harvest felled trees that they didn't create - this allows them to clean up felled trees that were chopped down by other workers or the player[/p]
  • [p]Workers will help each other with bucking the same tree more often. A side effect of this is tree harvesters will end up working closer to each other which is useful in case of combat as they can fight off attackers together[/p]
  • [p]If a tree moves out of range while a worker is bucking, they will pause and move back into position once the tree stops moving[/p]
  • [p]Felled trees can now be broken up by chopping any individual section. Previously all workers could only start chopping a felled tree starting at the base and working their way to the top. This caused many issues if the base of the tree couldn't be reached. Now, workers can start chopping at any section along the tree. For the player, they can now target any section along the tree to begin bucking and will exit that task after completing that section.[/p]
[p][/p][p]NOTE - Since trees use real physics, they can still end up being unreachable for bucking. They may be stuck leaning against another tree or a building etc. This is expected behaviour. You can either try pushing the tree, breaking off branches, or in the case of it leaning against another tree cut that other tree down.[/p][p][/p][p][/p][p][/p][h2]Other Changes[/h2]
  • [p]Felling axes now gain weapon proficiency on each tree hit[/p]
  • [p]Object targeting and UI no longer shown when in freecam mode[/p]
  • [p]Fix saved character inventory from treating equipped weapons as if they were being carried[/p]
  • [p]Fix tree branches with missing colliders[/p]
  • [p]Improve player character ground detection, should float less often especially around trees[/p]
  • [p]Fix audio clips that were not under the correct audio bus[/p]
  • [p]Increase gravity cap on inventory objects when falling from 1 to 25m/sec to reduce how soft and floaty they were when dropped, yet still having a cap to reduce explosive repulsion when intersecting other objects[/p]
  • [p]Add secondary weapon type for weapons to allow them to use their own category of combo chains while still belonging to a common weapon category, eg. two hand felling axe is considered a two hand axe for proficiency, but has it's own category for setting combo chains, same for pickaxes and other similar tools[/p]
  • [p]Fix action stage interaction to respect objects not flagged for action stages, improves object interaction on complex objects with nested action stage targets such as trees[/p]
  • [p]Fix character footsteps, was not triggering audio and was causing issues with physics interactions[/p]
  • [p]Fix friction settings for character, was sliding down slopes when it shouldn't[/p]
  • [p]Fix tree scaling, some were scaled too small[/p]
  • [p]Improve tree billboard coloring[/p]
  • [p]Add NPC movement recovery condition that may temporarily disable their local avoidance for a few seconds, may result in NPCs clipping through each other[/p]
  • [p]Disable ability to push NPCs around[/p]
  • [p]Add 7 new floor build pieces of stone and wood[/p]
  • [p]Add new tools and resources to SPAWN STUFF prefab for DEV UI[/p]
[p]Note the demo has also been updated to include the latest changes.[/p][p][/p][p][/p][p][/p][h2]Known Issues[/h2]
  • [p]If the player tries to help a worker fell a tree the effort isn't registered so the worker or the player still need to finish chopping through the tree independently[/p]
  • [p]Workers will choose to chop down fresh trees despite there being a felled tree in some cases[/p]
  • [p]Workers are sometimes too impatient waiting for the tree they are chopping to stop moving after a section has been converted into a log[/p]
  • [p]Felled trees in progress are not saved/loaded[/p]
  • [p]Rock Boulder does not provide interaction options for the player so they can't harvest some items, use NPC stoneworker jobs as a workaround[/p]