Modular Buildings Update
Hi folks! This is part two of our "Creativity Spike" updates, this time focused on the long-neglected "Set Dressing Buildings", now renamed to "Modular Buildings".
Major updates:
Other updates:
...and the Creativity Spike updates roll on! Hopefully I'll be back in a couple days with the next one. :D
Thanks so much for all the feedback everybody!
-T
Major updates:
- "Set Dressing Buildings" renamed to "Modular Buildings".
- Tools for editing Modular Buildings have been consolidated into a single action bar button with its own tool palette, and have been moved to the Building tab of the action bar.
- Modular Building tools have been updated to the newer UI styling used by most other tools, and a whole raft of bugs were fixed in them.
- Quality of life improvements to the Modular Building tools, including a visible brush showing exactly where a block would be added or removed, and where an entrance would be added or removed, when using those tools, plus explanatory text when a block cannot be removed or added somewhere.
- Adds 'grid snap' and 'angle snap' options to the game's general placement logic (currently only accessible for modular buildings, but this will be added to other tools in near future Creativity Spike updates!)
- Separated "Scenery" objects out into five separate categories of scenery items, with separate icons on the 'Scenery' action bar, to make it much easier to find the particular objects you're looking for.
- Big performance improvements to pathfinding cancellations. When pathfinding requests needed to be cancelled (either due to somebody being attacked by a monster and switching into a combat mode, or due to the player changing the contents of a region in a way that would invalidate pathfinding results), it was possible for the game to get stuck for a little while trying to cancel those pathfinding requests safely. This is now handled in a much faster, and even safer way!
Other updates:
- Modified how subscribers value gold when choosing whether to spend their money on for-pay flight paths, so that players with lots of gold should now be willing to spend more of it on flight paths than they were before. This makes valuations for gold prices work more like how valuations for real-money prices work, where people with more are usually willing to spend more.
- Fixed a crash which could occur during a load, when the saved game somehow had alive subscribers located inside an inactive region.
- Elite monsters now award double XP when killed.
- Misc UI fixes around wall and building placements.
- Adds a subscriber thought if they decide that a flight path is too expensive.
- Stopped AI from even considering taking a flight path to another region (for the purpose of reaching a correct-level region, or for avoiding crowds, or similar) if that flight path is too expensive for them to be able to afford to take it.
- Updated FMOD library from version 2.00.07 to 2.01.10.
...and the Creativity Spike updates roll on! Hopefully I'll be back in a couple days with the next one. :D
Thanks so much for all the feedback everybody!
-T