v0.5.04 -Setup a warning to appear in the main menu if your game is using a very high screen resolution. Some computers can run at this res fine, but many times its a Unity bug where it took the desktop resolution and used it as default res. This is often seen happening on new builds only and only one time. -Hardened up some logic related to file loading -Improved Titan cage spawn logic to put it on the ocean floor each time instead of on the terrain floor -Updated Titan Cage island geo to make it taller -Fixed Pirate Base Village and Pirate Base Tower crates not saving looted inventory correctly
Item dupe fix and more ocean perf settings exposed
v0.5.03 -Fixed inventory item dupe bug -Setup options to turn on/off different parts of the Ocean sim visuals to make the sim run faster on slower machines -Setup extra collisions around pirate base docks to make npc boats float a bit nicer around them -Updated various coral item consumption values -Added more protection for a few error cases
Breakwaters "Black Stone Castle" Update is live!
The “Black Stone Castle” update is now live! This is a HUGE update with new places to explore, new items, new resource, new contraptions, lots of improvements and bug fixes… and a flying boat!
[previewyoutube="ym8HyMOTIHg;full"] You can now build the Glider Boat and soar through the skies to travel in style and look upon your domain, or rain down destruction on those below with Coconut Bombs. Whatever your personal style entails. You can also track down the Black Stone pirates in the world and raid two unique base islands they control. Combat with NPC received a huge improvement with better AI, new attack types for NPC and the player, and new enemy types.
A personal favorite of mine in many games is anything that explodes. So, we added a Exploding barrel to the world to give you new options in how to take out the pirates blocking you from their treasure. It’s a lot of fun to roll around the world and explode near some crates, or light on fire and roll it down some stairs at enemies. With the introduction of Black Stone Castle, you can also now find Black Stone and Black Metal as resources in the world. They let you build stronger stone walls, bigger Backpacks, and some stronger weapons.
In addition to the the flurry of new content, we also focused on a lot of improvements. Player foot IK is now in, improved item interaction logic, improved menus, bug fixes across the game, perf improvements, ragdolls on all animals and enemies, improved audio, improved vfx. The world also now spawns more islands and rocks in it than ever before, giving you more places to explore.
For all of the details, here are the build notes for this massive update: v0.5.0 Items/Resources Related
Setup black metal sword
Setup back metal armor
Setup Iron Armor
Setup Black Metal Ore
Setup Black Metal crate
Created Black Metal arrow
Created Black Metal axe
Created Black Metal bow
Created Steel arrow
Changed SteelCrate slot counts to align better with the new Black Metal crate slot counts
Fixed inventory issue when moving items from bags to pockets and the correct stack counts had not been preserved
Update to inventory management and how items are moved between slots. Previously the item stack would look for open slots to put into if you dropped a very large stack into your bag. Now it will only fill the slot you clicked on and wait for you to decide if you want to fill another slot with more.
Changed metal doors to all swing the same direction
Created Black Stone walls, pillars, and doors
Adjusted build costs of axes, swords, and bows
Setup explosive barrels which catch fire when they take minor damage and explode when they take enough total lifetime damage
Setup Black Metal rocks to spawn on Deep Ocean rocks
Setup fuse sound and vfx on Coconut bombs when they are thrown
Fixed bow and ballista ammo cycling so that it will skip ammo types you don't have and go to one you have in your inventory instead of cycling all options
Fixed Ballista shot Rats, Chickens, Poop, and Stones being destroyed after they hit something.
Fixed Cannons and Ballista reticle not colliding with wood floors
Setup door and crate interaction audio
Setup doors to animate open/closed
Improved interaction logic (Pickup, Use, Interact, etc) to reduce the chance of dropped interactions with picking up items, opening doors, etc.
Improved pouch visuals
Improved tiki torch visuals
Updated blue refined crystal bottles to show the blue impact vfx
Combat/NPC Related
Setup NPC death ragdolls
Created Grenade NPC and Armor variant NPC
Setup pirates with melee and bow weapons to have a rage kick back attack
Improved NPC movement logic during combat to reduce movement stutters from conflicting decisions
Improved npc bow logic to have better run away and kickback logic
Fixed bug where npc could be too close to the player and decide to not attack them
Changed "abort attack from knockback" on NPC to have a random chance so it doesn't always happen
Improved MegaGolem combat logic
Setup new Pirate random item loot drop logic so they drop a larger variety of items and some rare loot
Improve knockback logic to prevent the player from being pushed through walls
Setup damage numbers on the player to better communicate which source of damage did how much damage
Setup a player kickback button action to push enemies away. Press Q or B on controls, or remap it in the settings menu.
Fixed issue with grenades and other thrown objects not always bouncing off of NPC
Increased explosive arrow damage from 8 to 25
You can now try to sneak up on Pirates from behind before they will see you and attack
Improved NPC logic so that they can Kick their way through areas blocked by boxs (Hardened crates) to get at the player
Improved NPC AI to react to explosives and have a chance of running away from them
Setup Pirate Black Tower Base and Pirate Village Base to spawn in the world
Improved Boar ragdoll and setup dissolve so their body doesn't stay around past its usefulness.
Improved chicken ragdoll so they don't roll across the world forever.
Slowed down the speed of Rats, Chickens, Poop, and Stones when they are shot from the Ballista
Reduced Golem health by about 25%
Other
Setup Glider boat as a new boat players can create
Setup Up-Drafts for glider boats to catch and extend their glide length. They spawn over deep ocean rocks.
Setup a "locked" state for some crates and doors (in pirate bases) so you need to hold the button down for a bit to unlock them before they will open up
Dialog text cleanup
Fixed Crop plants spawning in with 100 health instead of 2 health after save/load
Changed dirt field to not take damage from Stab and Chop type weapons, but it will take double damage from Explosive.
Fixed boat inventory bug where it would auto expand the slot counts and remove objects that fell into the slot count delta that shouldn't exist
Fixed gamepads camera look speed in low perf situations so its consistent with mouse look speed features
Fixed Boat Motor menu not showing the Titles correctly for each property of the motor.
Fixed settings menu language buttons while editing them in a running game.
Added German to the settings menu language button as it was missing, but existed in the main menu language drop down.
Improved Steel Crate icon and update to crate materials so they show the correct visual for the crate type
Changed fog settings to work with glider boat gameplay
Improved camera logic when it moves closer to the player because the player is behind a collision
Fixed triangle wood wall pieces being set to the wrong collision layer which caused it to not block the camera correctly
Fixed an issue where some "don't delete" objects could still be deleted in rare situations
Improved how corrupt world and character save files are reported to the user and provided more options for them so they cant get stuck in a bad state.
Minimap and world map now show small islands in addition to the large islands in deep ocean.
Moved Slide action default button mapping to left stick click on controllers and made it a press to toggle input. This allows the Kickback action to be on the previous button assignment.
Fixed thrown items animations being able to be interrupted by a punch anim when the character is "reloading"
Improved item hand attachment setup on humans
Fixed Water menu not showing the correct title when using the water barrel
Fixed perf issue where animals could be forced underground by explosions and then not be able to find a navigation mesh
Fixed bug where characters would not be unmounted after some contraptions had been destroyed while the character was mounted on them.
Fixed a bug where explosives would not always provide a good spawn location for dropped items and they could spawn in the middle of the ocean on the ocean floor.
Added fabric rippling to the shader for boat fabric
Distant Island visuals now exist so you can get a better idea of where far away islands are in the world
Fixed a Deep Ocean Rock spawning issue where they would not show up in large sections of the world making it feel very sparse.
Fixed visual pop in the ocean when sailing into the area of a new island
Fixed an obscure save load bug related to boats as part of a prebuilt npc village
Visual update to the Mission and Map menu, plus other minor menus
Fixed a garbage collection error that would likely have been causing perf spikes on slower machines
Improved Deep Ocean rock textures
Update to camera so it doesn't move in front of rocks while the player is riding in the Ferry to another island/boat
Fixed quit menu logic so it cant get stuck if you try to save while riding in a ferry to another island/boat. Saving while in a ferry is not supported, you need to wait until after you arrive at your destination.
Fixed escape button losing cursor input in mission menus
Fixed hidden mouse when quit menu is open and you cancel the quit-confirm dialog by pressing the Escape key.
Fixed Ferry boat not despawning when you quit to main menu to switch worlds
Improved ferry menu interaction logic and fixed up button mapping UI that was wrong
Fixed a bug where some objects would not spawn in the world when they should be guaranteed to spawn
Fixed world spawn logic where the same world seed may not spawn the same way under rare situations. Depending on how/when a previously created world was made, it may not have as many islands in the world as intended.
Improved lighthouse Lod setup
v0.5.01
Fixed Black Metal Crate resource drop if its destroyed
Fixed bug where you could open the glider wings while jumping out of it and they would not auto close after you left
Fixed unlocking assignment mistakes for some items so that they unlock from the correct item and tell you which item needs to be built to unlock them
Fixed cursor not hiding when closing the player inventory or the ferry boat menu
Fixed camera pop when leaving a menu and using mouse input
Build Notes -- Existing worlds and Characters should work fine with this update, please let us know if you see any issues. -- Some previous worlds may not contain all of the new content. Creating a new world will ensure the new content exists if a previous world didn't auto upgrade to include it.
v0.5 Black Stone Castle (MEGA update !)
Breakwaters v0.5.0 Changes
[ITEMS RELATED] -Setup black metal sword -Setup back metal armor -Setup Iron Armor -Setup Black Metal Ore -Setup Black Metal crate -Created Black Metal arrow -Created Black Metal axe -Created Black Metal bow -Created Steel arrow -Changed SteelCrate slot counts to align better with the new Black Metal crate slot counts -Fixed inventory issue when moving items from bags to pockets and the correct stack counts had not been preserved -Update to inventory management and how items are moved between slots. Previously the item stack would look for open slots to put into if you dropped a very large stack into your bag. Now it will only fill the slot you clicked on and wait for you to decide if you want to fill another slot with more. -Changed metal doors to all swing the same direction -Created Black Stone walls, pillars, and doors -Adjusted build costs of axes, swords, and bows -Setup explosive barrels which catch fire when they take minor damage and explode when they take enough total lifetime damage -Setup Black Metal rocks to spawn on Deep Ocean rocks -Setup fuse sound and vfx on Coconut bombs when they are thrown -Fixed bow and ballista ammo cycling so that it will skip ammo types you don't have and go to one you have in your inventory instead of cycling all options -Fixed Ballista shot Rats, Chickens, Poop, and Stones being destroyed after they hit something. -Fixed Cannons and Ballista reticle not colliding with wood floors -Setup door and crate interaction audio -Setup doors to animate open/closed -Improved interaction logic (Pickup, Use, Interact, etc) to reduce the chance of dropped interactions with picking up items, opening doors, etc. -Improved pouch visuals -Improved tiki torch visuals -Updated blue refined crystal bottles to show the blue impact vfx
[COMBAT/NPC RELATED] -Setup NPC death ragdolls -Created Grenade NPC and Armor variant NPC -Setup pirates with melee and bow weapons to have a rage kick back attack -Improved NPC movement logic during combat to reduce movement stutters from conflicting decisions -Improved npc bow logic to have better run away and kickback logic -Fixed bug where npc could be too close to the player and decide to not attack them -Changed "abort attack from knockback" on NPC to have a random chance so it doesn't always happen -Improved MegaGolem combat logic -Setup new Pirate random item loot drop logic so they drop a larger variety of items and some rare loot -Improve knockback logic to prevent the player from being pushed through walls -Setup damage numbers on the player to better communicate which source of damage did how much damage -Setup a player kickback button action to push enemies away. Press Q or B on controls, or remap it in the settings menu. -Fixed issue with grenades and other thrown objects not always bouncing off of NPC -Increased explosive arrow damage from 8 to 25 -You can now try to sneak up on Pirates from behind before they will see you and attack -Improved NPC logic so that they can Kick their way through areas blocked by boxs (Hardened crates) to get at the player -Improved NPC AI to react to explosives and have a chance of running away from them -Setup Pirate Black Tower Base and Pirate Village Base to spawn in the world -Improved Boar ragdoll and setup dissolve so their body doesn't stay around past its usefulness. -Improved chicken ragdoll so they don't roll across the world forever. -Slowed down the speed of Rats, Chickens, Poop, and Stones when they are shot from the Ballista -Reduced Golem health by about 25%
[OTHER] -Setup Glider boat as a new boat players can create -Setup Up-Drafts for glider boats to catch and extend their glide length. They spawn over deep ocean rocks. -Setup a "locked" state for some crates and doors (in pirate bases) so you need to hold the button down for a bit to unlock them before they will open up -Dialog text cleanup -Fixed Crop plants spawning in with 100 health instead of 2 health after save/load -Changed dirt field to not take damage from Stab and Chop type weapons, but it will take double damage from Explosive. -Fixed boat inventory bug where it would auto expand the slot counts and remove objects that fell into the slot count delta that shouldn't exist -Fixed gamepads camera look speed in low perf situations so its consistent with mouse look speed features -Fixed Boat Motor menu not showing the Titles correctly for each property of the motor. -Fixed settings menu language buttons while editing them in a running game. -Added German to the settings menu language button as it was missing, but existed in the main menu language drop down. -Improved Steel Crate icon and update to crate materials so they show the correct visual for the crate type -Changed fog settings to work with glider boat gameplay -Improved camera logic when it moves closer to the player because the player is behind a collision -Fixed triangle wood wall pieces being set to the wrong collision layer which caused it to not block the camera correctly -Fixed an issue where some "don't delete" objects could still be deleted in rare situations -Improved how corrupt world and character save files are reported to the user and provided more options for them so they cant get stuck in a bad state. -Minimap and world map now show small islands in addition to the large islands in deep ocean. -Moved Slide action default button mapping to left stick click on controllers and made it a press to toggle input. This allows the Kickback action to be on the previous button assignment. -Fixed thrown items animations being able to be interrupted by a punch anim when the character is "reloading" -Improved item hand attachment setup on humans -Fixed Water menu not showing the correct title when using the water barrel -Fixed perf issue where animals could be forced underground by explosions and then not be able to find a navigation mesh -Fixed bug where characters would not be unmounted after some contraptions had been destroyed while the character was mounted on them. -Fixed a bug where explosives would not always provide a good spawn location for dropped items and they could spawn in the middle of the ocean on the ocean floor. -Added fabric rippling to the shader for boat fabric -Distant Island visuals now exist so you can get a better idea of where far away islands are in the world -Fixed a Deep Ocean Rock spawning issue where they would not show up in large sections of the world making it feel very sparse. -Fixed visual pop in the ocean when sailing into the area of a new island -Fixed an obscure save load bug related to boats as part of a prebuilt npc village -Visual update to the Mission and Map menu, plus other minor menus -Fixed a garbage collection error that would likely have been causing perf spikes on slower machines -Improved Deep Ocean rock textures -Update to camera so it doesn't move in front of rocks while the player is riding in the Ferry to another island/boat -Fixed quit menu logic so it cant get stuck if you try to save while riding in a ferry to another island/boat. Saving while in a ferry is not supported, you need to wait until after you arrive at your destination. -Fixed escape button losing cursor input in mission menus -Fixed hidden mouse when quit menu is open and you cancel the quit-confirm dialog by pressing the Escape key. -Fixed Ferry boat not despawning when you quit to main menu to switch worlds -Improved ferry menu interaction logic and fixed up button mapping UI that was wrong -Fixed a bug where some objects would not spawn in the world when they should be guaranteed to spawn -Fixed world spawn logic where the same world seed may not spawn the same way under rare situations. Depending on how/when a previously created world was made, it may not have as many islands in the world as intended. -Improved lighthouse Lod setup
-- Existing worlds and Characters should work fine with this update, please let us know if you see any issues. -- Some previous worlds may not contain all of the new content. Creating a new world will ensure the new content exists if a previous world didn't auto upgrade to include it.
New Videos and Images coming next!
The awesome mouse and menu update!
As we trek towards the big Creative Mode and online tech update, we are adding improvements all over the place. In this weeks build we wanted to highlight some great camera improvements and new main menu UI. The new camera logic improves the camera across all frame rates, plus looks for high dpi mouse inputs to improve the camera even more when possible.
Whats New?!
Here are the build notes from the specific update with the new camera logic and main menu changes: v0.2.49 -Fixed camera rotation stutter related to mouse input sensitivity curve. -Improved low speed camera rotation when using high dpi mice and moving the mouse slowly. -Expanded Mouse Sensitivity range options. -Improved camera rotation logic to be more consistent to high perf situations during low perf situations. -Main menu UI update. Improved visuals, flow, and bug fixes. -Multiple system and feature general bug fixs based on error reports. -Lowered price of Charge Cannon. -Changed Roshi character to give the charge cannon blueprint and the charge shot blueprint as a reward instead of just the charge shot. -Improved Jelly enemy logic in two ways. 1 : Mini jelly will self destruct if they are away from their parent jelly for too long. This prevents jelly from getting stuck in the world and breaking the parent jelly logic. 2 : Parent jelly will recover movement even if not all mini jelly are back yet. -Fixed distant ocean not rendering when you would look upwards from on top of a tall island. -Fixed golem spawn bug where they would sometimes be stuck in their hide anim if the player spawned inside of their spawn trigger.
Whats next?!
"Menus and mice are nice and all, but get to the good stuff!" Next up we have Pirate Base and Glider Boat updates planned! Our current eta for those two fun toys is early next week. Pirate bases will exist in the world for you to sail out to and raid to collect a new metal resource. With that metal you will be able to build a new and better backpack, plus the Glider Boat! We expect to also have the Ashray enemy ready and want to release it as part of that coming update too.
Camera quality upgrades and improved main menu!
v0.2.49 -Fixed camera rotation stutter related to mouse input sensitivity curve. -Improved low speed camera rotation when using high dpi mice and moving the mouse slowly. -Expanded Mouse Sensitivity range options. -Improved camera rotation logic to be more consistent to high perf situations during low perf situations. -Main menu UI update. Improved visuals, flow, and bug fixes. -Multiple system and feature general bug fixs based on error reports. -Lowered price of Charge Cannon. -Changed Roshi character to give the charge cannon blueprint and the charge shot blueprint as a reward instead of just the charge shot. -Improved Jelly enemy logic in two ways. 1 : Mini jelly will self destruct if they are away from their parent jelly for too long. This prevents jelly from getting stuck in the world and breaking the parent jelly logic. 2 : Parent jelly will recover movement even if not all mini jelly are back yet. -Fixed distant ocean not rendering when you would look upwards from on top of a tall island. -Fixed golem spawn bug where they would sometimes be stuck in their hide anim if the player spawned inside of their spawn trigger.
Item Stack Splitting! Perf improvements! New render setting options!
v0.2.48 -Fixed missing delete/edit buttons on worlds menu -Fixed rendering setup issue in trees and grass that caused them to not init at the correct time because of Creative Mode production tasks. This caused them to use the expensive rendering path instead. -CPU performance improvements for NPC and Player boats -Fixed 60hz ocean settings logic and SSR settings logic so they turn on/off in the correct combinations -Fixed pirate melee stop distance so they will be in rage correctly -Improved pause screen so it wont let you exit to main menu while the player is dead. This blocks the Death screen from getting stuck on. -Fixed UI button icon being shown for Character create error menu so it shows the correct button
-Fixed inventory item dupe bug -Exposed Vsync in the Settings menu. Default is 60 -Exposed "60hz Ocean" feature in Settings menu. Default is off. This will improve perf on slower machines, but will cause the ocean to move "slow" sometimes since it wont update at a consistent rate. -Exposed Max Frame Rate in settings screen. Default is unlimited. -Updated reflection settings description to be more accurate for SSR.
-Update to inventory interaction to let you hold Shift or Left-Trigger to pickup up 1 item at a time instead of the full stack in the inventory slot. -Items dropped from your inventory will now drop based on how many you are holding. If you pickup the full stack it will drop the full stack in a satchel. If you want to drop a single item, hold shift to pickup 1 item and then drop it. -Satchel inventory menu will now auto close if the satchel is empty after you use the TakeAll button -World Map menu improvements to better remember the position and zoom it was at when last viewed -Fixed NPC attack bug where they would register the player as a target but not attack them -Fixed a minor shader bug on treasure chests
Mission logic fixs and wind improvements!
v0.2.45 -Fixed Lighthouse beam so it finds a valid location after save load instead of pointing towards world center -Changed wind directions to only change per zone instead of per subzone. -Cleaned up mouse icons in UI -Setup wind to blend over 10 seconds instead of 4 seconds to smooth out the transition -Improved contraption placement logic to smooth out the time between each placement and make it feel better and faster -Fixed blue crystal arrows so if they are used to kill a creature, the creature will drop resources. Where if a blue beam damage is used to kill the creature, it wont drop resources. -Turned on boat anchor tether force so that boats will better stay at their home location. This wont perfectly fix "save load boat drift", but it should greatly reduce the issue. -Fixed "My brother shu" mission so that it will succeed even if you have used the relic on the ruins before talking to Shu and don't have the item anymore. -Fixed equipped item UI and ammo UI not clearing when you switch characters to a character with nothing equipped by default
Recipe preview button fix & Tree Branch recipe fixs
v0.2.44 -Changed Tree Branch resource on Boat crate and Titan Hammer to Stick -Fixed issue where you could hide the quit screen while it transitions back to the main menu -Fixed recipe preview button logic not working in work benches -Fixed bug with mountable contraptions where they would error if you exit to the main menu while mounted, then play again, then try to mount the contraption again -Ballista can now be destroyed by the Demolition Hammer -Fixed boat ui staying on when you exit to main menu while on a boat and then load into a new world
The Wood & Water Update!
We have reached our Wood & Water Update milestone!
This celebrates work which includes Pirate Towers, New wood resource improvements, New boat features, updates to resource & item balance, remap-able keys, new contraptions, and bug fixes of all sizes across the game.
(Destroy the tower cannons then climb the stairs to gather your loot!)
In the last 2 months we did 25 build updates with over 145 improvements to the game with a team of 3. Behind the scenes there has been a lot of work on new content that we haven't released yet, and the ground work for Creative Mode. We will be releasing more very soon, including the Glider Boat.
Getting to this point means we are ready to tackle our next early access goals with more improvements, bug fixs, and new features. Specifically we are working on a completely overhauled online, Creative Mode release, and ... if everything works out ... creative mode will support custom user game logic, and community file sharing! (details are still in flux, but we will share more as soon as we can)
(Keep an eye out for future news posts when we release the Glider boat!)
In addition to new content and bug fixes, we will continue work on localization to improve it and add more languages.
There is a lot more early access planned for Breakwaters, your help up to this point has been amazing. Thank you, we look forward to celebrating the coming milestones with you and can't wait to share whats in-progress.
For those who don't read the regular build notes, here is what has happened over this sprint:
v0.2.42
Improved some object lod settings to improve gpu perf across more machines
Fixed null ref in Travel Boat Revive menu.
Fixed Travel Boat logic which responded to animation events to instead use logic since unity anim events are slightly unreliable.
Improved Sail boat logic to protect against some rare null ref bugs.
Improved fish init logic when loading into a new level
Fixed logic on reviving boats where it would fail in rare cases and the boat would sink to the floor.
Fixed boat respawning logic where the floating logic would get out of sync after the second time the same boat was spawned
Change boat shop trader to ignore all damage so npc wont accidentally kill him
Fixed game crash caused when a water pump was destroyed with a infinite loop pipe setup
Fixed shark null ref on loading into a new world while being chased by the shark
Setup a backup way to display character and world save files if something in the list causes the Sort logic to fail
Fixed dead boats and travel waypoints not clearing correctly when you leave a world and enter into a new one
v0.2.41
Fixed Destruction Hammer so it will work on stairs and fences
Changed Pirate towers to be explorable after they are defeated and to have a treasure chest with metal plate instead of flotsam.
Changed resources in the game to focus the gameplay a bit more. Pine wood became Hard Wood, Palm wood became Soft Wood. Hard and Soft wood will drop from pine trees, palm trees will only drop soft wood. Branches will no longer drop from trees and have been replaced in recipes with sticks and logs. Sticks will drop in higher rates from bushes.
Unlocked Water Barrel asset in the build list. You connect a water pipe to it and it will provide large amounts of fresh water quickly as long as a pump is feeding it water.
Fixed shark null ref
v0.2.40
Fixed roshi island being set to small type instead of the custom island type.
Fixed fish not rendering in the world correctly when you save then load into an island that is significantly far away from world zero.
Fixed islands loading in without content on them after they only saved a water file. This wont fix islands that loaded with nothing and got saved though. It will block it from happening in the future though.
v0.2.39
Fixed save load system to not error out on save load logic before the save load was done.
Fixed save load perf issue where a memory issue would make it think it should load up 12million missions from the save file
Setup wide single door variant of metal doors and cleaned up some metal door visuals and sizes
Fixed door scaling so the visual isn't scaled on the transforms preventing it from skewing when rotated open
Fixed door auto open/close bugs when stacked so it doesn't fail out when finding a non door collision
Setup remapping to block specific mapping combinations that can make it so users cant remap their buttons
Fixed mapping bugs on controllers where two button options kept mapping to keyboard
Fixed incorrect label on cycle ammo button mapping UI
Fixed boat name editing canceling on pressing E or Q which are buttons used in other UI to close or cancel
Fixed name editing for worlds and characters so E and Q don't cancel
Fixed name editing for worlds and character layout so it aligns with the name preview better
Fixed save file memory leak related to tutorial missions not clearing correctly
Fixed world map not correctly resetting when switching from a saved world to a new world.
0.2.37
Fixed bug where the world would sometimes not render correctly after loading a world, then exiting to load into another world.
Improved various UI logic
Fixed world map biome names to use the public name instead of the debug name
Properly reset island rendering bounds when a new world is loaded in
Fixed wrong island types showing up in the world vs what was in the island type lists for a specific biome
V0.2.36
Setup exit to main menu logic instead of quitting the game.
Fixed mission list UI showing missions status incorrectly and sometimes in duplicate.
Fixed issue where on start up, current world selection text could show the characters name.
Biomes now support a variety of island types adding more variety to biomes.
Fixed caged Titan spawn so it properly spawns on the ocean floor.
Fixed golem spawn scenario where they could get stuck in their "hide" animation but are in combat.
Fixed sail boat sailing off on its own if you died while it had full sail and then revived the boat.
Fixed water pipes so they correctly remove water when they are used with a pump.
Fixed wall vertical auto destruction so its not blocked by penetrating collision like floors.
Fixed player select menu so it shows the previous options behind the active menu like the world menu does
Fixed MegaGolem null-ref.
Fixed duplicate mission characters spawning in some cases.
Fixed duplicate titan relics showing up when the user switches between characters in a specific way.
Fixed various mission tracking bugs and mission duplication bugs.
Fixed pirate towers sometimes dropping incorrect "epic" loot when they should be dropping metal sheets loot.
Reduced gpu and cpu memory used.
Game pauses again while pause menu is open.
V0.2.35
Increased pirate tower damage
Increased boat repair kit strength
Fixed treasure maps so they wont place treasure in rocks and similar objects
Increased treasure rewards
Fix to Titan logic so that it wont "look at" the player when it takes damage while in the middle of an attack as it caused issues with some ranged attacks being instant targeted at the player
v0.2.34
Fixed newly exposed boat not showing up in the boat yard menu
Changed contraptions to drop resources and inventory objects (crates) to drop resources even when killed with fire. Previously anything killed by fire would drop nothing.
v0.2.33
Fixed boat movement in online beta depot
v0.2.32
Setup Ocean Pirate Towers in the world and added Metal Sheet resource which can be gathered from destroyed towers and used to build a boat with more contraption slots.
Update to village npc setups and text and fixed some village npc bugs
Reduced blue boar health
Improved Hunter mission text
Improved Roshi spawn logic and house setup to prevent the Roshi NPC from getting into poor locations
Fixed chicken and rat animation play back issue
Fixed pine island hermit structure that would slowly sink into the ground after each save/load
v0.2.31 (Online build specific bug fix)
Fixed network bandwidth performance that could lead to large de-syncing issues with more than 2 players connected
Fixed issue where you could not exit the game once the host ended the game
v0.2.30
Fixed issue where leaving the merchant menu while selling something would lock player input preventing them from leaving
v0.2.29
Fixed rare init bug on contraptions when the player moves too quickly to a new island. Likely only possible in debug scenarios though.
Fixed minimap icons so they show up correctly based on ocean/island setup
Fixed NPC boats so they are not stuck in place
v0.2.28
World map now remembers UI position and zoom properly for both controller and mouse
Controller auto selects the top options of each tab, except the mapping window since that is not controller navigable yet
Setting controller selection is dynamic if console settings are hidden
Islands now grant XP
Mission Items now scale text properly and use "..." if the text cannot be sized properly and cannot fit
Networked game boats should be working better now, repro wasn't consistent for me but I adjust the change I made for them not floating to accommodate a possible race condition
v0.2.27
Fixed world creation text field input bug
v0.2.26
Reduced gpu memory for various systems
Texture Size has been added to the video options to let people reduce their max texture size and reduce gpu memory
Fixed spawning in a boat in the ocean so the player is correctly placed on the boat
Fixed null ref on cooking menu
Fixed pressing "e" or "u" in entry field was closing the menu you wanted to edit in
Fixed issue where some quests would let you repeat them if you save/loaded at the correct time creating "multiple" quests
Fixed issue where input would get locked into non input if you exited a mission menu at the wrong time
Fixed cursor being stuck on after you closed the map window
Improved treasure spawn locations to be more likely to spawn in "fun" locations
Fixed controller triggers not correctly zooming the map post button remapping feature being added
v0.2.25
Fixed resolution dialog to stop using desktop resolution as a backup which caused many users to think they had poor perf, but really they just had been playing at 4k. This change will cause all machines to reset their res back to the default until a user sets it again and it saves the new value.
Setup detection for Win7 so that it can pop up a warning that its not supported and may have errors
Setup Crowdfunded content flag in the settings to turn on KS names for various things and gravestone text
Fixed Roshi character mission text
v0.2.24
Setup online in the "beta" branch on steam and disabled the button with a msg on "default" branch in steam while we iron out bugs. To play online, grab the "beta" branch.
Fixed objects on fire not being turned off when returned to the pooling system and being reused on another island but still on fire. This should also fix fire not going out on players when running into the water.
Turned lod distance back on for health bar UI feedback so it doesn't display in online when someone damages an object on an other island
Update to icons to improve readability of different items, for example arrows, so you can see the tips in the ammo counter HUD
Update to build names in Steam to better describe which build is online and which is single player
v0.2.23
Key Remapping has been setup in the settings menu
Fixed cannon types so they can be destroyed when built on land
Key rebinding took a day or two longer than we planned, so we didn't get many bug fixes into this build. There are a few system level fixes, but we will be pushing a bug fix build next, and we are working on some content updates.
v0.2.22
Improved networking for slower internet connections by optimizing data volume between 10% to 30%
Fixed playing "falling" bug while they are on fire and standing on benches or some rock types
Fixed "sword pirate" on first island
Fixed issue where players online games would not load in correctly after learning the flare. Single player worked fine with that world though.
Fixed Roasting Pit so it floats on Docks correctly
Setup German Translation
v0.2.21
Added Glowing berries which can be harvested from bushes at night to give early game health regen
Changed flare to crystal shards instead of crystals
Changed Dead Titan crystals to give more resource before destroyed and less resource when completely destroyed so you get more along the way instead of at the end
Reduced plank sell value from 4 to 3
Changed default starting resolution to 720 and reflections setting to off
Improved Spanish translation
Increased bag sizes slightly and unlocked backpack option
Increased crate sizes slightly
Fixed crate wood and crate steel not breaking down into the correct build resources
Increased hunger points give by cooked meat, berries, and mushroom coral
v0.2.20
Fixed region specific connection bugs
Fixed additional general lobby connection bug
Cooking and Water station bug fixs
General object spawning and deleting systems bug fixs
Setup detection for bad network data. If it happens before game start, the player will be removed from the lobby, if it happens after it will try to recover and keep playing
Sailboat single player and online bug fix
NPC characters single player and online bug fix
Fixed selection issue in screen resolution option for 720
v0.2.18
Improved camera movement logic and changed camera blending to a slider so people can better choose how little or much they want. This will require users to choose new values as the old values dont translate to the new scales.
Increased range of values on camera settings to allow more options
Added a pouch asset which the player is given after the first mission to teach bags exist in the game and provide a minor amount more early game item storage
Changed equipment tab icon on Builders bench to be a bag instead of a shirt
Improved text in mission flow to better tutorialize different parts of the game.
Fixed networked experience when killing creatures so the experience points go to the proper person who killed the creature
Updated text in second island hermit (pine island) to tell details about how to kill a Green Jellie creature.
Various minor perf improvements
Setup HUD feedback on the hydration meter to show when you are sprinting to help communicate that you are burning through hydration faster
v0.2.17
Improved map logic to fix stuck maps and prevent future maps from getting stuck
Put a msg in the lobby to help people gather before launching the game
Resolution changes check against the active game window resolution in an attempt to unblock setting some resolutions instead of against the saved game resolution
Fixed null ref possibility in HandleDynamics objecst.