The full list of changes since last public version:
new block: Autonomous Water Purifier
increased distance and intensity of vehicle search lights
added setting to change/disable the automatic miner excavation limit
added lights on the Bike blueprint
finished Czech translation
Various bugfixes ():
added saving of player crouch state (before, if you saved crouched under some block, it would kill you by loading you in standing position with your head inside the block)
added more tries for world generator to put Terry's ship on dry place (it might cause different ship positions on same seed than in previous version, but only in new games)
better visualization of finished, non finished and mutally exclusive quest tasks
fixed sorting of UI (tutorial messages over the menu)
tech tree: fixed access to some blocks (Short Basic Slope Wall 1x4, Short Basic Slope Corner Wall) for non-kickstarter players
fixed workshop blueprint API to support more than 50 subscribed items
fixed error in case of invalid blueprint
fixed error caused by splitting grid with Suspension / Hinge / Rotor
fixed frozen POIs in compass
fixed Radar scan working only after Map refresh
added notification about map being locked in the early game
added random timeout before crafting (performance fix for lags in case of many synchronously running printers)
disabled exit where entered functionality in cockpit (to prevent exiting in open-space)
hidden inventory and compass while sleeping
1.0.3.2 in Experimental
Hello Nomads,
We've just released a hotfix on bugs found in 1.0.3.1 to Experimental branch. Also we've added a custom setting to change/disable the amout of mining possible with automatic miners.
List of changes:
shortened the random delay before starting work in printers
fixed a bug in automining limit & added setting to change/disable the mining limit totally
1.0.3.1 in Experimental
Hello Nomads,
There is a new update in Experimental branch. Aside from many bugfixes, we've bring a new block - Autonomous Water Purifier, it's a nice water tank with ability to slowly filter dirty water without the need of electricity.
The vehicle search lights are also more powerful and we've added lights to our motocycle too.
The full list of changes:
new block: Autonomous Water Purifier
increased distance and intensity of vehicle search lights
added lights on the Bike blueprint
finished Czech translation
Various bugfixes ():
added saving of player crouch state (before, if you saved crouched under some block, it would kill you by loading you in standing position with your head inside the block)
added more tries for world generator to put Terry's ship on dry place (it might cause different ship positions on same seed than in previous version, but only in new games)
better visualization of finished, non finished and mutally exclusive quest tasks
fixed sorting of UI (tutorial messages over the menu)
tech tree: fixed access to some blocks (Short Basic Slope Wall 1x4, Short Basic Slope Corner Wall) for non-kickstarter players
fixed workshop blueprint API to support more than 50 subscribed items
fixed error in case of invalid blueprint
fixed error caused by splitting grid with Suspension / Hinge / Rotor
fixed frozen POIs in compass
fixed Radar scan working only after Map refresh
added notification about map being locked in the early game
added random timeout before crafting (performance fix for lags in case of many synchronously running printers)
disabled exit where entered functionality in cockpit (to prevent exiting in open-space)
hidden inventory and compass while sleeping
1.0.2.1 Released publicly
Hello Nomads,
Our "optimization" build have no critical bugs now, so we've just released it for everyone.
Here is the repetition of changes:
1.0.2.1 in Experimental Branch
Hello Nomads,
Optimization update brought some performance improvements but also some bugs that we need to solve before releasing it to the public. So, here is the update 1.0.2.1, so far in experimental.
The list of changes:
fixed building new blocks in old saves
fixed exiting from cockpit, prevented exiting in dangerous cases (into terrain etc.)
fixed spawning of nests, trees and other game objects in dead zones (around wrecks, monuments, etc.)
fixed frozen swarm visuals
fixed highlighting of blocks in block mover
fixed compass visible in cut scenes
1.0.2.0 Optimizations in Experimental
Hello Nomads,
We have freed the Experimental branch yesterday and today we have a new experiment for you. We have reworked the most CPU intensive scripts and was able to gain from nothing to 20% FPS increase on our testing HW. There is still some work to do and maybe some new bugs introduced. You know, this is why it is called experimental :).
Let us know if you feel some change for the better, and expecially if any for the worse.
The list of changes is a little bit more technical this time:
optimized geometic calcuations in Animal Nests, POIs & Navigation, Planet geometry, Dynamic Obstalces
reduced frequency of computations in PlayerTerrainFixer, freezing Vehicles, Switchboard distances, Active Blocks, Items and Containers
reduced UI refresh in Inventories, Block Catalog, POIs
invisible animations and partices culling in Animals & Swarms
optimized calculation and added caching of Dynamic Obstacles
optimized Wheel physics
reworked calculations of chunks and objects
1.0.1.0 Motorbike released publicly
Hello Nomads,
It has been rainning for days here at our HQ - not ideal weather for riding a bike, so we've released our update with motocycle publicly to have some fun :)
Here is the list of changes to repeat:
new special blueprint - motocycle
escape a vehicle at the point you entered it
air blade - fixed target height stored in blueprint - possible to re-use aircrafts on planets of different size
added an "easter egg" on one special day in June
1.0.1.0 in Experimental Branch
Hello Nomads,
Today, we've released Planet Nomads 1.0.1.0 into experimental branch. You can try out our new experiment - a motorbike. Do not expect real bike simulation, it's just a fun way to move yourself around :). You will find it in blueprints section.
We have also modified the logic of exiting vehicles a little bit. When you hit the "E" key to exit the vehicle, the first position the game try to put you on is the place you entered it (relative to the vehicle). Now it should not happen that you enter you quadcopter from the front and escape on the side, where the blade is running.
Here is the full list of changes:
new special blueprint - motocycle
escape a vehicle at the point you entered it
air blade - fixed target height stored in blueprint - possible to re-use aircrafts on planets of different size
added an "easter egg" on one special day in June
1.0.0.1 Released publicly
Hello Nomads,
Today we've released new version 1.0.0.1 into experimentalpublic branch. It brings just small fixes.
List of fixes:
fixed opening of planet map (in already "broken" saves you need to wait few minutes before a hint shows and unlock it)
added syncing of physics to rebasin to address "invisible wall" bug
added better saving and refresh of selected favourite blocks
1.0.0.0 The Story Unfolds
Hello Nomads,
Today is a big day for us. We have decided to release Planet Nomads sooner than promised as we managed to finish the game story.
The story puts you in a difficult position where you have to truly survive the crash landing, explore your surroundings and build means to progress through it. It has multiple different endings which will uncover you a secret of what happened on Anita. To get through to the end you’ll need to find and scan objects on the planet. This will be no easy task, especially with wild animals breathing down your neck and weather so brutal that will stop your progress really fast.