![]() Increased number of beehives during the summer months.Added culling for distant landscape, reducing a lot of draw calls (better FPS performance).I will add ability to customize this in the future. Thanks so much to Pewtsku and J4ntteri for providing the translation :) Winter Jacket Snow Camo and Shirt Woodland Camo: This gives much greater depth to the scene presentation, especially in densely forested areas:įor players that wish to further support the game, some new skins have been added to game's Steam Store Page. I've increased the dynamic shadow casting by around 3x. On hardcore there are no dropped kits (unless on dedicated servers whereby there is a 2 minute timer). The glass jar is returned when eating the Chutney, so each jar only needs to be crafted once.ĭropped Kit Expiry Time Increased:ĭue to expanded world space, player dropped kits will now last for 14 minutes on normal (previously 10 mins) and 20 minutes on easy (previously 15 minutes). Chutney does not require refrigeration and can be kept indefinitely. To assist in food preservation, players can now prepare Vegetable Chutney in the oven. So I would have to either think of a way to present up to 10 perish times for a single item in the inventory, or switch them over to use the same logic as fruit/veg. This is because they still maintain independent perish times for every item in a stack. Meats and cooked meals still don't show meters. I think this is an appropriate way to balance/decrease the penalty of food perishing while looting, while still maintaining the necessity for preservation methods when at larger scales of production. In addition, when a stack is at a low count, it will take longer to perish (an example shown above). Adding an item (or stack) to a stack will result in the stack acquiring whichever had the lower perish state.Splitting the stack would result in both stacks continuing from the same perish state.Items will perish one at a time from a stack. ![]() This may be controversial, but was necessary and well overdue. I think these new pieces will open up a lot of new creativity for base designs, so I'm curious to see what players will create!Īs hinted at previously, fruit and veg will now perish overtime. ![]() So 60° at each corner, meaning 6 would complete a circle. They are equilateral in dimension (with each side being the width of a full wall). There are now triangle variants of foundations and ceilings. The new geometry caused problems with the AI pathing systems, so needed to be updated to accommodate. This does increase the polygonal complexity to the scene rendering, but I'm using some aggressive LOD and lighting transitions to maintain high performance. In the new area I'm using some new techniques to blend rocky ground detail into the landscape geometry. However there is currently no cave access from the Western lake (yet). Eventually I hope to transition the old trees on the rest of the map as I introduce more species.Īs with the prior South-East expansion, the new area adds a lot more underwater space (including deep water). The new area is mostly populated with new tree species using the new code. They are still a work in progress, but are performant and give me much more control over the code rather than working around a black-box feature set. They support wind simulation via vertex animation (with no skeletal meshes), seasonal changes, large-scale instance meshing, etc. I've implemented a new system for trees, moving away from the native SpeedTree libraries available in the engine. Here's a link for a full 4k image of the world map. It is important the world continues to scale in size, as I want long-haul travel and exploration to play a role leading into future features and development. Alpha 59 brings a large expansion to the western side of the map, opening up access to a large new lake, streams, ponds, waterfalls, forested regions and beachfront.
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