Colonists,
Please enjoy a hefty bug fix update with some major quality of life changes. Also try out the new planting system!
Changes
- Iron ore spawn amount has been reduced by 33%-50%
- Added AI Director to manage the randomization of events such as raids and new colonists
- Treasure chests will be more frequent underground
- Game executable now has an icon
- Reduced footstep sound volume for non-players
- NPCs/raiders will now spawn with fewer random items and fewer shotguns
- Improved notifications to show more evocative messages when research happens
- Tab key now cycles through the different tabs in the Inventory menu, which can now also be accessed with the Function keys. You must now press Esc to close the inventory.
- New graphics for pickaxe, cooking pot (still unused!)
- All research items now take longer to complete, and all NPC professions can now do research. Scientists get a 10x research boost.
- M60 is now the first heavy weapon you unlock through research (replaces flamethrower)
- Hunting rifle is now the first rifle you unlock through research (replaces m1 carbine)
- Enabled multithreading on 2D physics
- Added some sparks when you mine gems and ore (WIP!)
- Graphical improvement: Bullets will now only have streaks if they’re actually traveling fast
- Knockback from melee and bullet damage has been reenabled; creatures will be slightly bouncy for a short time after death. Effect may be slightly exaggerated.
- Improved generation of underground caves to better distribute chests
- Drill now has melee damage
- Additional sound channel settings for block hit and break
- Certain plants now drop seeds that can be planted in dirt to grow food
- Added crafting category tabs to facility and handcraft menus
- Increased limit for night mobs near player colonies; first night: 20, second night: 30, third night: 40
Bugfixes
- Fixed preview graphic on torch and campfire
- Fixed an issue that could cause weirdness when a player disconnects while leading a squad
- Fixed an issue that could cause corpses to teleport when you try to put them down in multiplayer
- Fixed graphical issues that could occur when another player picks up a corpse and walks into your screen
- Fixed an issue that could cause players to get stuck if the corpse they’re hauling is destroyed
- Decoupled fatigue (need for sleep) from stamina (energy/effort) so NPCs don’t suddenly fall asleep in the middle of intense physical exertion
- Fixed issue that caused your colonists to continue attacking a NPC if you recruited that NPC during combat
- Fixed issue that could cause lighting effects to be offset to the right by 1 tile.
- Reduced the performance impact of having a lot of containers, NPCs and hauling jobs
- Fixed issue with landing pad / shuttle construction causing sudden high CPU usage
- Fixed issue that could cause unusable items to get dropped after destroying a looted humanoid corpse
- Adjusted engine timings to reduce the likelihood that the dedicated server will experience a self-sustaining “death spiral” if FPS drops drastically below a certain threshold
- Fixed server-side issue that could prevent some players from hosting if they had IPv6 enabled or connected through an IPv6-enabled device
- Fixed server-side issue that could cause some players to see a “Could not create session” error if their Steam name contained unusual unicode characters
- Fixed issue that sometimes caused the wrong count to be displayed above your character when picking up a stack that needs to be split to be stored
- Fixed issue that caused Hydroid’s red reticles to remain stuck on blocks forever
- Fixed issue that allowed Hydroid’s telekinetic projectiles to remain active forever, even if they fell out of the active play area, causing a lot of unnecessary loading
- Fixed issue that could cause Hydroid’s telekinetic projectiles to shoot at extremely high speeds
- Fixed issue that caused NPCs to jump in place or stand immobile after pulling themselves up from a ledge while pathing
- Fixed character running in the opposite direction when the first step in a new path requires vaulting over a single block high ledge
- Fixed issue that could cause herds of animals to bunch up and remain stuck in the area just outside the player’s vision range
- Fixed issue that could cause night mobs to become scarce after a while due to stuck herds counting towards the limit
Social Media
Can’t get enough Outworlder? Itching for the next colony? Try one of our communities and social media platforms!
Our Discord is our main community hub: If you’re a playtester, you can join and get a special playtester role.
Discord: https://discord.gg/Asntr8e
Our other spaces are regularly updated
Twitter: @playoutworlder
Forums: https://forums.playoutworlder.com/index.php
Reddit: https://www.reddit.com/r/Outworlder/
Outworlder Site: https://playoutworlder.com/
Facebook: https://www.facebook.com/playoutworlder/
Also if you missed it, congratulations to Krisis on being our first contest winner!
