Current priorities from highest to lowest:
- Bugfixes
- Optimizations
- Design feedback
- New features
- More main quests, side quests, and systems
Apologies for needing this many patches at launch. We didn't expect there to be this many issues and are deeply sorry for any inconvenience caused.
We're shifting priorities to making the start of the game smoother and stabilizing the build before moving back to working on new acts of the game.
A big thing we want to communicate is that the game doesn't really start until after the initial Pop Pop quest, so we're looking into ways of expediting completion of that quest.
Changelog
⭐New Features
- Added a quest NPC that will come to Pop Pop's Shop Plot to encourage players to explore the world (we'll be adding more soon if people like them)
- Aiming down sights at a customer will now make them fight or flee (we're prioritizing bugfixes right now, but we plan to add more onto this later)
➡️ Gameplay Changes
- Added a button to creating a new campaign where you can skip the prologue, since it was not a good representation of the game and was boring for many players
- Trash Can inventory slots buffed from 4 -> 6 slots to make trash easier to deal with early game
- Fiber seeds no longer need water to grow to make early game more fun
- Removed XP cap mechanic where you couldn't level up unless you spent points, because it is unfun for players to realize that they were wasting XP if they didn't level up
- Bamboo Foundations and Stone Foundations are now much cheaper to craft, since it was too grindy
- Buffed damage for Bamboo Tool and Stone Axe because it was too grindy
- Bellcoats have a larger hitbox, leap less far, and no longer have unblockable attacks to make them more of an early game slime enemy than a deadly threat
✅ Improvements
- Added equipment tab to crafting tab menu to make it more clear as to how you can equip clothing
- Better explanation of shop floor tile types that hovers over the shop tile UI
- Removing extra button click at bottom right when clicking return to title / quit
- AWP weapon now has a better shoot sound
- Repeater Rifle weapon now has a better shoot sound
- Reduced audio of boombox items
- Added "Prologue" and "Tutorial" prefixes to tutorial quests so players don't think that the prologue/tutorial are the actual game, nudging them to move along faster to get to the actually fun part hopefully
- Significantly improved running animations
- Significantly reduced noon fog so that the player can see points of interest better, especially in cutscenes
- AI should now search for you if you hit them from extremely far away (can no longer snipe them with a Repeater Rifle / AWP for free)
- Can now recover from a knocked down state with movement inputs and crouch (previously, you could only get up with jump and dash which was unintuitive)
- Improved select lobby UI responsiveness
- Added "complete_quest_tasks" quest completion cheat in case players need to use it to get through bugged quests (as server host, press ~ then type sv_cheats 1 to enable console cheats)
- AI should now search for you if you hit them from extremely far away (can no longer snipe them with a Repeater Rifle / AWP for free)
🛠️ Fixes
- Mac build is finally synced up to Windows build, allowing for Mac/Windows crossplay and proper updates
- Fixed possibly the last cause for some materials to appear extremely bright, blinding the player (sorry)
- Fixed Clients hurting themselves when throwing some weapons
- Default shop floor tiles now display type hologram to avoid confusion of shop tile system @tinnfoil
- Changed default floor type name to Unassigned instead of Generic to better communicate the floor system
- Fixed a case where some clothing on AI appeared pink, but returned to normal when you hit them
- Fixed player skill masteries (lockpicking, shopkeeping, etc.) not saving for the client sometimes
- Fixed glowing sand footstep effects
- Fixed problematic hammers around the North Star component platforms
- Fixed AI not having clothing in one case near the starting area
- Fixed possible disconnect case with customer interaction FX handler
- Fixed possible disconnect case with animation system
- Fixed possible disconnect issue with the employee gathering task
- Fixed possible disconnect issue with the employee detail UI page
- Fixed possible disconnect issue with the haggling screen
- Fixed possible disconnect issue that can occur with save button
- Fixed possible disconnect issue that can occur when a plant starts wilting
- Changed logic of splash screen so that it's less likely for someone to get stuck
- Fixed a chance case where rocks on the ground are hard to pick up
- Fixed possible disconnect that can occur with snow deformation system
- Removed tiny cube that you can see in the tutorial prologue
- Reduced size of video output for intro videos to 960x540 to possibly help crash on load and increase load time
- Armor HP bar sometimes doesn't go away
- Fixed "Needs Roof" and "Item too large for container" messages sometimes not running for client
- Fixed a lot of black screen or camera stuck issues for clients due to incorrect handling of dialogue node replication
- Fixed offset door and mission collision in at Kazai Castle
- Fixed incorrect rock material
- Fixed pink ranger material
- Added collision to windmill
- Fixed one case of glowing grass
- Reduced smoothness of a lot of materials to reduce chance of blinding the player
- Fixed the UI of shop tiles not matching the hologram color
- Fixed customers not reacting to player hitting htem
- Fixed starting Saleblazers Apron not being able to be picked up when placed down
- Fixed clothing clipping if you wear Pop Pop's shirt using a female body type
- Added fallback option to Kazai Castle gatekeeper dialogue to prevent it from going into an unplayable state
- Fixed case where clients can spawn outside of boss fights
⚙️ Optimizations
- Chunks are no longer loaded when in boss fights
⚠️ Upcoming Prioritized Issues
- Some languages break quest progression -- we will be pushing out a patch ASAP to fix this but for now, please use English
- Optimization (CPU/Memory)
- DIsconnecting during different parts of gameplay (we already fixed a lot this patch but will continue to monitor the situation)
- Clients that dismantle building pieces don't have their progress saved if host was not in the chunk
- Teleporting will sometimes remove items, but they will come back after a save/load
- Can't use beds sometimes (we haven't been able to repro but we are trying)
- Client doesn't see destroy effects
- Client sees ragdolls go crazy sometimes
- Water is flickering in the prologue tutorial
- Various quest trigger issues
