
We've now officially shifted our focus to polishing, balancing, and adding more features to shopkeeping.
This patch brings a total refactor of a lot of AI, along with additional tweaks to make shopkeeping more consistently fun.
We have a larger shopkeeping patch in the works, so keep an eye out for that soon!
📜v0.12.3 Changelog
⭐New
- Crouching will now hide the player name that hovers over the player's head, so that players can sneak up on other players... 👀
- Added button to "Help" ESC menu that parses your save file for potentially lost data to use if your shop disappears (back up your save first!)
- Added more item equip and destroy sounds
🏪 Shopkeeping Changes
- There should now be a cool new track that plays when you hit 5 stars in your shop!
- Added ability for customers to queue up at ATMs
- Refactored AI pathfinding for more consistent results and removal of some duplicate calls
- When an employee is not performing any task, they are not allowed on generic tag and will try warp to closest shop plot position, which will prevent them stuck on roof
- Customers will now prefer cash registers that are powered instead of non-powered, instead of displaying the no register emote
- Increased employee wandering radius to make them feel more alive when not performing any task
- Foundation pieces no longer take damage from melee hits, to make for a smoother experience should a fight break out in your shop/home
- (English) Reduced mean-ness and fixed a typo in customer request rejection dialogue
- Rebalanced cost to purchase shop plots
- Rebalanced which resources are attainable per shop plot
- Customers will now look at the cash register when they are waiting at the register instead of whenever they're standing in the queue
- Fixed employees not traversing on correct graph when not performing any tasks, which could cause some scenarios of employees being stuck
- Fixed customers stuck on waiting in queue due to the person in front leaving the queue in some cases
- Fixed a case where customers would teleport to needs items
- Fixed stairs updating tags on a bigger bound than it should, causing nearby objects like handrails to have tags on them
- Fixed some cases where generic tile type could wipe shop tile type internally in the nav mesh
- Fixed items placed on staff tile being considered as a plot items instead of shop items
- Fixed some prefabs with multiple room item references, causing some shop and plot references to be wiped
- Fixed scenario where placing a prop on top of a plot (shop sign on top of a dresser, for example) will not consider the prop to be part of the shop
- Fixed one case of items being duplicated or floating when interacted with by customers or employees
- Fixed several display containers taking self damage when customers browse from them (this was an old mechanic that we decided not to have and it looks like it was still dormant on a few containers)
- Fixed case where employee can be stuck due to incorrect nav mesh tags surrounding them
- Updated the shop plot Realtor dialogue to fix errors and improve clarity
➡️ Changes
- Swapping item slots will now immediately swap the two items, hopefully making inventory management require fewer clicks (you can have the old behavior if you hold shift)
- Increased number of slots in Dumpster
- Adjusted totems that were too close together in the desert and moved one to fill a gap in the desert
- Changed electrical wiring tool to look like a soldering mesh instead of stone hammer
- Added slight rotation to hitmarker
- Several VFX tweaked to be more subtle for better immersion (weapon swing trail, weapon impact FX, rain)
- Polished VFX/SFX for Gulper turrets in tutorial
- (Extremely experimental and not fully playable yet, so please don't use gamepads yet) Added more gamepad support throughout the game
- Dead grass now casts shadows, to improve visual fidelity in the desert regions
- Changed anti-tiling rock shader to look more natural
- Removed waterfall near Golf Cart Shop for better fidelity
- Farming and baking quests are now global, for more consistent lore per save
- Reduced Copper respawn timer in the Crater to make it more fun
- Updated build UI to not have overlapping UI elements
- Updated main menu to give better information about patches and reduce confusion of whether you're on the right patch or not
- Updated Pop Pop's quest HUD text to teach the player to use TAB to place items better
- Changed Journal UI to a darker color for better readability
⚙️ Optimizations
- Fixed large FPS hitch when purchasing nodes from the research tree
- Fixed large FPS hitch when swapping items with an expanded player inventory
- Removed a class instantiation that occurred every frame with game zone calculations, reducing the amount of garbage collection and reducing chance of memory fragmentation over time
- Reduced garbage collection allocation for pooling system and attribute system, which should free up RAM and reduce hitches
- Refactored how items are saved to chunks for better performance and consistency
- Reduced amount of storage save files use
- Removed unnecessary expensive raycast that was occurring every frame for items that are hung on walls, which should improve framerate and garbage collection allocation if you have a lot of hung up items in your shop
🛠️ General Fixes
- Fixed various disconnect to main menu situations
- Fixed really bad bug where if you stood in a shop plot, invaded that shop plot in another server, then placed an item, you would lose your shop in your own save (sorry!)
- Fixed invaders being able to damage buildings of newly hosted lobbies
- Fixed being able to interact with Bellcoat Weapon when you shouldn't be able to
- Fixed Western furniture shop stock not having correct items
- Fixed melee hitbox spawning at the feet incorrectly sometimes
- Fixed ending credits not playing special music
- Fixed being unable to throw Kitchen Shelf
- Fixed scenario where some save keys in the master game system weren't being loaded properly
- Fixed Western Piano breaking shop nav mesh data
- Fixed one scenario where quitting would take a long time due to some nav mesh calculations
- Fixed Zipline anchors missing ziplines in Canyon area
- Fixed some wells not having water in Kazai Settlement area
- Fixed glass mat rendering over water
- Fixed edge case where save could potentially be wiped if some item saved in a chunk that was not loaded in yet
- Fixed item destroy SFX playing twice
- Fixed collision on tent that could get the player stuck
- Fixed bushes emitting yellow gas particle
- Fixed electrical lights emitting dark smoke every time you turn around
- Fixed snowstorm VFX playing near the Snowville shop plot
- Fixed Invasion game mode not properly adding new player to the correct team when they join late
- Fixed case in Invasion game mode where invading player failed to join an invasion
- Fixed several core issues with invasions not working as expected
- Fixed case where quitting the game would take too long
- Fixed various issues with Make it Grain quest
- Fixed research nodes not unhovering after Researcher appears or when save is loaded
- Fixed issue in Cassandra's quest that didn't allow players to turn in the repeated part of her quest after quest is complete
- Fixed items not staying inside Coastal Bookcase on save/load
- Fixed Wheat not requiring water to grow
- Fixed edge case where if you left an invasion mid-way that an exception with save file meta data could occur
- Fixed "Ancient Core" item being available when it should be "Shepherd Core"
- Fixed floating stairs in splash screen
- Fixed longswords having wrong combo
- Fixed being able to connect to lobbies of different versions through the right click -> Join Steam Friends feature
Patch Title Naming Convention
You also may have noticed that our patch title has changed from the usual 0.12.3 to "Update 12 v.3".
This is to simplify and streamline the patch numbers better, especially once we cross the 3 digit threshold as we plan to have a lot of patches.
(Check your version number at the top left of the main menu for v0.12.3 and restart Steam if you don't see the right number!)
