It's here! The Procedural Interior update is complete!
This update revamps the Vanguard Ruins using a procedural interior engine.It decides what kind of rooms to add, creates the room shapes and layouts, and then decorates them!
It also has a bunch of tweaks to combat (it's faster) along with a new UI for the editor. And of course, the usual set of minor bugfixes.
With procedural interiors in the game, I can begin adding Xeno Outposts to asteroids and planets!
Update Changes
* New Feature: Procedural Interiors - EGSL Productions
* New Feature: Procedural Interiors - Room Shape / Layout Engine
* New Feature: Procedural Interiors - Decoration Engine
* New Feature: Revamped Vanguard Ruins added back to the game (even for old savegames)
* Improvement: Simplified Interior Editor to use a "smear tile" model
* Improvement: Tweaked combat - blaster moves faster, missile cooldown reduced, Xenos see you faster, Poacher shoots faster
* Improvement: Lowered sound/music volume, both in initial option and also globally
* Options: Remove depracated mouse sensitivity option
* Crashfix: set proper locale to override user locale in case inconsitency causes EGM loading failure
* Bugfix: Limit bounds size for huge spaces
* Bugfix: Don't switch to "Door" mode until we've actually selected a door
* Bugfix: Don't allow editing airlock (again)
* Bugfix: Fix interior bounds loading from savegame
* Bugfix: Fix memory leak in editor
* Bugfix: Restore undo points to editor
* Bugfix: Make sure Bots don't get stuck looking at lights
* Bugfix: Rotate ship bounds to match interior root orientation (for sideways airlocks)
* Bugfix: Fix rendering interiors when "Fix Player" from inside Vanguard Ruins
PATCH
* Fix sound craziness when many robots are trying to get through a single door
* Fix error where projectiles would never die when shooting the surface of the sun
* Add "MaxSoundCount" option (not in options menu) to help prevent sound overload
* Tweak mouse accuracy in editor
* Fix memory leaks in editor and with palettes