The Sahel Biome has been added to the game. This is a hot, bright and dry biome with scattered bushes and trees. Rocky cliffs can be found near the higher elevations
Red Dirt has been added to Ficterra. It is like regular dirt, but is red, and is found in the Sahel Biome
Red Dirt Grass has been added to Ficterra. It functions like regular grass and is found in the Sahel Biome
Arid Rock is now in the game. This rock spawns in the higher elevations of the Sahel Biome
The Arid Rock Pillars, Arid Hollow Tree and Sahel Crater sketches have been added to the game. These spawn in the Sahel biome
Rocks and Bushes
Tools can now be used on certain placeable objects. Tool power and type are now stored on the tool
The cube highlight outline now hides when looking at a placeable object
Added tech for placeable objects to be "mined". These objects won't show helper glyphs when hovered over
Mineable Rocks have been added to the game. These rocks can be mined like cubes up to 3 times with a pickaxe. They can give rocks and rarely ores
Breakable Bushes have been added to the game. These bushes can be chopped like wood cubes up to 3 times with an axe. They can give sticks, leaves and sometimes trunks
Group Loading
The game now saves/loads groups of cube volumes at a time. This greatly reduces the amount of files saved and decreases loading times overall
Cube volumes now remain disabled but in memory, until its group is unloaded. This allows them to be enabled quickly without the need for a reload
Reduced the initial loading time of cube volumes
Terrain now saves quicker
Creating a world from a Fiction now uses the same type of loading as the Fiction
Input
Added a new input system to Ficterra (Rewired)
Keybinding now uses the new system. Some of your keybindings may have been reset
Other
Fixed a bug where biome specific music would fail to play
Fixed a bug where butterflies sometimes wouldn't spawn
Dragon Whelps have had their hitboxes updated
Fixed a bug where enemies would dodge hits that should have hit
Fixed an error that could occur when using the low deferred rendering setting