Hello Lumberjacks and Lumberjills,
First up, we released a new patch just in time to make the Christmas in Pinewood even more special. From now on you can enjoy your time with better performance and improved graphics. You can find all the details in the changelog below.
But that’s not all! We have one more big news to share with you! After a nine-month Early Access phase, Lumberjack's Dynasty full release is coming on 21st of January 2021! As of next month you will get more content, new adventures, and loads, loads more!
We will give you more info on what's coming to Lumberjack’s Dynasty soon. And until then, enjoy your holidays, have a great New Year, and stay safe.
All the best,
Toplitz Team
Update to v0.48i – December 17th, 2020
- Main renderer and postprocessing pipeline changes/improvements.
- Improved HDR->SDR tone mapping, colour scales & brightness scaling resulting in better colour and brightness balance, more natural colours, and image saturation. Also, no overbright (sky) and too deep darkening of the screen (looking at sun or bright elements).
- Better bloom both in brightness cut-off and bloom lens cross shape.
- Proper water brightness and saturation scaling, water specular blooms, and properly shadowed water sun reflection.
- Better ambient and overall light saturation at night.
- Better water reflections at night.
- Better balance between night & owl potion.
- Sky leak bloom as a proper separate effect and appliance (though still regulated together by blooms & blurs video options). Sky leak bloom is soft and uniformly blurry, while other blooms tend to catch shapes from bloom areas and lens.
- Unified translucent (i.e. window panes) lighting between separate meshes and instanced buildings. (far building windowpanes used to shine, especially at night).
- A bit brighter and wider headlamp light cone.
- Proper postprocessing pipeline fixing some old and irritating issues (like jagged edges on some objects in Depth of Field, not DoFing FXs or blooms properly). Also, DoF takes AA into account properly now. Also bloomed distances had slightly different colours and brightness/contrasts - fixed too.
- A bit improved depth of field blur shapes and distances.
- Entering video options menu while in game does not enforce any strict settings (like blooms, or near focal DoF). Every change clicked on and off is visible in real time while in menu.
- Sun rays are a bit sharper.
- Some improvements to Fast Renderer - fall-back turned on when detecting low video hardware. Sharper, better colours/contrast, properly working projectors etc.