First Ever Update!
Author: Laireon Games,
published 2 years ago,
Hello all and welcome to the first ever patch notes for Aiyana! Its a pretty long and unexciting one that mainly tries to address all the feedback I've received so far, thank you again to everyone that has submitted any feedback reports.
Now that a lot of this is out of the way it should make future updates far more frequent.
I still have some open issues that I am struggling to track down or yet to tackle (invisible blocks, flying fish etc) but hopefully this update addresses most of the feedback received so far.
[b]Functionality Changes [/b]
[list]
[*] Reworked jump to feel less floaty, feel more responsive and sensibly account for players who hold jump in mid air
[*] Reduced fall damage to compensate
[*] Seaweed can no longer be placed on land
[*] Fixed the point where you are considered to be underwater so its more accurate
[*] Saplings now take far longer to turn into trees
[*] The fishing spear is now affected by the fishing stat so it is thrown further, more accurately etc
[*] Removed the wings from protection totems
[*] Reduced the intensity of the low health overlay so it's easier to see
[*] Increased the spawn rate of berry and cotton bushes in the world
[*] Improved the placing animation for flowers and grass
[*] Improved the starting portal flowers
[*] Improved grass bending so it bends multiple blocks at once and feels better moving diagonally
[*] Updated the bending of ferns to be nicer
[*] Removed excess foliage from the dark oak forest that was originally added as a testing ground
[*] Optimised seaweeds shaders
[*] Removed the can’t interact feedback audio when you try to place at your feet
[*] Updated achievements around sleeping so don't dont get two at once for doing one thing
[*] Reworked dust to use proper GPU Instancing instead of being limited to 1024 per batch
[*] Reworked the visuals and density of dust
[*] Updated rain so it fades out more smoothly
[*] Added a fading system so rain is less intrusive in front of the players face but is nice and visible in the distance
[*] Optimised world colliders
[*] Added new systems to allow certain blocks to render with GPU instancing automatically
[*] Ensured the clouds job is running with Burst
[*] Updated the logic behind crafting to auto select the material you have the most of when you are carrying many different types (E.G carrying 2 types of wood)
[*] Fixed a bug that would leave the eating UI stuck on screen
[*] Fixed some bugs that would cause the camera to be stuck in an off position after interacting with a crafting bench
[*] Ensured that secondary prefabs where being handled properly (this was causing insect wings to not always render)
[*] Changed the tutorials so if they point at a button, pressing the button will also close the tutorial instead of being non responsive
[*] Removed extra health bar visuals since it caused confusion
[*] Upped the time it takes for blocks to transform
[*] Increased the min scale of sea shells on the starting island
[*] Wolves will attack the player quicker if they interrupt their howl
[*] Toned down the protection beacon force field shader to be softer at night
[*] Disabled flinching on headshots because it made corrupted natives Far too easy
[*] Pressing Q on a broken door should now open/close it
[*] Structure builder blocks (doors etc) will now spawn a pickup when they remove grass or flowers
[*] Improved selections around doors & gates
[*] Added an icon for the gold door
[*] Gates now update their tooltip depending on if they are open/closed
[*] Gates now use the door selection effect
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[b]New Additions[/b]
[list]
[*] Added new sections to the stats screen for animals killed and fish caught
[*] Stats now show “???” for animals not killed and fish not caught yet
[*] Added lots of new seaweed
[*] Starting island now always has two trees acting as entrance pillars (this way players always have a sensible minimum wood on the starting island)
[*] Added a prompt to show how to place blocks for the first time
[*] Added some code injection systems for adding new grass prefabs (this was a major rework that makes adding new grass types Much easier in the future)
[*] Added more ferns types and added Much more fern to the world in general
[*] Made a start on adding cactus flowers back into the deserts, they don't do anything yet though!
[*] Added some complex systems to get ready for custom, realtime occlusion culling but they are not finished yet (once finished this should improve rendering performance)
[*] Added a timer to the demo so it will stop after 30 mins
[*] Added placeholders for stone and metal doors breaking, but they look a bit terrible still
[/list]
[b]Bug Fixes[/b]
[list]
[*] Fixed seeing the wrong text for many perks
[*] Fixed a bug where rain audio would stay on in game if it was triggered in the menu scene
[*] Fixed seashells not dropping anything once they are broken
[*] Removing seashells should no longer light up everything around them
[*] Fixed a lot of bugs around seaweed and underwater plants
[*] Fixed some bugs around equipping new tools and their icons not being updated
[*] Reworked how the collider logic for kicking you out of a block works to prevent you shooting through the world
[*] Fixed the last block in your inventory not being able to be placed
[*] Added more systems to ensure insects unload properly after exploring a long distance
[*] Fixed an issue with water not properly filling the edges of some chunks
[*] Fixed some scenarios where removing a flower wouldn't remove their visuals
[*] Completely reworked how code initialises to avoid Unitys script execution order (Unitys system has bugs that I got sick of, this system avoids them)
[*] Prevented grass and flowers from being able to place on themselves infinitely
[*] Grass can no longer be placed on the side of walls
[*] Fixed some bugs around looping audio not being removed when you quit
[*] Fixed some errors around settings not saving and loading (disabled in demo)
[*] Fixed the survive your first night achievement to work as you would expect
[*] Prevented grass from growing on tilled dirt
[*] Fixed the times crafted stat from being utterly wrong
[*] Fixed water not flowing properly around caves and lakes
[*] Slightly optimised the terrain generation speed
[*] Fixed a huge error when loading chunk data
[*] Animals should no longer revive if they fall whilst dead (breaking blocks underneath them etc)
[*] Fixed scenarios where the held torches visuals would be hidden
[*] Added a fix for situations that would cause the HUD to not respond until you hit a block
[*] Fixed shared blocks (E.g seashell that is within water) not being visible after a load
[*] Saplings will now properly unload and then resume growing when their chunks load/unload
[*] Updated the formula that spawns enemies to properly avoid spawning on water
[*] Fixed a bad bug with rain that meant it would only run once!
[*] Fixed many bugs around greedy meshing so chunk meshes are better optimised and take less time to render
[*] Fixed lots of bugs around the chunk mesh bounds
[*] Fixed crafting buttons being in the wrong place
[*] Fixed a bug where if you clicked the floor whilst holding food it would consume the food
[*] Fixed not being able to open a crafting bench whilst standing on a damaged block
[*] Fixed some situations that would cause chunks to not load
[*] Fixed a bug with animal spawning logic that was allowing them to spawn on the starting island
[*] Fixed situations that would cause animals to fall through the world
[*] Fixed a situation where chunks wouldn’t load and improved chunk loading time
[*] Fixed a situation where animals could revive after falling
[*] Improved how interactions work when standing on broken blocks
[*] Fixed an error to do with animals updating light on a null chunk (without this they would sometimes render darker as though underground)
[*] Fixed a huge bug in insects that would cause them to fly infinitely in a straight line
[*] Attempted to prevent animals from jumping really short/impossibly small distances(this help some scenarios where they get stuck, but not all)
[*] Fixed saplings not being visible when first placed
[*] Fixed a bug that was causing a crash when returning to main menu
[*] Fixed tutorials not being shown after returning to main menu
[*] Fixed a memory leak caused by the water manager
[*] Fixed an issue with animals where they didn't properly check if the chunk they are on was still active(would cause animals to float)
[*] Fixed not seeing the block outline after eating your last food item
[*] Prevented water pickups from spawning when placing blocks in water
[*] Fixed seashells being invisible once placed underwater
[*] Fixed seashell placement effect looking terrible
[*] Placing a block underwater now properly counts as placing a block
[*] Fixed a bug with insects where their data would become mismatched (would sometimes cause a rare crash)
[*] Fixed enemies not spawning at night!
[*] Fixed enemies not spawning after using a bed
[*] Fixed a bug with animal world colliders that was making them teleport around (affected the corrupted natives the most)
[*] Fixed a nasty error with the structure builder mesh trying to build previews
[*] Fixed errors when trying to hit doors with no tool 'equipped'
[*] Fixed a bug where doors would hide the block underneath them
[*] Fixed a bug where the doors breaking effect wouldn't be removed if you let it recover its damage
[*] Fixed a bug where doors etc would place ontop of flowers instead of replacing them
[*] Fixed metal doors not behaving consistently with selections
[*] Fixed metal gates so they look metallic again
[*] Fixed the minimap colours of many metal blocks
[*] Fixed a situation where seaweed and shells would spawn on land
[*] Fixed the stone gate rendering with the wrong material
[*] Added custom structures for gates that where missing them (fixes gates that wouldn’t show a preview for if they could place etc)
[*] Fixed metal fences to look like metal again
[/list]