U11 BETA 2 is now available
Author: The Baron,
published 2 years ago,
Hello mates! The Baron here with the latest U11 news, and it's some good news! After weeks of whack-a-mole bug-squashing KospY and the Warpfrog team now have a new beta build candidate ready for testing (build 11.0.62). Although there may still be some more room for small U11 polish, we believe the worst offender and most game-breaking bugs have been crushed.
Do take note - there are a few known issues still in this build that we are gonna patch right away. We simple didn't wanna hold this release back another day or two to fix these known issues since they are small in the grand scheme of the beta. They include a visual issue in the distance of Citadel, some lighting issues in Citadel, post-process is not working (can crash your game) and loading Survival on the map is not working at the moment (loading survival will load sandbox). We will also be changing a few small bits to tutorial for full U11 release too.
Other than that, if this build works well for players this build is what U11 full release will be, with the small change of including the few fixes to issues I mentioned above. Otherwise if players uncover more unforeseen major bugs then it will return to beta and there would need to be a third beta build. Hopefully this will simply be the one though! ːotrfingerscrossedː
Many thanks to all who had contributed feedback and logged bugs in the original beta launch; it was a big help!
[h2]FULL CHANGELOG[/h2]
[b]Update 11.0.62 BETA[/b]
[h3]Changes / Enhancements[/h3]
- Canyon level update (new water + interaction, more details, misc changes and additions)
- Small touches and lighting changes to Ruins
- Touchpad press is now used to use staff on Index controller.
- Added an option to slide with A / X on Oculus touch or touchpad press on Index (so using staves is easier by using trigger)
- Added an option to disable exertion noise when jumping
- Jump exertion noise will not play when close to enemies
- Updated character selection scene with new dungeon assets
- Changed loading music
- Added SFX to Warpfrog logo sequence
- Added a new room to Dungeon
- Each attack animation has a specified difficulty, and some attacks are filtered out of the pool for easy/medium enemies
- Creature muffle code has minor tweaks
- Improved collision performance
- Merged View and Inventory option menu to a new UI menu
- NPC eyes are better controlled now, and they continue looking at the player even when knocked down or grappled
- Improved NPC rock throw accuracy (It may still need further increasing)
- Reworked Mercenary armor materials
- Detection code has received some tweaks, and some JSON values have been adjusted. Sensitivity is still not finalized.
- Improved Armour detection performance and better thread utilization
- One-handed block poses have been updated
- Added several checkpoints along the tutorial. Dying will respawn the player to the end of the last completed area.
- Show player characters in the menu from the most recently played to the least recently played
- Improved English game text
- Game now include game version and minimum mod version directly into the game executable (will be used by Vortex)
- Added version revision, game version changed from 11.0.X to **0.**11.0.X (so change mod manifest jsons!)
- Removed the fake game.json that was used by Vortex in the default folder to avoid confusion and errors (Vortex is going to check executable instead)
- Removed mod zip preprocess
- Optimized background in Citadel
- Improved footstep detection and sounds. Both for the player and NPCs.
- Wearable pants/boots zones adjusted to make it less difficult to equip/unequip.
- Modder pdb files now loaded if available to help with modder debugging
- Fixed TK on some items
- Json file loading time improvements
- Reduce memory usage for least used particle effects
- (Modding) ItemModuleEdible/EventManager now has consume events
- Add multi-language support (no language added yet)
[h3]Fixes[/h3]
- Fixed dungeon length option on map being ignored
- Fixed Canyon not having waves
- Fixed Market item book only working halfway
- Fixed missing physics materials in home
- Fixed throwing weapons hurting the player
- Fixed mercenary left glove floating
- Fixed white lightmap artifacts in home
- Fixed Skinning Knife getting stuck in player holder
- Fixed Waist in Full body tracking
- Fixed missing stone collider on big rock in Citadel
- Fixed survival not spawning any enemies after the first wave
- Fixed an issue when you jump while grabbing a ragdoll
- Fixed `catalog_*.json` and `manifest.json` files not being ignored when loading json files
- Fixed whoosh sounds not playing on TK grabbed items from the player’s weapon rack
- Fixed Edibles not healing or adding mana/focus on consume
- Fixed some Dungeon room lighting issues
- Fixed Dungeon Plant lighting in many rooms
- Fixed edge cases where tutorial messages were not being shown or hidden, preventing the tutorial to be completed
- Fixed highlighter occasionally floating in the air after storing an item
- Fixed NPCs sprinting away from the player as soon as the player gets within grabbing distance while undetected
- Fixed NPCs jogging/tip-toeing around dungeons
- Fixed skull duplicating its jaw when stored in inventory
- Fixed Cave_12 having no colliders and making player fall off the map
- Fixed unlit mushrooms in ForgottenEntrance
- Fixed some decals and transparent elements being invisible in dungeons
- Fixed some culling issue in dungeons
- Fixed NPCs getting stuck on the gate in Watchtower
- Fixed Quiver handles
- Fixed an issue causing feet to collide with items
- Fixed some issues with the Falchion
- Fixed NPCs teleporting when thrown into spikes
- Fixed infinite jump glitch
- Fixed collision with player and missing audio when swinging on the suspended crate in Canyon
- Fixed doors not being latch locked on level start.
- Fixed fireballs and arrows not applying force on ragdoll
- Fixed ragdoll “freezing” when the NPC die
- Fixed climbing force being weak underwater
- Fixed some problems with NPCs’ eyes doing weird things.
- Fixed an issue that would cause the chicken to T-pose and not moved.
- Fixed Armour Items sometimes getting stuck to player hands.
- Fixed Soldier Gauntlet Right breaking player hands.
- Fixed Merc Shoulders not being grabbable.
- Fixed holsters preventing armour items from being equipped.
- Fixed some problems with light level calculation
- Fixed NPCs surrounding the player more than intended
- Fixed an issue causing NPC and Items to act like they are underwater in dungeon
- Fixed NPCs entering investigate or combat, but continuing idle animations
- Fixed NPCs standing still when they can’t reach the player.
- Fixed NPCs not reacting when they bump into the player without seeing them.
- Fixed NPCs not reacting when touched by a corpse or body part.
- Fixed long item names being cut in the Item Spawner book
- Fixed pickpocketing detection.
- Fixed characters not showing the correct height in the Character Selection menu
- Fixed reveal materials being initialized multiple times in a frame
- Fixed duplicate collisions each frame, reducing damage spam and duplicate effect spawning.
- Fixed jump exertion noise playing underwater
- Fixed waist tracking not updating
- Fixed infinite loading on restart level after completing the tutorial
- Fixed dll loading time in log being incorrect.
- Fixed animationControllers not being loaded on catalog refresh
- Fixed voiceData inf load when pool size is zero
- Fixed some collision issues with player for some items
- Fixed EffectModuleParticle’s life time being set incorrectly
- Fixed pooling sizes being capped too low
- Fixed the ocean killing player in ViaductZipline
- Fixed the player sometimes collapsing and completely breaking (we hope)
- Fixed ‘Dungeon Seed’ and ‘Room Name’ not being shown in the menu book debug section
- Fixed gigantic door collider in Ruins
- Fixed a lot of props being able to move player or allow player to infinite jump on when picked up
- Fixed items acting like being underwater after holstering them underwater
- Fixed several UI labels not showing the complete/correct text