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  • The Game Challenge Update (v1.11-pre.1)


    Tyron
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    Underchallenged and Overchallenged Vintarians!
    v1.11-pre.1 can now be downloaded through the account manager

    This update was originally meant to be the seasons update but we (and the community on discord) decided to slide in a couple of other updates first, because this game is so esey! To all peaceful players, not to worry! Save-games can now be customized freely as to how easy or difficult they are.
    I also snuck in some sweet sweet graphics updates, oh and mechanical power :D


    Please notice
    1. This is a (likely bug-ridden) preview release, mostly intended for modders and very adventorous players. Version 1.11 is not feature complete yet!
    2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.11 blog post will come when the first release candidate is ready.

    Known issues/still to be added:

    • Armor is not implemented yet
    • Mechanical power blocks sometimes turn in the wrong direction
    • The singleplayer world mouseover tooltips need nicer formatting
    • Clouds are derpy
    • The way mechanical power blocks are crafted is a placeholder
    • Creature sleeping behavior not implemented yet

     

    Screenshots and Gifs/Videos

    Added slope shading to world maps
    map-beforeafter.gif

    Added beaches to world generation
    beaches.thumb.png.33f44ab920f5126f9c1aba1442fc6cc6.png

    Improved overall visuals on god rays, clouds, water and especially prettier sunsets, which now also vary day by day
    sunset.thumb.png.35062fc82aaf7de6c2c7dcc429804c1f.png


    World customizations: You can now easily customize your sandbox experience!
    customizeplaystyle.thumb.png.6aa17e40ef00ce6425044406acdd9b79.png


    Playstyle presets. Based on the new customization options the game now offers you 4 carefully chosen presets. Much is still planned for the wilderness surival mode.playstylepresets.thumb.png.ebe4cb8f588a3e71dfaa136de4b49a0a.png
     


    Extensive challenge update: Mobs now will act more intelligently through better path-finding and much harder variants of existing creatures have been introduced. Deep Drifters, Tainted Drifters, Corrupt Drifters, Nightmare Drifters and Corrupt locusts await your arrival 😉
    mobs.thumb.png.ce3fe87a943b9e6305e73167b99f14d7.png


    Locusts will now leap at the player
    corruplocust-leap.gif.24c38b7ad39ba5f1cf8db3889feea376.gif


    All surface animals now sometimes take a rest
    fox-lie.gif.1caf15c44a3adfd9858a6f1dcfb58227.gif  hare-lie.gif.eab7c4671e417d6fb22c65d708a81f09.gif  pig-sit-cropped.gif.a5678cad08785e81751a0664fe169158.gif


    Windmill Power now lets you automate your Quern. The daily grind has finally come to an end!
    quern.gif.c4d114da931763cb68c9c2165b88f0f7.gifmechpower.thumb.png.898113dc4e377d6b2d9477b1ff28c38a.png


    Selecting large world heights when creating a new world now also horizontally scales the world, which makes mountains look much more massive
    mountain.thumb.png.e412997286c551e703558d210969707e.png


    Leatherworking: You now have to process hides in order to acquire leather. Hides now come in 4 different sizes.leatherworking.thumb.png.2f1a54999eb649a516746fbedeb5ab3b.png

    Improved distant tree rendering
    trees-beforeafter.gif

    The items on tool racks look less derpy
    toolrack.thumb.png.af767c0cd93db6c167c2e2461199d5b1.png

     

    Game updates

    • Feature: Beaches now generate as part of world generation
    • Feature: Extensive visual rework
      • Much improved distant tree rendering. They no longer look like generic blobs of green but like actual trees now
      • Much improved sunset/sunrise ambient. The intensity of it also changes day by day
      • Reduced default fog intensity, for greater distant viewing pleasure
      • Chiseled blocks now also have ambient occlusion applied to them
      • Reworked clouds: Now more opaque and less derpy, but still not quite working as intended
      • Reworked god ray shader: Looks a bit more impressive as it used to in v1.4.6, hopefully without breaking anything :D
      • Worldmap now with slope shading
      • More scene Brightness tweaks
    • Feature: Mechanical Power: For now serving the one and only purpose to save you from the daily grind - quite literally. You can now power your querns using wind power.
    • Feature: World customize screen
    • Feature: Tougher adversaries
      • Feature: Locust nests now spawn additional locusts when players start breaking the nest
      • Feature: Locust now leap at the player
      • Feature: Deep locust nests now spawns corrupt locusts
      • Tweak: Locust nests spawn a bit more often
      • Added deep drifter variants. In order of increasing difficulty there are now normal, deep, tainted, corrupt and nightmare drifters.
      • Improved Path finding:
        • Creatures are now much less likely to wander of cliffs
        • Improved their ability to find their targets. Unreachable targets are now besieged (i.e. walk in circles around them, instead of walking into walls)
        • Fleeing creature are more likely to escape instead of running into walls
        • Bighorn sheep walk and run a bit faster
    • Feature: Can now grant players or groups the right to access or un-reinforce reinforced blocks
    • Feature: Large world height improvements
      • New worlds with increased the world height now not only scales the world vertically, but also horizontally
      • Distance fade out now only applied on the horizontal axis, not on the vertical so standing on a tall mountain will still let you see the ground
      • Tweaked how ram is allocated/freed, this should make tall worlds less memory hungry and not make your computer die as it runs out of ram. (Technical info: Distant chunks are now immediately compressed after being tesselated)
    • Feature: Made tool rack tool transforms prettier
    • Feature: Improved startup performance by doing less regexes and instead use simpler matching methods when possible.
    • Feature: Basic leatherworking implemented
    • Feature: Added sitting behaviors to all creatures
    • Feature: Improved Barrel rendering. Its now allowed to have more brine than needed inside the barrel for pickling
    • Feature: If a dialog is outside the window bounds its clamped to the window bounds so players can still move it around
    • Feature: The game client now automatically enables or disables mods depending on what mods the server uses
       
    • Tweak: Gameplay balancing tweaks
      • Applied new parameters to anthracite. Now less evenly distributed amongst the world.
      • Nerfed gold and silver ore: all ore pieces now yield 5 units
      • Cassiterite, instead of spawning between 0-60% depth from bottom to surface now spawns between 40-75%
      • Pickling now takes 14 days instead of 20
      • Increased max possible range of translocators
    • Tweak: Added new version text hover and link cursor
    • Tweak: Increased music frequency in the "Sometimes" and "Often" options.
    • Tweak: Pickaxes can now be placed into mining bags
    • Tweak: Gamma slider is no longer locked to creative mode only
       
    • Fixed: Forgot to release unloaded chunk data into the chunk data pool o.O Should reduce memory usage and lag spikes
    • Fixed: Rivers on mountains not correctly fading out when at the edge of the view distance
    • Fixed: Single player world edit screen displayed the wrong play style
    • Fixed: Minor visual glitch on some falling block entities
    • Fixed: Water lilies rendering behind water if looked at a distance

    API Updates

    • Feature: Added ore map noise parameter to deposits: oreMapScale, oreMapScale and oreMapSub
    • Feature: Exposed more privilege / group stuff.
      • IServerCore has now 2 new properties
        • Groups: Lets you access the player groups that players created
        • PlayerData: Lets you access world-agnostic information on the player, even when the player is offline
      • IServerPlayer now has 2 methods: GetGroups() and GetGroup(groupid) to test in what group a player is
    • Feature: Block entity behaviors. Can now attach behaviors to block entities. The block entity animation util is now a block entity behavior.
       
    • Tweak: New client setting cameraShakeStrength: Lets you reduce the overall camera shake strength
    • Tweak: Gui composer setups that could cause a stack overflow now throw an exception
    • Tweak: sapi.even.OnChunkDirty(Vec3i chunkCoord, IWorldChunk chunk, EnumChunkDirtyReason reason) changed last argument from bool to EnumChunkDirtyReason
    • Tweak: The OpenGL debug mode now also will log opengl debut output
    • Tweak: New property: GuiDialog.ZSize allows to set how much z-space a dialog requires.
    • Tweak: Changed mod asset loaded order to be no longer alphabetical but sorted by the order of dependencies
    • Tweak: Json patches are now auto-sided if now side attribute was supplied
    • Tweak: Rename json patch attribute sideType to side. (You can still use sideType until v1.12)
    • Tweak: Improved json patch error feedback
       
    • Refactor: Method string BlockEntity.GetBlockInfo(IPlayer forPlayer) is now void BlockEntity.GetBlockInfo(IPlayer forPlayer, StringBuilder dsc)
    • Refactor: Block entity field changes:
      • Rename BlockPos pos => BlockPos Pos
      • Rename ICoreApi api => ICoreApi Api
      • New field : Block Block   (which is already set before at the time Initialize() gets called)
    • Refactor: Interface IBlockShapeSupplier is now obsolete. OnTesselation is now always executed on block entities.
    • Refactor: you'll need to add "override" to your OnTesselation methods
    • Refactor: block.IsSuitablePosition(IWorldAccessor world, BlockPos pos, ref string failureCode) is now block.CanPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref string failureCode)
    • Refactor: Added method block.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack)
    • Refactor: Added methods BlockBehavior.CanPlaceBlock and BlockBehavior.DoPlaceBlock
    • Refactor: Changed min/maxY spawn behavior of entities 0..1 is now world bot to sealevel, 1..2 is sealevel to world top
    • Refactor: IServerEventAPI.CanPlaceOrBreakBlock() and CanUseBlock() is now an event,
    • Refactor: Renamed GenLakes to GenPonds in the Survival mod
    • Refactor: The asset load order has changed. If you load sound or music files during StartClientSide(), you need to move that load into the BlockTexturesLoaded event.
    • Fixed: The HighlightBlocks system crashed when more than one color was used

    Edited by Tyron

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