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v1.20-rc.1 - Lore Update: The Journey


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Dear Extraordinary Survivalists 
v1.20.0-rc.1, a release candidate, can now be downloaded through the account manager.

The primary focus of this update was on delivering the second major chapter in our game's story.  There are 4 new unique story locations that require long distance travel to reach them. Long distance travel is enhanced by two new transport systems - the Elk for land based travel and the Sailboat for traversing bodies of water.
The team worked really hard on this one. We powered through natural disasters, family emergencies, unforeseen technical challenges, unfulfilled ambitions and various other roadblocks. I probably sound like a broken record by now, but again we seem to have ended up building one of the largest updates so far. Turns out that hiring more game developers does not speed up development, it just makes us all way more ambitious 😅
As always, the entire team is deeply grateful for all the feedback, screenshots, gameplay videos, testing and bug reports you have provided to us! Vintage Story would not be the same without your input.
 

Can I start playing 1.20 now?
We are decently confident that your v1.19 or older worlds will not break. If you want to be on the safe side, wait until the stable release. But, please do not now use a world created in any of the pre-releases of 1.20 - those pre-release worlds might need manual command entering to get the correct story locations and other corrections, so it will be better to start afresh.
Old v1.19 worlds should also automatically, retroactively generate the new story locations, and if there are player structures in the way, you will see a dialog appear with instructions on how to manually generate them.
To get the Elk mount you now need to visit the resonance archive first.

Can I explore the new lore content now?
We do have everything in place for you to play through Chapter 2 from start to finish, but it is still a bit rough around the edges. I think it needs another month for it to really be in the place it deserves. For those that don't mind a bit of jank, do have a go! Otherwise, you might to want to wait a few rc releases. We'll keep adding new goodies and polish.
To get you started with the lore content - revisit the Resonator at the Library, listen to it, then revisit the same treasure hunter who gave you the map to the Resonance Archives. Defeating the Eidolon will now also drop a special item to help you in your journey, but it is optional!
We hope you will be as dazzled as we were when we first saw everything come together! We are excited to hear, watch and read about your experience with the new lore content - we've put a lot of soul into all of it.

Still unfinished / known issues
The new lore content still needs polishing and a few small additions, the last story location will likely still get a larger reward, a number of sounds effects are missing, there is potential performance degradation on dedicated servers due to the new server side physics system, we had to disable the coral reefs for now, the sailboat still needs more work, elks cannot be called from unloaded chunks, and we will do more on gameplay balancing and other various loose ends.

Game update trailer

 

Screenshots (of new stuff since pre1)

Added Elk Ownership system
calltoowner.gif.50fc212c5031fa4b9be35303cd2fb520.gif


Added 15 new types of elk blankets for a total of 21
blankets.thumb.png.ceeea1bbb377a8ab53fc37f468a84db0.png

Added dynamic color grading
dyngrading2.thumb.gif.a83763b92ae00a21c54351bf17f4a48a.gif

Crops now get frosted
frostcrop.thumb.gif.36a414fbf2c272e8e588425740b7ed5e.gif




Game updates since v1.19

  • Everything listed in the pre.1 devlog post
  • Feature: Added two special sound effects
    • Sound dampening effect when underwater
    • Reverb effect when in caves, or other large mostly enclosed spaces made of reverbing material (rock, brick, metal)
  • Feature: Elk now featurecomplete
    • Elk ownership system. Attach the medallion to the elk to claim ownership. Can only own one elk at a time. Ownership allows you to see your elk on the map, see its current health and you can call the elk to you using the bone flute.
    • Added interaction help for elk and sailboat
    • 15 new types of blankets for the Elk
    • Improved swimming behavior of tamed elk. Can no longer dive.
  • Feature: Continued work on sail boat
    • Added additional boat construction "stage" for launching the boat
    • Improved collision of player/creatures <=> sailboat. Entities/Players can no longer walk through it
    • Sailboat info hud now shows who created it (only for pre8+ created boats)
    • Sailboat rear halyard moved forward to avoid clipping through player's head
    • Fixed Boat construction site sliding off when against a wall, fixed creative mode material-less building not working
  • Feature: Dynamic color grading. Cranks up contrast and sepia based on temperature. Added a switch in the settings to disable. Added contrast slider as well.
  • Feature: Shield mechanic improvements
    • More oomphy shield blocking sounds. Added light & heavy metal shield hit + heavy wood shield hit
    • Shields now have a 100% blocking chance against projectiles and absorb more damage in that case
    • Some high flying projectiles were not correctly blocked by shields
    • Shield block animation now only playes when successfully blocked
  • Feature: New blocks
    • Added full range of new fired clay colors to shingles.  Different shingle colors can be made in the beehive kiln, in the same manner as bricks
    • Added 'scratched white paint' decor overlay block (creative mode only)
    • Added quad-logs (with and without bark), and corners with extended ends. Extended ends can be covered with another quad-log and chiseled, for longer custom extensions
    • Added 'uneven' style bricks (running, header, and soldier patterns only)
    • Jugs can now be fired in multiple colors in the beehive kiln
  • Feature: The new clay brick chimneys now emit smoke if there is a burning firepit or pit kiln below
  • Feature: Second secret mob now complete and spawning. A few fixes and spawn reduction to the other secret mob.
  • Feature: Added giant water lilies to world generation
  • Feature: Added one new really very large, very rare surface ruin
  • Feature: Added command .insectconfig [type] [on/off] to allow selective disabling of some insects
  • Feature: Performance tweaks
    • Tweak: Improve overall CPU side performance anywhere from 5% to 30% (Technical info: Simply by enabling Dynamic PGO)
    • Tweak: Improve high player count server performance. Exact performance numbers not yet benchmarked, guesstimated +10% (Technical info: More CPU cache friendly algorithms for determinining which entities to send to which players, and which of those entities should actively tick. On highly populated servers this can become a bottleneck, e.g. 60 players with 8000 loaded entities = 48000 checks)
    • Fixed: Very large Video-RAM leak when traveling more than 5000 blocks (reduces VRAM usage from 8 GB to 4 GB when flying at movespeed 6 for 10 minutes straight with a view distance of 256)
    • Fixed: A number of small memory leaks on world leave
    • Tweak: Reduced startup time on certain savegames (Technical info: Greatly improve performance of the block registering/remapping system for savegames with a very high max block id count. E.g. from 6 seconds to 2 seconds. Achieved by greatly reducing the amount of calls to Array.Resize on a very large array)
    • Fixed: Runaway block and item mapping list growth in very old savegames in rare cases, causing 2 to 10 fold loading times and increased RAM usage
    • Tweak: Distant Salmons now despawn over time. Reduced hare spawn count during worldgen
    • Tweak: Greatly reduce lag spikes when entering areas with lots of clutter blocks (Technical info: Tesselate the shape in the chunk tesselation thread where possible by remembering which no longer need any texture uploads)
    • Fixed: Lag spikes caused by ChunkMapLayer when teleporting
    • Fixed: Heavy lag issues with forest fires. Fire able to saturate the sound engine until it runs out of memory
    • Fixed: Memory leak in the dialogue system
    • Fixed: Resolved client-side lag when picking up items into the player's backpack, occurring specifically when wearing complex clothing and backpacks
  • Tweak: Gameplay balancing changes
    • Tweak: Temporal storms now will spawn the new mobs, in several different patterns - randomly chosen each storm
    • Tweak: Candles are now a cooking pot recipe, no longer a grid recipe
    • Tweak: Sylvite now must be ground to powder and cooked in a cooking pot to get potash
    • Tweak: Raw fish satiety reduced from 220 to 100
    • Tweak: Path blocks are now reinforcable with the block reinforcement system
    • Tweak: The Clockmaker now has an actual +25% bonus against mechanicals. Previously it was around +10% due to the other damage debuff
    • Fixed: Thrown spear when player standing back to a wall was hitting this wall
    • Fixed: Range distance character trait did not affect spears
    • Fixed: Should fix spears damaging creatures multiple times on impact
  • Tweak: Animal AI improvements
    • Fixed: Hopefully a number of cases of animals not running away upon getting hit
    • Fixed: A* Bug - Entities running in circles on halfslabs
    • Fixed: Creatures not getting out of water when they should
    • The creatures that followed other creatures: No longer try to endlessly follow said creature when it cannot be reached. Instead, stop trying for a minute
  • Tweak: Cave ins are now less predictable, as they can collapse more blocks and create additional cave ins nearby
  • Tweak: Multiplayer server management improvements
    • Feature: Added "/group joinpolicy [inviteonly|everyone]" allows ability for everyone to freely join a group. Added "/group join [groupname|groupid]" to join a public group
    • Tweak: /kick command now also accepts a player selector
    • Tweak: /group command should now deliver localized messages to the player
    • Tweak: Improve Audit logging for take/put of contents from many blocks by a player
    • Tweak: Cleaner UI for Server Disconnected Screen
    • Tweak: Don't list connecting players with name "Unknown" in /list clients and /stats
    • Tweak: Allow setting simulation range during runtime via /serverconfig simrange (runtime setting only, not saved)
    • Tweak: Worldgen command /wgen del now defaults to also regeneration of structures similar as /wgen regen does
    • Tweak: Localized language handling between client and server improved, if a language does not exist on the server side it now properly falls back to the default one
    • Tweak: Schematics importing is now more robust against broken block codes
    • Tweak: Removed logging for opening and closing of inventories to the audit log. When items are moved the source and destination is logged already.
    • Tweak: Logging added serverconfig option "LogBlockBreakPlace" to enable logging of placing and breaking blocks
    • Removed: Obsolete notice printed to log file on linux dedicated server authserver connection issues
  • Tweak: Visual fine tuning
    • Feature: Added rust decor to locust nests
    • Tweak: Helve hammer: A upper half slab above the wooden toggle no longer stops the helve hammers operation
    • Tweak: Additional visual effect while drunk (vary ambient bloom level)
    • Tweak: Topsoil grass coverage texture is now randomly rotated
    • Tweak: Crops now have a frost overlay
    • Tweak: Improve SSAO quality, particularly the high quality setting
    • Tweak: Can now set LodBiasFar in the graphics settings
    • Tweak: Don't wildly wiggle around offhand torch while knapping
    • Tweak: Water striders now tightly follow the water line
    • Tweak: Disable sideways swivel for swimming land dwellers
    • Tweak: Fine tuned fire particles
    • Fixed: Various lighting (ambient occlusion) bugs underwater, near water and next to stairs
    • Fixed: Mediterranean cypress in large planter had wrong foliage tinting
    • Fixed: Night vision mask visually conflicting with hoods
    • Fixed: Some gloves showing outside longsleeve clothing, plus other minor visual clothes glitches.
    • Fixed: Animation jerkiness on the Resonator block
    • Fixed: Animated blocks still animated while paused
    • Fixed: Creatures sideways-swiveled too quickly when turning
    • Fixed: Some animation jerkiness with traders
    • Fixed: Temptress shirt texture were missing buttons. visual issues with survivor boots. Metal clutter tables on incorrect renderpass.
    • Fixed: "Fall apart" particles after harvesting a creature not correctly positioned in some cases
    • Fixed: Very jerky fp arm movements on very low fps
    • Fixed: Offcentered down arrow on dropdown GUI elements
    • Fixed: Z-Fighting on distant decor and overlays like moss, wallpaper, paint, plaster, etc
    • Fixed: Moss layer and Papyrus not blending correctly in foggy conditions
    • Fixed: Firestarter did not play animation when using on pitkiln
    • Fixed: Other drunken player made your own player character wobbly
    • Fixed: Standing on quern rotated the player a bit too fast and in some cases in the wrong direction.
  • Tweak: Immersive first person mode (and death) camera hackery to reduce clipping into terrain
  • Tweak: Handbook improvements
    • Added more detail to charcoal pit handbook entry, regarding firepit having to be in center for max size
    • Added handbook text for vertical boiler, mentioning the grass and firewood that must be added (for people with tooltips turned off)
    • Handbook did not mention that hot molds will shatter when wet
    • Crash on handbook entry for parchment when hovering over the label-create recipe
  • Tweak: Various chat commands adjustments
    • Added user warning on "/time speed" commands
    • Can now supply itemstack attributes to /giveitem and /giveblock
    • Added new /we importl <filename> command to import large schematics, this command will not be revert-abel but is a lot faster for very large schematics, further if you select the import tool and choose Replace Mode: Replace all no air it will make the import even faster (ideally there are no block in the area you want to import it into)
    • Added ".cam loadold" to be able to load pre 1.20 paths
    • Add "/we microblock removedunused" command, to remove any unused materials from selected microblocks
    • Add "/worldedit microblock setname" to set a name for multiple microblocks
    • Add alias /sc for /serverconfig
    • Add /entity set-angle yaw <degrees> command
    • Add /we gcc command to export CustomLandClaims json for storystructures.json
    • Corrected saving of /serverconfig whitelistmode <on/off/default> changes to serverconfig.json. Updated the notification about the new whitelist mode to no longer reference the deprecated onlywhitelist command.
  • Tweak: Drifters are no longer as accurate in throwing stones. Drifter spawn quantity also reduced.
  • Tweak: Add more waypoint suggestions
  • Tweak: Can now do use "toggle" for boolean client config values, e.g. .clientconfig sedi toggle
  • Tweak: Don't message box the player on thread crash on exit, just log a warning.
  • Tweak: Ingot Molds are now placed in the facing direction
  • Tweak: Also allow a jug of aqua vitae to make the alcohol soaked bandage
  • Tweak: Waypoint list command can now output a detailed view /waypoint list details/d
  • Tweak: Lowered ground storable hitbox for jugs and pots
  • Tweak: Update Trader Buying/Selling lists
  • Tweak: Issue #3762: For search terms, replace quotation marks, guillemets («, », ") and brackets ((, )) with a space.
  • Tweak: Updated community translations. New languages: Thai, Icelandic, Norwegian and Chinese Traditional
  • Tweak: Worldmap now allows to teleport to a waypoint by SHIFT + right clicking it, while in creative mode
  • Tweak: Spiderweb is now combustible
  • Tweak: Falling blocks system improvments
    • Fixed blocks floating up to the surface
    • Added threshold to falling block speed instead of comparing it to zero when calling OnFallToGround method. Fixes falling blocks being stuck in moving water unable to settle down.
    • Added check so falling block wont fall in the direction opposite to previous fall direction. Fixes falling block being stuck flickering between two positions while falling.
    • Added increase in hop-up high if previous hop-up was not enough to unstack the block, limited to 3 blocks (should be enough for most cases).
    • Made choosing direction to fall be pseudorandom based on entityId. This spreads up slides and makes it less prone to generating stacks of falling earth with each element waiting for others to settle down.
    • Fixed: 2 layers of rock above mantle being fully unstable
    • Fixed: exception on massive cave-ins
    • Fixed: falling blocks getting stuck in flowing water
    • Added random falling direction to spread out landslides
  • Tweak: linux run.sh now also works when used from a symbolic link
  • Tweak: Ground storage, lanterns, piles, shelves, toolracks, signs, signposts, plaques and several more blocks are now lockable and reinforceable.
  • Tweak: Can now apply a padlock to ground storage, lanterns, platepiles, shelves and toolracks
  • Tweak: NPCs now reveal their name when asked about it.
  • Tweak: Disable lore content generation in creative worlds which causes issue when using /wgen regen, you can disable it via "/worldconfig loreContent false" in existing worlds
  • Tweak: Removed "Required Mining Tier" block info line where player has no permission to remove this block
  • Tweak: Don't show glue repair in clutter block info if the block is not breakable from being claimed
  • Tweak: Disable render meta blocks mode when entering survival mode
  • Tweak: Using wrench to offset clutter blocks now also offsets its hitbox
  • Tweak: NPC Nametags now translatable, checks for "nametag-name" entries in the lang file
  • Fixed: Scythe can still destroy grass in trim mode
  • Fixed: Bug when removing soil from microblocks (previously it sometimes damaged the microblock, losing random voxels)
  • Fixed: Issue #4315: Placing bacterial mat in 1 deep hole crashes and bricks a savegame
  • Fixed: Rare server crash (seen once on TOPS) likely due to race condition between CompressChunks thread and UnloadChunks thread
  • Fixed: Might fix issue #4327 - Everything has a blue-ish tint
  • Fixed: Rare crash related to chiseled block breaking
  • Fixed: Not being able to attach sign to trunks
  • Fixed: Single reported client crash related to Frustum spheres
  • Fixed: Z-Fighting on decor layer on chiseled blocks when looked at from a distance
  • Fixed: "Cannot fix itemstack mapping" log spam caused by firepit contents in ruins
  • Fixed: Can remove not removable decor by replacing it with other decor
  • Fixed: Projectile damaging same entity multiple times on hit.
  • Fixed: Plants inside flower pots and planters windwaving inside of rooms
  • Fixed: Missing interaction help for fuel for clay oven
  • Fixed: Ebony shingles were missing, larch shingle texture was the same as birch.
  • Fixed: Prevent Translocator breaking with hacked client
  • Fixed: The last rope in a map region not properly getting deleted
  • Fixed: In LAN hosted games if the host had a custom name tag color that would be used for all other players too
  • Fixed: A number of OpenAL errors, that were reported in the logs, but had no ingame impact
  • Fixed: Salted hides could not be soaked in borax
  • Fixed: Able to pick up thrown drifter stone after reload
  • Fixed: Helmets now hide hoods, scale armor helmets did not align well with eyes, plus various other clipping and texture issues with clothing and armor.
  • Fixed: Bow release sound sometimes not playing
  • Fixed: Pumpkin carving did not work on servers if the server was last started before october
  • Fixed: Worldedit rotate did not work properly for buckets, flowerpot and the watering can
  • Fixed: Exception thrown on server when stepping on a chiseled block made of a missing block material
  • Fixed: Sound error logged rarely related to wind sounds
  • Fixed: Glider open/closed state desync in multiplayer
  • Fixed: Several issues with non-player entities mounting beds
  • Fixed: In schematics, when rotated, cave art (and other subdecors) now also rotate correctly
  • Fixed: Schematics above size 511x511x511 would not import properly, now the full 1024x1024x1024 size is working (for large schematics you may use /we importl <filename> command)
  • Fixed: Issues with support beams
    • Support beams stability was not properly saved, likely completely breaking the stability support beams provide for unstable rock
    • Water was not able to flow into support beam blocks
    • Support beams placed in water would delete the water
  • Fixed: Removed incorrect interaction help on burned out torches
  • Fixed: Meta blocks and crop prop blocks not in creative everything tab
  • Fixed: Terminus teleport not working in laggy server conditions
  • Fixed: Foggy weather no longer working
  • Fixed: Various crashes when disabling survival mod and starting a super flat world
  • Fixed: Adding labels to any wood crates turned them into aged labeled crates
  • Fixed: Fermented pomegranate was incorrectly referred to as 'granadine'.  Now pomegranate wine
  • Fixed: Using the worldedit paintbrush tool did not update the RainHeightMap correctly
  • Fixed: Switching ifp mode on/off left some lingering animations that derped things
  • Fixed: Able to reinforce blocks claimed by another player
  • Fixed: Schematics would rotate the yaw of Entities twice
  • Fixed: Filtering items in creative inventory right after loading crashes the game
  • Fixed: Game crashes when reopening creative inventory with right side tabs active

 

API Updates

  • Feature: Add udp channels  similar to tcp channels using "api.Network.RegisterUdpChannel()"
  • Feature: The Pathfinding system can now differentiate between types of creature and alter pathfinding behavior accordingly. Set via property aiCreatureType on the BehaviorTaskAI Config. See also enum file EnumAICreatureType
  • Feature: Added Block.GetTraversalCost() method. Can be used to tell the pathfinding system how good or how bad a block is for traversal.
  • Refactor: Make all internal fields and methods public in GameMain and ClientMain
  • Refactor: Rewrite nametag handling. Code was a fat mess - all over the place. Now all in VSEssentials - BehaviorNameTag.cs
  • Refactor: Moved engine coded SystemPlayerParticles to essentials mod ModSystemAmbientParticles
  • Refactor: Seraph left hand attachment point was not at the same spot as the right hand one (seraph.json model file edit only)
  • Refactor: Move out trader trade lists into separate files, but the integrated trade list method still works
  • Refactor: The event api.Event.OnTestBlockAccess, delegate argument "claimant" is now a ref, i.e. prefix it with "ref" in your code
  • Tweak: BlockUpdate and DecorUpdate classes modified to accommodate subpositions (=cave art)
  • Tweak: Added CollectibleBehavior.OnCreatedByCrafting
  • Tweak: DiscDepositGenerator.absAvgQuantity is now public
  • Tweak: Improve performance of SearchBlocks() by 2%
  • Tweak: Do not play the default idle animation on any creature if some other "BlendMode=Average" animation runs. To modders that add entities with animations: You will want to set your standard walk and run animations to BlendMode: "Average"
  • Tweak: Allow custom names for clutter depending on used texture
  • Tweak: Added string<->AsseLocation conversion thing from Darkhekromant
  • Tweak: /debug expclang now alphabetically sorted
  • Tweak: Added interface ISearchTextProvider to provide custom text to the creative inventory search cache
  • Tweak: Added EntityPlayer.HeadBobbingAmplitude property
  • Tweak: Shape objects are now json serializable
  • Tweak: Add ability to define multiple cooking recipe in one recipe json file
  • Tweak: inheritFrom can now be applied recursively (an inherited file can also use inheritFrom)
  • Tweak: Don't crash if a item/block is consumed/destroyed during OnHeldUseStep
  • Tweak: Replaced ITextureAtlasAPI.LoadCompositeBitmap(AssetLocation path) with ITextureAtlasAPI.LoadCompositeBitmap(AssetLocationAndSource path)
  • Tweak: Can now time-freeze (prevents temperature and spoilage changes) collectibles via /debug heldstattr timeFrozen bool true
  • Tweak: Can now configure humanoidTraversalCost via json, example implementation in blocktypes/wood/table.json. Added high traversal cost for several blocks such as chairs and tables.
  • Tweak: Added logging of exceptions thrown on instantiating registry objects
  • Tweak: Add ability to runtime toggle aitasks and activity system. Disable via
    /worldconfigcreate bool runAiTasks false
    /worldconfigcreate bool runAiActivities false
  • Tweak: BehaviorConversable now crashes if client side and server side dialogue path dont match
  • Tweak: Don't crash game if there is a syntax error in a dialogue file
  • Tweak: Hacky fixed sounds with a high range not having a high range, until we can rewrite the sound attenuation model
  • Tweak: Taller Dialogue dialog. Already used answers now in a different color (non-persistent at the moment), fixed not able to use VTML
  • Tweak: Readded Journal.DidDiscoverLore() method for a modder
  • Tweak: Added damage type and damage tier to projectile for future use
  • Tweak: IBlockAccessor.GetBlockRaw(x, y, z) method for use where x, y, z parameters are intentional and dimension-aware
  • ModMaker Tweaks
    • Now allows for temporary assets to be created locally by copying an unmodified version of the game. Allows modmaking from pre-release versions
    • Removes hardcoding for not allowing dev or other versions.
    • Bug fixing for removing non-existent folders
  • Fixed: If a custom InitWorldGenerator handler did throw an error subsequent handlers where skipped, now an exception is caught per handler
  • Fixed: Number input gui element - up and down arrows not scaling well with the elementbounds
  • Fixed: Version 1 animation system not compatible with blender animations (thanks ketamine!)
  • Fixed: Memory leak and heavy lag in some cases when using .tfedit
  • Fixed: Entity variable of scope "entity" not working properly
  • Fixed: Deleted almost all json duplicate keys in all assets
  • Fixed: Block lighting bugs with lit schematics or lava

 


Only the game updates since pre.13 (also included in above changes list)

  • Feature: Added rust decor to locust nests
  • Tweak: Commands: Add /we microblock removedunused command, to remove any unused materials from selected microblocks
  • Tweak: Removed "Required Mining Tier" block info line where player has no permission to remove this block
  • Tweak: Add "/worldedit microblock setname" to set a name for multiple microblocks
  • Tweak: Add alias /sc for /serverconfig
  • Tweak: Helve hammer: A upper half slab above the wooden toggle no longer stops the helve hammers operation
  • Falling blocks tweaks
    • Fixed bug with spawn position of falling block being 0.02 too high, fixes rock floating to the surface
    • Added threshold to falling block speed instead of comparing it to zero when calling OnFallToGround method. Fixes falling blocks being stuck in moving water unable to settle down.
    • Added check so falling block wont fall in the direction opposite to previous fall direction. Fixes falling block being stuck flickering between two positions while falling.
    • Added increase in hop-up high if previous hop-up was not enough to unstack the block, limited to 3 blocks (should be enough for most cases).
    • Made choosing direction to fall be pseudorandom based on entityId. This spreads up slides and makes it less prone to generating stacks of falling earth with each element waiting for others to settle down.
    • Added random falling direction to spread out landslides
    • Fixed: 2 layers of rock above mantle being fully unstable
    • Fixed: Exception on massive cave-ins
    • Fixed: Falling blocks getting stuck in flowing water
  • Tweak: Prevent Translocator breaking with hacked client
  • Tweak: AI: The creatures that followed other creatures: No longer try to endlessly follow said creature when it cannot be reached. Instead, stop trying for a minute.
  • Tweak: The Clockmaker now has an actual +25% bonus against mechanicals. Previously it was around +10% due to the other damage debuff
  • Tweak: Removed logging for opening and closing of  inventories to the audit log. When items are moved the source and destination is logged already.
  • Tweak: linux run.sh now also works when used from a symbolic link
  • Tweak: Fine tuned fire particles
  • Tweak: add /entity set-angle yaw <degrees> command
  • Tweak: Greatly reduce lag spikes when entering areas with lots of clutter blocks (Technical info: Tesselate the shape in the chunk tesselation thread where possible by remembering which no longer need any texture uploads)
  • Tweak: Ground storage, lanterns, piles, shelves, toolracks, signs, signposts, plaques and several more blocks are now lockable and reinforceable.
  • Tweak: Can now apply a padlock to ground storage, lanterns, platepiles, shelves and toolracks
  • Tweak: NPCs now reveal their name when asked about it.
  • Tweak: Add /we gcc command to export CustomLandClaims json for storystructures.json
  • Tweak: Disable lore content generation in creative worlds which causes issue when using /wgen regen, you can disable it via "/worldconfig loreContent false" in existing worlds
  • Tweak: Don't show glue repair in clutter block info if the block is not breakable from being claimed
  • Tweak: Disable render meta blocks mode when entering survival mode
  • Tweak: Using wrench to offset clutter blocks now also offsets its hitbox
  • Tweak: NPC Nametags now translatable, checks for "nametag-name" entries in the lang file
  • Fixed: Scythe can still destroy grass in trim mode
  • Fixed: Bug when removing soil from microblocks (previously it sometimes damaged the microblock, losing random voxels)
  • Fixed: Standing on quern rotated the player a bit too fast and in some cases in the wrong direction.
  • Fixed: Issue #4315: Placing bacterial mat in 1 deep hole crashes and bricks a savegame
  • Fixed: Rare server crash (seen once on TOPS) likely due to race condition between CompressChunks thread and UnloadChunks thread
  • Fixed: Might fix issue #4327 - Everything has a blue-ish tint
  • Fixed: Moss layer and Papyrus not blending correctly in foggy conditions
  • Fixed: Rare crash related to chisseld block breaking
  • Fixed: Not being able to attach sign to trunks
  • Fixed: Firestarter doesnot play animation when using on pitkiln
  • Fixed: Other drunken player made your own player character wobbly
  • Fixed: Various lighting (ambient occlusion) bugs underwater, near water and next to stairs
  • Fixed: Lag spikes caused by ChunkMapLayer when teleporting
  • Fixed: Corrected saving of /serverconfig whitelistmode <on/off/default> changes to serverconfig.json. Updated the notification about the new whitelist mode to no longer reference the deprecated onlywhitelist command.
  • Fixed: Heavy lag issues with forest fires. Fire able to saturate the sound engine until it runs out of memory
  • Fixed: Single reported client crash related to Frustum spheres
  • Fixed: Z-Fighting on decor layer on chiseled blocks when looked at from a distance
  • Fixed: "Cannot fix itemstack mapping" log spam caused by firepit contents in ruins
  • Fixed: Memory leak in the dialogue system
  • Fixed: Can remove not removable decor by replacing it with other decor
  • Fixed: Projectile damaging same entity multiple times on hit.
  • Fixed: Resolved client-side lag when picking up items into the player's backpack, occurring specifically when wearing complex clothing and backpacks
  • Fixed: Plants inside flower pots and planters windwaving inside of rooms
  • Fixed: Missing interaction help for fuel for clay oven
  • Fixed: Ebony shingles were missing, larch shingle texture was the same as birch.
  • Fixed: Play shield block animation only on full block
  • Fixed: Glider open/closed state desync
  • v1.20 related changes
    • Tweak: Increased turning and stepping speed of the tamed elk by about 50%
    • Tweak: Added rough clinker brick blocks (non-chiselable)
    • Tweak: Reduced spawn amounts of the 2 new mobs. More fine tuning on the new mobs. Reduced 2nd mob firing frequency by 0.75s
    • Fixed: Elk call feature not teleporting if it cannot reach the player
    • Fixed: Stone blasting bomb now actually destroys ores as the description claims
    • Fixed: being able to attack elk while mounted on it
    • Fixed: not being able to use reed chest to capture tamed animals
    • Fixed: /tp command now takes mounts into consideration
    • Fixed: Derpy camera/seraph body behavior in ifp mode on raft and sailboat
    • Fixed: Player can hit elk they are riding with arrow, even if they aim high enough to clear elks model
    • Fixed: Player can drag elk with rope while mounted and reach high speed
    • Fixed: Azure blanket had same recipe as Reindeer herder waistband
    • Fixed: Deconstructing boat didn't properly unmount passengers
    • Fixed: Deconstructing boat did not drop attached chest contents
    • Fixed: Chees no longer ripened
    • Fixed: Tamed deers: Do not retaliate against a player if the attack was by a non-player
    • Fixed: Can mount elk on elk via rope
    • Fixed: Can call mortally wounded elk with a flute
    • Fixed: If you mount elk right after death you will be respanded on the elk
    • Fixed: When rope is 4 sections, makeing it shorter crashes the game.
    • Fixed: Red colored damage overlay on entities no longer working
    • API Tweak: Re-add unintentionally removed climbUpSpeed,climbDownSpeed public fields and also allow them to be set via EntityProperties in json
  • API Tweak: Add ability to runtime toggle aitasks and activity system. Disable via
      /worldconfigcreate bool runAiTasks false
      /worldconfigcreate bool runAiActivities false
  • API Refactor: Rewrite nametag handling. Code was a fat mess - all over the place. Now all in VSEssentials - BehaviorNameTag.cs
  • API Refactor: Moved engine coded SystemPlayerParticles to essentials mod ModSystemAmbientParticles
  • API Refactor: The event api.Event.OnTestBlockAccess, delegate argument "claimant" is now a ref, i.e. prefix it with "ref" in your code
  • API Refactor: Seraph left hand attachment point was not at the same spot as the right hand one
  • API Refactor: Move out trader trade lists into separate files, but the integrated trade list method still works
  • API Tweak: BehaviorConversable now crashes if client side and server side dialogue path dont match
  • API Tweak: Readded Journal.DidDiscoverLore() method for a modder
  • API Tweak: Added damage type and damage tier to projectile for future use
  • API Tweak: Don't crash game if there is a syntax error in a dialogue file
  • API Tweak: Hacky fixed sounds with a high range not having a high range, until we can rewrite the sound attenuation model
  • API Tweak: Taller Dialogue dialog. Already used answers now in a different color (non-persistent at the moment), fixed not able to use VTML
  • API Tweak: IBlockAccessor.GetBlockRaw(x, y, z) method for use where x, y, z parameters are intentional and dimension-aware
  • API Fixed: Deleted almost all json duplicate keys in all assets
  • API Fixed: Block lighting bugs with lit schematics or lava
  • API Fixed: Entity variable of scope "entity" not working properly
  • API Fixed: Memory leak and heavy lag in some cases when using .tfedit
  • ModMaker Tweaks
    • Allows for temporary assets to be created locally by copying an unmodified version of the game. Allows modmaking from pre-release versions
    • Removes hardcoding for not allowing dev or other versions.
    • Bug fixing for removing non-existent folders

 

 


View full record

  • Like 7
  • Wolf Bait 1
  • Amazing! 6
  • Thanks 3
Posted
27 minutes ago, Apocalypse_Andy said:

Yes, appreciate not being able to authenticate

 
Just one thought – it would have been better to release the trailer right after the official 1.20 version drops. That way, we could really ride the wave of excitement and hype. My friend jumped into the game without reading the dev blog and got frustrated when he realized he couldn't play 1.20 yet, since it's still in pre-release, lol!
  • Haha 1
Posted (edited)
7 hours ago, Tyron said:

But, please do not now use a world created in any of the pre-releases of 1.20 - those pre-release worlds might need manual command entering to get the correct story locations and other corrections, so it will be better to start afresh.

Err, I'm gonna need some specific explanation here of what this could mean. 
I have a 1.18.0-generated world that I used for all 1.19 content, and I was also playing 1.20-pre.13 on it for the past two weeks. Just now I successfully 

Spoiler

acquired the map to the Lazaret which points me to an un-generated location on the world map.

Is that going to cause problems...? 

Edited by Khornet
Posted

Where do you get the information about the medallion for the elk? I went to the archives but only got lore content about the next story location. The trader talks to me about selling the elk and having the saddle and the bridle, but where does the information about the medallion to claim it and the bone flute come from?

Posted
54 minutes ago, TeaJay said:

Where do you get the information about the medallion for the elk? I went to the archives but only got lore content about the next story location. The trader talks to me about selling the elk and having the saddle and the bridle, but where does the information about the medallion to claim it and the bone flute come from?

You craft both. You can find the recipes in the handbook.

Posted
18 minutes ago, Brady_The said:

You craft both. You can find the recipes in the handbook.

Cheers.

I noticed all my bags disappeared since I logged off and back in. Along with everything that was in them. 

Posted
On 12/4/2024 at 10:52 AM, Tyron said:

Dear Extraordinary Survivalists 
Game updates since v1.19

  • Feature: Added two special sound effects
    • Reverb effect when in caves, or other large mostly enclosed spaces made of reverbing material (rock, brick, metal)
  • Feature: The new clay brick chimneys now emit smoke if there is a burning firepit or pit kiln below

🥰😍🥰

Posted
22 hours ago, KittenzSpec said:

Will 1.20.0-pre addons work with 1.20.0-rc?

If you mean mods with add-ons no there is no guarantee for that.
As you can see there are quite some changes from the pre versions to rc and mods that tweak those things that changed will need an update and will not work.

Be sure to check if the mods support your version of the game to avoid losing your world or run into issues.

Posted
3 hours ago, NiclAss said:

If you mean mods with add-ons no there is no guarantee for that.

Looks like your pumpkin event mod is still working. All but the nightblade, that is.

Posted
22 hours ago, Khornet said:

Is that going to cause problems...? 

Regarding that specific thing...

Spoiler

I messed with the Lazaret map in creative mode in 1.20 pre; the reason it's not pointing you to anything is that in old worlds, the location does not exist. You'll need to run a command to generate the new story structures on old worlds, though I'm not sure which command that is exactly.

For the best full story experience, I would probably start a new world so that everything generates without needing to run a command. That way, you'll still get the excitement of discovering the locations, as well as have a better idea of where to place those locations in your old worlds(since I believe you may have to manually pick a spot to spawn them via the command). It also gives time for more of the jank to be polished out prior to updating your old worlds.

 

Posted (edited)
1 hour ago, LadyWYT said:

Regarding that specific thing...

  Hide contents

I messed with the Lazaret map in creative mode in 1.20 pre; the reason it's not pointing you to anything is that in old worlds, the location does not exist. You'll need to run a command to generate the new story structures on old worlds, though I'm not sure which command that is exactly.

For the best full story experience, I would probably start a new world so that everything generates without needing to run a command. That way, you'll still get the excitement of discovering the locations, as well as have a better idea of where to place those locations in your old worlds(since I believe you may have to manually pick a spot to spawn them via the command). It also gives time for more of the jank to be polished out prior to updating your old worlds.

 

The Lazaret has generated just fine in my world in the ungenerated chunks, have not encountered problems with it "appearing" at all. The directions you get from the treasure hunter letter worked properly - it marked a pinned X on the map... far, FAR away, and near the X was the Lazaret proper.
EDIT:

Spoiler

Can also confirm that the Village also rendered and worked as flawlessly as could be expected. The NPCs were all there and everything functioned correctly. On my way to the Devastation now.

 

Edited by Khornet
  • Like 1
Posted (edited)

So I start a new world with default settings, and immediately (Immediately, like before I can do anything) am killed by a wolf. I'm done. Go home 1.20, you're drunk. Call me back when you're serious.

Edited by Krougal
  • Wolf Bait 1
  • Confused 1
  • Sad 1
Posted

They don't seem to be coming out into broad daylight anymore. Or haven't yet. Possibly I found and closed off egress from all the local caves? I haven't progressed to the point I need to do a lot of caving yet, so I can't comment on that.

Posted (edited)
2 hours ago, Krougal said:

and immediately (Immediately, like before I can do anything) am killed by a wolf.

Gosh, you are right. There is no longer a minPlayerDistance in spawn conditions. Weirdly enough, neither was there on 1.19.8, and I don't recall that having been a problem. Must be something like the old spawn code checked for that internally? Or maybe it's just that unusual.

I've seen wolves, of course, sometimes at a distance of 3-4 blocks, (jet-black wolves with red eyes are creepy) but so far in RC1, I haven't taken any damage from them.

[EDIT]

I take that back. My first game I got chomped once early on.

Edited by Thorfinn
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