Tyron Posted December 4, 2024 Report Posted December 4, 2024 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 Added 15 new types of elk blankets for a total of 21 Added dynamic color grading Crops now get frosted 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 7 1 6 3
Apocalypse_Andy Posted December 4, 2024 Report Posted December 4, 2024 Yes, appreciate not being able to authenticate 1 1
Voldemort Posted December 4, 2024 Report Posted December 4, 2024 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! 1
LadyWYT Posted December 4, 2024 Report Posted December 4, 2024 Salute to Fred the stunt drifter, sacrificing himself to showcase the scrap bomb. So excited to dig into the story content and really happy it's ready for a test run! 5
HappyKratos Posted December 4, 2024 Report Posted December 4, 2024 Still relatively new to this game but I'm loving how the update looks. Way better than that other voxel game. 1
KittenzSpec Posted December 4, 2024 Report Posted December 4, 2024 Will 1.20.0-pre addons work with 1.20.0-rc?
Lithembia Posted December 4, 2024 Report Posted December 4, 2024 I knew there was lore stuff coming, but I didn't know there were fancy elk blankets, bugs, and water plants. And a billion new block variants. You guys were busy.
Khornet Posted December 5, 2024 Report Posted December 5, 2024 (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 December 5, 2024 by Khornet
TeaJay Posted December 5, 2024 Report Posted December 5, 2024 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?
Rhyagelle Posted December 5, 2024 Report Posted December 5, 2024 Incredible. This game is just perfect and gets more perfect by the update. 1
Brady_The Posted December 5, 2024 Report Posted December 5, 2024 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.
TeaJay Posted December 5, 2024 Report Posted December 5, 2024 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.
Maelstrom Posted December 5, 2024 Report Posted December 5, 2024 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
Facethief Posted December 5, 2024 Report Posted December 5, 2024 21 hours ago, KittenzSpec said: Will 1.20.0-pre addons work with 1.20.0-rc? Some seem to, but that’s based on very little testing.
NiclAss Posted December 5, 2024 Report Posted December 5, 2024 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.
Thorfinn Posted December 5, 2024 Report Posted December 5, 2024 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.
LadyWYT Posted December 6, 2024 Report Posted December 6, 2024 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.
Khornet Posted December 6, 2024 Report Posted December 6, 2024 (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 December 6, 2024 by Khornet 1
Kate Francesca Posted December 6, 2024 Report Posted December 6, 2024 Really excited for this! Going to be starting a new world and I'm really looking forward to the early game challenges again!! Thanks to the whole VS team!
Krougal Posted December 7, 2024 Report Posted December 7, 2024 So have the new mobs been toned down from PR to RC or are they still overbearingly obnoxious?
Facethief Posted December 7, 2024 Report Posted December 7, 2024 14 hours ago, Krougal said: So have the new mobs been toned down from PR to RC or are they still overbearingly obnoxious? They certainly seem different.
Krougal Posted December 7, 2024 Report Posted December 7, 2024 (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 December 7, 2024 by Krougal 1 1 1
Thorfinn Posted December 7, 2024 Report Posted December 7, 2024 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.
Thorfinn Posted December 7, 2024 Report Posted December 7, 2024 (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 December 7, 2024 by Thorfinn
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