Got a fair number of changes and additions this week. Got a couple of big bug fixes along with a few new smaller features to allow the player to customize the way that they play.
Anywho, changelog.
Changelog, 1.95
-Fixed that awful city spawning bug
-Added a new type of spawner that spawns either during the day or the night and only resets during its respective time
-Preliminarily re-added the Female Leonen to keep Ardor from being desolate
-Wandering allies should properly spawn in the player's race
-Added a Wandering Ally tutorial for the first time one spawns
-Had to temporarily disable grass since UE4 seems not to want to build it at all anymore
-Added a crafting confirmation widget to the crafting menu
-Added items stats to purchasing and crafting windows
-Followers should probably teleport to the player after reaching a sufficient distance
-Added a "subdued" animation for anthro characters along with the logic to implement it with all the others as the animation get finished
-Tho-to can now spawn and upgrade buildings for the player if they decide that they do not wish to deal with the fine details of civ-building
-Cleaned the hell out of the game, like, tossing dozens of files that were unneeded
Player Updates:
-Added the ability for the player to sleep until the next morning, granting daily bonuses to resources and possible population
-done from beds included in each player home variant
-has a 90 second cooldown
-also fully heals the player
Enemy Updates:
-Ilhkor'sei
-Increased melee collision sizes
-Adjusted movement constraints to be more in line with its current size
-Haljuhurtta
-Adjusted logic to work better
-Increased damage of breath from 1/tick to 2.5/tick
-Decreased breath length from 2.5 secs to 1.4 secs
-Cherished One
-Has now been properly added
-Will require some testing
-It was the clothing data that was causing the mesh to get hidden as it attacked. >.>
-Brindlebark
-Changed all damage to Earth damage
-Decreased fire and earth damage resistance
-Saplings are now more efficient in their damage and logic
-Saplings now spawn more efficiently
-Can now drop hardwood and the Poisoner's Flask accessory
-Vulpine Sundrinker
-Updated with new anims and a proper scorched warpaint
-Now mildly favors ranged combat
-Ob'dar
-Updated with a new mesh and animations
-added a myriad of effects to their attacks
Building Updates
-All player homes are now under the same class, allowing for faster logic in excluding or including them
Bug Fixes:
-fixed a bug where destroying a folgolla tree infested with ficblaed whelps would leave the whelps floating in the air
-cleared up some map tears and floating objects
-fixed a bug where placing buildings would sometimes cause the camera to not snap back to the player
-fixed a bug where items that had more than one specific item were uncraftable
-fixed a bug where the Vulpine Ritualist spawn wasn't causing damage
-fixed a bug where the Vulpine Poisondrinker permanent follower was able to die
By next week and for the next build, I should have Tho-to's auto-building working as intended. As of now, it technically works as it should, he's just likes to spawn stuff on hill sides...
Anywho, until next time,
-Lucas Cady
Project Director
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