Small Patch v0.14.4.3
Thank you for leaving feedback on the Steam forums and https://discord.gg/Saleblazers! This is just a small patch to make night raids even more interesting and fix a few more things for the weekend. We hope you have lots of fun!
We've also updated our Steam capsule to better reflect recent balance changes to nighttime. Let us know what you think.
We'll be monitoring the community for feedback to release more hotfixes before moving on to the next content patch.
The following includes changes from hotfixes v0.14.4.1 - v0.14.4.2 as well.
➡️ Changes
-
Slightly increased intensity of night raids for a bigger challenge 😎
-
Added more enemy types to night raids
-
Night raids and revenge encounters no longer occur when you are in most towns
-
Night raid enemies now patrol around the area if they kill the player instead of disappearing
-
Removed stationary behavior for some night enemies
-
Revenge encounter trigger chance reduced for Ronin, Outlaws, and Bellcoats
-
Revenge encounters no longer occur when you are already in combat
-
Aggressive Ghouls no longer revert back to non-aggressive states
-
Ghouls are no longer able to start revenge encounters for gameplay balance and lore reasons
-
AI customers and employees will no longer try to dodge defensive barricades to resolve other AI pathing issues (so please put spikes away from the path of customers)
-
Fog from weather (rain, snow) no longer illuminates the sky at night for better immersion
-
Death markers are now named "Recent Death Box" and are placed at the Death Box spawn location to make them easier to find (Death Boxes are left at your last grounded location so if you're swimming it will spawn them on shore)
-
Elevated Sales shop policy height requirement slightly reduced
-
Increased interaction collider for Arrows because they were too hard to pick up
-
Fishing minigame now scales catch time with Fishing mastery level instead of cursor acceleration
-
Fishing minigame cursor acceleration is now instant
-
Removed delay before fishing minigame starts
-
Removed camera ease animations when starting and stopping fishing minigame
-
Rebalanced fishing minigame values in general to be much faster (shorter time before fish bites, shorter time to catch the fish, faster reeling animation)
-
Revenge encounters will no longer occur if you are already in combat (they will wait for combat to conclude)
-
Adjusted styling of autosave and nav mesh regeneration UI
-
Kazai Village Bamboo Hat Boar now belongs to Kazai Village faction
-
Crafting will no longer start automatically if input inventory doesn't have ingredients but the player does to avoid accidentally using ingredients
-
Changed enemy spawner logic to reduce scenarios where enemies spawn too close to you
-
Adjusted shopkeeping money gain text to be smaller and stay longer
-
Instead of losing interest in you the moment you cross game zones, police will now cross at least one game zone to get you
⚙️ Optimizations
-
Removed a function from character updating code
-
Removed duplicated potion house from Kazai Village
🛠️ General Fixes
-
Fixed disconnect relating to dragging items from the ground into containers
-
Fixed placing items into display containers from a picked up inventory slot UI stack causing the item to seemingly duplicate into each container invisibly
-
Fixed rare disconnect when autosaving and unloading a chunk
-
Fixed some floor pieces requiring holding F to pick up
-
Fixed floor pieces not showing F to pick up UI
-
Arrows no longer block AI pathing (may need to go to ESC -> Help -> Rebake Nav Mesh if you have Arrows all over the place
-
Turrets that required more than 1 gun in the recipe reduced down to 1 gun because of crafting issues
-
Fixed water looking weird after completing fishing minigame
-
Fixed fishing minigame not working properly (circling the cursor) in certain bodies of water
-
Fixed reeling sound not looping in fishing minigame
-
Fixed C17 being able to craft in the Iron Crafting Table when it shouldn't
-
Fixed large amount of customers appearing at the shop when teleporting back sometimes
-
Fixed several Cultist spawners not spawning properly in the open world (basically there will be more cultists now)
-
Fixed days passed variable not saving properly in the open world, which affected spawner rates (again there will be more enemies in some cases)
-
Fixed turrets not falling down when structures beneath it are destroyed
-
Fixed rare crash and fade to black issue during invasions when spamming the respawn button as a dead invader
-
Fixed some Ziplines in the Quarry having end points that could be re-placed
-
Fixed several disconnects relating to inputs
-
Fixed Research Tree quest automatically progressing when going to Pop Pop's House
-
Fixed certain items blocking interactable collider of displays when placed into displays
-
Fixed Steam username font being incorrect above player's head
-
Fixed Death Box name showing up as wrong name until you hover over it
-
Fixed stolen item name not replicating to clients in stealing dialogue
-
Fixed disconnect when sleeping to reset outposts
-
Fixed spawners not using visibility checks properly
-
Fixed items re-randomizing rarities when added to a crafting table
-
Fixed crafting items with leftover non-stacked ingredients causing leftovers to disappear
-
Fixed client auto adding crafting recipes causing the ingredients to disappear if there were no open slots
-
Fixed disconnect with wiring tool
-
Fixed some stackable items somehow becoming rarities that were greater than common (this is not supposed to happen)
-
Fixed money text when gaining shopkeeping money spawning in the wrong location
-
Fixed police constantly starting fine dialogue when moving between game zones
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.