Patch v1.17
Game Options:
- The options menu now has a setting for Texture Quality. If you've been having performance issues even after turning down all the other settings, or if you've been seeing the game eat way more memory than it should (a side effect of certain graphics card architectures from what I can tell), try lowering this option! I can't promise it'll solve all your issues, but there's a good chance it'll help. Lowering this too much will definitely make certain things nice and crunchy, but hopefully it'll give that extra boost to those who need it.
Game Adjustments:
- Memorials now use a context menu instead of just opening their UI the moment you click on them. As part of this I've added a new option "Remove Core" which reverts memorials back to core form. Destroying memorials through Placement Mode or room destruction always moved their cores back to your Toybox inventory, but this wasn't obvious to most people and I hope this provides a more clear way of dismantling them.
Bugfixes:
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There was a bug in the code that tried to figure out if you'd unlocked all the placeable objects already, meaning that pretty much everyone who's been playing still has stuff to unlock via capsule drops! This bug is now fixed, so look forward to some more new objects as you continue to play. The missing unlocks were random and unique to every save file.
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There was a specific codepath that was still passing dog save data around as a reference rather than a copy, meaning that in certain situations, a dog's save data could update without the game explicitly saving it. This had the potential to result in some funky behavior and has been fixed going forward.
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As a result of the above bug, it was possible to get into a situation where you had a cocoon in the pen that you couldn't interact with. The game will now detect this case and fix it on load, moving that dog to storage.
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Memorials could sometimes be saved with encoded dog genetics instead of properly decoded genetics, which resulted in them displaying the default dog instead of the dog whose core they contained. I believe this was happening as a result of the dog save bug mentioned above, but regardless the game now checks for this and properly decodes their genetics before displaying them. If you had any memorials affected by this, they should be fixed once you update!
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If a dog hatched from a cocoon but the game couldn't find any location to place it, the game would move it to storage and then softlock. The dog will now still be moved to storage, but the game will correctly show the mutation screen and progress as normal.
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Extremely large objects (usually dogs) were stressing the system that finds valid locations for physics objects and failing more often than they should. This code has been updated to handle larger objects more gracefully.
Starting this coming month I'm going to be looking more seriously into new content and more major quality of life improvements/adjustments! I've got a big ol' list full of wonderful suggestions from you all, and I've also got a ton of my own ideas to go with them. These changes and additions will likely roll out much more slowly than the bugfixes have been, but I think they'll be worth the wait.
Have a great weekend!
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