Rodina 1.3 - "Procedural Interiors" Released!
It's here! The Procedural Interior update is complete!
This update revamps the Vanguard Ruins using a procedural interior engine.It decides what kind of rooms to add, creates the room shapes and layouts, and then decorates them!
It also has a bunch of tweaks to combat (it's faster) along with a new UI for the editor. And of course, the usual set of minor bugfixes.
With procedural interiors in the game, I can begin adding Xeno Outposts to asteroids and planets!
Update Changes
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New Feature: Procedural Interiors - EGSL Productions
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New Feature: Procedural Interiors - Room Shape / Layout Engine
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New Feature: Procedural Interiors - Decoration Engine
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New Feature: Revamped Vanguard Ruins added back to the game (even for old savegames)
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Improvement: Simplified Interior Editor to use a "smear tile" model
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Improvement: Tweaked combat - blaster moves faster, missile cooldown reduced, Xenos see you faster, Poacher shoots faster
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Improvement: Lowered sound/music volume, both in initial option and also globally
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Options: Remove depracated mouse sensitivity option
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Crashfix: set proper locale to override user locale in case inconsitency causes EGM loading failure
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Bugfix: Limit bounds size for huge spaces
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Bugfix: Don't switch to "Door" mode until we've actually selected a door
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Bugfix: Don't allow editing airlock (again)
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Bugfix: Fix interior bounds loading from savegame
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Bugfix: Fix memory leak in editor
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Bugfix: Restore undo points to editor
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Bugfix: Make sure Bots don't get stuck looking at lights
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Bugfix: Rotate ship bounds to match interior root orientation (for sideways airlocks)
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Bugfix: Fix rendering interiors when "Fix Player" from inside Vanguard Ruins
PATCH
- Fix sound craziness when many robots are trying to get through a single door
- Fix error where projectiles would never die when shooting the surface of the sun
- Add "MaxSoundCount" option (not in options menu) to help prevent sound overload
- Tweak mouse accuracy in editor
- Fix memory leaks in editor and with palettes
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