Today's build includes the townspeople pathing optimization, a new system for loading trees, and the bug fixes mentioned in the test build updates.
Townspeople should look like they are working exactly as they did before. The difference is they now use a lot less CPU to do their path-finding and wandering.
Similar to the townspeople, the new tree loading system should look and act exactly as it does now. The big difference is the old system had the trees on the map by default. This system loads the trees dynamically.
It's a behind the scenes change that will allow me to add the new trees more easily. In addition, it opens the door to allow you to choose the tree quality and diversity to either improve performance or focus on the highest quality. I'm going to be working on that part next.
These are both really big changes to the existing systems, even though you shouldn't notice any difference, other than better framerate! If you do see any odd behavior, please let me know.
In addition to those changes, this build also includes some fixes and other optimizations (including stuff from the test builds):
- Updated the graphics optimization system to ensure it doesn't hide small items (like weapons) when they are in view.
- Fixed a bug that sometimes caused the second town attack in the Orc Quest to fail to start.
- Fixed a bug that caused the third ingredient in the last item in the crafting list to not display.
- Fixed a bug where Farmers would use the run animation while moving at walk speed.
- The ESC key can now be used to close the town storage UI.
- You can no longer place a building if the road is outside of the town's build area.
- Fixed some optimization bugs that caused doors and NPC items (like hammers, pitchforks, etc) to disappear even when they were in view.
- Updated the windmill blades to have some canvas rather than just wood.
Changed files in this update