Hello Playtesting Colonists,
Please enjoy a pretty substantial bugfix, balance, and content change update
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And join our Discord if you haven't yet to talk to us more, and participate in weekly Dev playtimes Thursdays at 6pm US EST: https://discord.gg/Asntr8e
- Beginning of new drops/materials/recipes for the sludge biome and egg caves (Acid, Acid Crystals, Plastic, Rubber, Hydrocarbons, Tar, Batteries, Fuel, Chemistry Lab, Refinery, misc Laser Weapons)
- Fix several outfits incorrectly allowing stack sizes greater than 1
- Added drops for Hydroid, Mimic Larva, and various plants
- Fix same recipe showing up multiple times if multiple research items can unlock it
- Reduce camera jerkiness while vaulting/ledge climbing (not final, will be made smoother)
- Fix nametag offset being inconsistent when a character crouches/slides
- Chest lock button is now functional; NPCs will no longer grab items from locked chests
- Chest UI now has tooltips
- Added Sticky Grenade prototype to Debug
- Fix medical items not curing bleeding properly, which was causing health to continue depleting forever
- Improvements to SMG and RPG reload animations
- Fixed hydroid sounds, added new sounds
- New button click sound for main menu
- Rebalanced firearm damage and creature HP
- Added new muzzle flash effects to weapons
- Added flesh collision sounds
- Updated flamethrower graphics, animation and added reload sounds
- Hostile Raid event has been reintroduced (enemies don’t raid properly yet and don’t have a strategy for attacking structures -- they sit slightly outside your base and shoot you on sight)
- Fix issue that caused death notifications for NPCs that aren’t in your colony
- “Return Fire Only” mode is now partially functional; enemies can trigger a hostile response from your NPCs if they harm you or a member of your squad
- NPCs will now honor their targeting behavior (Hold fire, Return Fire, Hunt Wildlife, etc) and attack relevant targets even when not in a squad
- Game now recognizes whether the player is in a combat situation and plays the appropriate music (when in a biome where combat music is defined, which is not the case for all of them at the moment)
- Fix multiple AI logic issues caused by characters continuing to track enemies after defeating them
- When following another humanoid that’s ledge-grabbing, NPCs will now target the ledge being grabbed for pathing, not the block where the humanoid’s legs are hanging
- Fix NPCs jumping over you and overshooting instead of doing a simple pullup when trying to join you on a short platform
- Clear up some unused/old entries from the debug menu
- Add “Force Raid” to debug menu
- Jump is now the same height whether you have a running start or not; should make it easier for NPCs to match your movements when climbing
- Fix carry icon for Kitchen looking gigantic
Changed files in this update