Valley 1:Post-Launch Series 2 Release Notes
Revision as of 11:12, 21 June 2012 by Dominus Arbitrationis (talk | contribs) (→Official 1.103 Hotfix)
Beta 1.104
(not released yet; we're still working on it!)
Official 1.103 Hotfix
(Released June 21st, 2012)
- The pursuit range of jellyfish was incredibly larger than it should have been (8x larger), and has now been reduced to its proper range.
- Thanks to Cinth for reporting.
- The way that light works is now more natural/fluid. The light sources illuminate their surroundings close to immediately now, so the lights no longer seem to lag behind. Simultaneously, the way that darkness creeps back in after a light source has passed is now a little slower than before, making it so that light trails are left a bit more and it all feels better to play in.
- Thanks to Cinth for reporting.
- The "What's New?" link in the game now points to this page rather than to the older beta series 1 page.
- Thanks to NyQuil for reporting.
Beta 1.102 Stop Wiggling!
(Released June 20th, 2012)
- Fixed a "screen shudders when paused" bug in the recent fix that helped the screen scrolling keep you on the screen even if being blown around by windstorms, knockback, etc.
- Thanks to leb0fh for the report.
- Fixed a bug from a recent version where placing an ocean buoy would not provoke the recalculation of whether each region on that continent is connected via land or non-turbulent-water to a settlement or non-stormy-port. This was causing the "marooned" message to show in some cases where it should not have been after placing an ocean buoy.
- Thanks to lavacamorada for the report.
- Fixed a bug where the underwater mission portals could not be entered and would not display the "press E to enter" text when you walked in front of them.
- Thanks to lavacamorada for the report and save.
- Fixed a bug where the game could fail to properly insert a settlement NPC into a settlement chunk because it thought its remembered position was valid when it was not.
- Thanks to Misery for the report and save.
- The "Douse Monster Nest" ability is no longer usable in an NPC-rescue mission.
- Thanks to jruderman for inspiring this change.
- The base shrapnel damage has been adjusted for the following entities as follows:
- Mossy Barrel from 22 to 8.
- Urban Crawler from 22 to 8.
- Thanks to CodexArcanum, Cinth, jruderman, Ipkins, AlexxKay, Lancefighter, CodexArcanum, Omosh, and Ghost Matter for suggesting.
- The frequency of how often the minimap updates is now based on how big the chunk in question is; in order to avoid lag, we previously had it set to 1 second between minimap updates. However, in smaller chunks (actually most chunks) that really was excessive.
- The new logic makes it so that in most chunks it will update more like every half second, and in smaller chunks it will update every quarter second if need be. Only the really excessively large chunks still update on a 1-second interval.
- Thanks to jruderman, TechSY730, and NyQuil for suggesting.
- For all chunks, the minimap now updates as soon as you enter the chunk, regardless of how long it has been since the last time you entered a chunk.
- Thanks to jruderman, TechSY730, and NyQuil for suggesting.
- Previously, the collision profile of explosive bear traps was completely wrong; such that it seemed to float above the ground, and its collision box was very tiny. Fixed.
- Previously, NPCs and monsters would shoot at dangerous background entities that they could not hit anyway (like mossy barrels). Fixed.
- Thanks to lavacamorada and Gemzo for reporting.
- Previously, summoned monsters and even sometimes players could step in bear traps and get hurt. Fixed.
- Thanks to jruderman for reporting.
- In recent versions of the game, bear traps were not being triggered by monsters. Fixed.
- Thanks to GauHelldragon and Misery for reporting.
- In recent versions, deploying regular bear traps (as opposed to explosive bear traps) did not even work. Fixed.
- Thanks to jruderman for reporting.