0.15.27: The Wind Beneath My Wings
Welcome back after the holidays! We have a big update this time, with two big new features added:
New in this build:
- Place flight points! This is the flagship new feature in this build; place flight networks onto your map; your players will use them to get around more quickly!
Caveats: Flight points are buildings, and can have prices set on them, but those prices are not yet being paid by the subscribers who use them, or considered when choosing a path to take to reach a desired destination. In this build, every player magically knows where all flight points are all the time. That probably shouldn’t be the case!
Flight paths can be used to travel between regions, instead of using mountain passes.
Flight paths are placed almost exactly like walls, except that they can’t be split in the middle. You can orient the flight points by click-drag-releasing the mouse as you’re placing the start and end of the flight path. Like with walls and roads, you can have many flight paths all feeding into a single flight point.
Finally, in the full game you won’t start with access to flight points; I’ve unlocked them from the start in this build so that people can test them easily!
- Take manual control of enemies! There’s now a “Control” ability on the Interact tab. Click it, and then click-and-hold on a character to take direct manual control of that character!
Notes: Monsters will be more powerful when you control them. Players do not yet react to you taking control of them, but that’s coming before the Milestone 16 build!
- LIghter Terrain! Our terrain geometry now uses 98% less memory than it did before, and about 95% fewer draw calls! (This isn’t as big of a saving as it sounds like, as it was pretty inexpensive to start with. But now it’s super-cheap!)
- Grass! Fixed grass to appear correctly everywhere, instead of vanishing under the terrain on particular slopes.
- Get less lost on roads! Fixed a whole bunch of bugs in the logic players were using to follow roads.
- Spiffy costumes! Updated a whole bunch of models and animations, also reduced the memory usage of character models by about 30%.
- Rezzing Crocodiles! Fixed the rez-in effect to start and finish correctly on characters! Previously, it often started rezzing in late, and sometimes the effect just entirely turned off before it had completed. This was particularly noticeable on quadrupeds, and especially the crocodiles!
- NPCs and Monsters no longer get bored! Previously, monsters and NPCs would occasionally jump while walking a long distance; only players do that, now.
- Progress bar placement improved! We now do a better job of placing the progress bar which is displayed while destroying an object, so that it doesn’t obscure the object you’re interacting with as much.
- Adjustments to GUI colors! It was still too close to Solarized-Dark, so I had to touch it again!
- Look me in the eye when you say that! Players, monsters, and NPCs all now turn to face their targets during an attack, even if the monster is behind them, and even if the player is controlling them at the time.
- Do little things like this belong in a changelog? The animated cursor now glows somewhat less when stretched. Or rather, the total amount of glow remains the same, it’s just spread out over a larger area!
- More Memory! Fixed a very small memory leak on exit if your game had a Real Money Shop in it. Note that you can’t currently place a real money shop (and haven’t been able to for a very long time). But if you happened to have one lying around in a very old saved game and loaded it up, we were leaking about a hundred bytes of memory each time you quit to the main menu. I’m not even sure why I bothered to mention this one.
- Pseudo-random number generator upgraded from xorshift to xoshiro. This is very exciting, if like me you’re excited about random numbers!
- Fixed a crash if the user clicked on the “Global” task group.
- Fixed a crash when loading corrupted network nodes (only happened if the save file had been corrupted in a very specific way)
Players move more than four times their normal speed, when flying on a flight path, so they quite strongly prefer to use flight paths when they can! ↩︎