- Building network nodes now actually costs the money they claim to cost. (Oops!)
- Fixed a crash if you tried to lay a single stretch of network cable in such a way that the area to which it supplies bandwidth formed a loop with a hole in it. This now works properly.
- Auto-created scenery is now correctly restricted inside the region. (Previously, it was restricted inside a box drawn around the region)
- Auto-created scenery now tries to avoid being placed in the middle of a path.
- Reduced the size of the largest rez grid (from 100m cubes to 10m cubes)
- Players in conversation now play a “conversation game”. Only one person will talk at a time; the other people react to them. (Previously, everyone spoke simultaneously). This should have minimal impact on the simulation, but it was weird having everyone talk all at once. Now it looks more like an actual conversation is going on. Additionally, listeners turn to face the talker, instead of everyone facing toward the middle of the group. Also, the general behaviour of players moving around in a conversation circle has been improved a lot.
- Players now have thoughts about the environment around them. These thoughts are fairly simple right now (interesting/boring surroundings, too many/too few other players nearby, etc), and they don’t actually affect the most important parts of players’ AI states yet (how happy they are, how well their needs are being met). But that’s coming. And these thoughts do show up in the “Thoughts” panel in each player’s info window, as well as in aggregate form in the MMORPG Overview window.
- When creating a new game, you now get a reasonable default set of classes and monsters, instead of having five different “Warrior” classes and five different monster types which all looked like crocodiles.
- Fixed point lights to not cast silly amounts of specular highlights on the terrain. (Specular highlighting from point lights now matches the specular highlighting from the primary directional light)
- Modified the rendering implementation for a lot of UI elements, to make them look nicer when anti-aliasing is disabled. Most notably the cursor, and virtually everything in the loading screen.
- Digital dotted lines in the loading screen now try not to move such that the camera will move through them. This should dramatically reduce the strobing that used to happen when the camera happened to move straight through a whole string of dots.
- Individual dots in the digital dotted lines now resize themselves so they are no smaller than a pixel on the screen, no matter how far away they are. Similarly, the digital solid lines ensure they are no less than one pixel thick no matter how far away they are. This dramatically reduces the amount of flicker and moire in the loading screen, when MSAA isn’t turned on.
- Adds a “VectorStorm Presents” element to the loading screen, when creating a new game.
- The loading screen now shows the MMORPG game name shortly before the loading process ends.
- SMAA anti-aliasing now only affects the world render, not the UI. This fixes the issue that text and other UI elements would appear messy when SMAA was enabled. (Which is a huge relief to me, because I like SMAA and that messy text was really upsetting me.) I think there’s now no longer any real reason to use MSAA, rather than SMAA. But both options are still available, as well as simply turning anti-aliasing off entirely.
- Adjusted strength of ambient occlusion effect.
- Fixed the drop-shadow under certain UI elements, so that its corners better match the corners of the item being shadowed.
EDIT: Also, fixed a bug in which players who were wandering around in a new region would notice buildings further away than 100 meters, instead of buildings closer than 100 meters. They were, in effect, completely blind to any close-up buildings, and only knew about distant ones. Now they correctly see the close-up ones, and are unaware of the distant ones (until they’ve been discovered)