Mise à jour du 11 mai 2016

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Patch note complet de la mise à jour du 11 mai dernier...

Citation :
Publié par Domino
Combat
  • Molten Rebuke on the Flame Bound Bastion now continues to block but does not counter projectiles, instead of stopping blocking in order to counter projectiles
  • Creatures whose spawners are placed in the air should no longer fail to path and/or attack
  • “Elite” creatures and very large creatures are now immune to stun, root, freeze, snare, and silence (burn). Note that the attack’s effects will still play to indicate that ability did, in fact, land. But the creature will not be inhibited in any way.
  • Creatures will no longer make a clapping animation at inappropriate times.
  • Creatures should no longer occasionally spawn a level higher than placed, either on build sites or in chaos caverns
  • Proximity Mines are treated as creatures on your build site, and they have the same faction and respawn settings as other non-pathing creatures like fiery fungi do
  • Luminaries should now look more epic and fancy while reviving each other.
  • Ebonguard priestess should now do damage even if she does not move from her spawn location
  • Getting hit with electrocution should no longer cause your weapon to stop working
  • Secondary channeled abilities should now show a cast bar
  • Chompers should no longer occasionally seem invulnerable in caves/ruins
  • [Updated!] Players can now place a target dummy NPC on their claim to practice combat with. This NPC will stand in one location and intermittanly swing its sword. Note that it does not do any actual damage, and will not be relevant to any enemy NPCs. The target dummy is default learned for all players.

Storytelling

New Feature: Story Saving!
  • When you enter Play Mode, the current state of all props on your Build Site will be saved.
  • When you return to Edit Mode, that saved state will be automatically restored.
  • Example: When I enter Play Mode, a door is closed and a torch is lit. A friend visits my Build Site and plays through my story. While playing, they open that door and the torch goes out as the boss walks into the room. When I return to Edit Mode, that props will return to their saved state (door closed, torch on).
  • This also affects settings on props like NPC Faction, Timer countdowns, and Logic Filter variables.
New Prop: Reset Node
  • Of course, you’ll likely want to take advantage of that cool new Story Saving feature to let Luminaries always start your story fresh when they visit.
  • This prop has no Events and one Action (when linked TO this prop from another prop): “…Reset the story on this Build Site.”
  • When that Action is triggered, it will restore the saved state of all props and creatures on the Build Site (just like we described above for entering Edit Mode).
  • You can use this for all sorts of things. Like making a timed challenge that resets after a Timer completes and makes them try again, or to have the entire dungeon reset after they kill the big boss at the end. We hope this’ll give you a little more control over the experience Luminaries have when visiting your Build Site!
Story Node: Smarter Than Ever!
  • Previously, Story Nodes were very rigid in how they required Links to be set up in order for text and animations to work. But there are other valid ways that builders could expect them to function, so we’ve added in backup logic that does everything it can to find a way to make the text/animation reach its expected target. Hopefully these changes better accommodate all of the various building styles and expectations Luminaries have when using this Node (and will cut down on the number of Links needed in many cases!)
    • Example: When an Action is triggered to activate Text:
    • [Current functionality] First, the Story Node looks for an outgoing link to send that Text to a creature.
    • [New functionality] If no outgoing Links for the Text exist, then the Story Node checks whatever triggered the Link initially. If it’s a creature, then that creature will say the Text.
    • [New functionality] If the no outgoing Links for the text exist AND the prop that triggered the Link initially is not a creature, then the Story Node itself will say the Text. (Note that Story Nodes cannot display Chat Bubbles since they’re hidden in Play Mode).
  • With these two new backup scenarios in place, you should almost always see text and animations happen when triggered, no matter how you set up the Links.
Story Node: New Event “When everything on this node activates…”
  • Triggered by the existing Action “…Activate everything on this node.”
  • When linked to a creature spawner, connects to a new Action “…Have this creature perform everything.”
  • This should make it much faster to create Links for Story Nodes sending everything to the same creature.
Story Node: Polish
  • Now costs Plain Wood, like other Story Tools.
  • Now shows their name (which you can edit), to make it easier to organize them.
  • Now stops sending Text when you switch to Edit Mode.
  • Text Display setting now defaults to Chat Bubble (instead of On Screen).
  • Text sent to the chat window now uses the proper formatting to mimic other chat messages displayed there.
  • Due to potential issues with consistency and security, text can no longer display HTML. We recognize that this was a useful feature and we’ll consider implementing it in an official, safe way in the future.
  • You can now use Story Node Events (like “When the stance on this node activates…”) to trigger unrelated Actions on all Linkable props. Creatures are still the only ones who can speak/animate, but this will help you coordinate multiple Links triggering off of the same Event.
New Link Functionality (Optional): “Auto-complete Links when only one action is available”
  • You can find this in your Game Settings window, defaulted to off.
  • If turned on, when you’re creating a Link and open an Action List with only one option in it, the Link will be automatically completed with that Action chosen.
Interactions: Polish
  • The prompt to interact (and interaction highlight visual) now only appears on creatures who have active and available interaction Links on them. If you cannot interact with a creature or nothing would happen if you did interact with them, you will not be prompted to do so.
  • While on the Enemy Faction, creatures now realize they’re too busy killing you to be interacted with. If their Faction changes to Ally or Neutral, the creature will be able to be interacted with again.
Miscellaneous Polish
  • All Story Tool props no longer have collision. Run free, builders!
  • Darkfang Specter will now correctly trigger Areas that it enters.
  • Creatures are now able to speak/animate immediately after they spawn. This means the “When this creature spawns…” Event can now successfully trigger the Story Node to have that creature speak/animate immediately.
  • On spawn events can now be linked to Story Node props

Social
  • General Chat has its own tab again, and it can be disabled in the Chat Options menu. General Chat will continue to also be displayed in the default Chat tab.
  • Officer and Guild Chat channels should no longer remain after deleting and recreating a character
  • Guild News should now persist the name of players who are deleted
  • Chat should now be cleared when a player logs out
  • Guild list should no longer fail to display a name when a list longer than a full page is scrolled through
  • If you speak in chat using /say the next message should also default to /say

Goals
  • Many Goal card images have been updated in the Journal
  • "You Can Kill Those Things?" can now be completed once again
  • Goals requiring trades should now update
  • "So Emote-ional Right Now" now correctly references “Dancin’ in the Sleet” as a requirement
  • “Cry Havoc” now suggests you practice using your weapon before entering play mode
  • Repeatable daily achievements should now be repeatable
  • Goals that reward Designs should now show their icons as green books when you examine the card detail
  • Completed Goals should now show all the steps you completed, not just the first step
  • Selection and paint steps have been reversed in "Building Block Basics"
  • Daily "Build Site Tourist" should now correctly update and finish for characters who had not done it before. Unfortunately, those who are ‘stuck’ on it will remain stuck.
  • Daily goals with no progress will be now removed from your journal with each daily reset. Goals with some progress will remain to be completed.

Chaos Caverns
  • Props in Outposts (previously named Ruins) should no longer duplicate or shift location after you flee to the graveyard
  • Props in Outposts should no longer be placed at incorrect heights
  • All Outposts should now have props as expected
  • Snow patches are no longer occasionally found in graveyards in desert caverns
  • Several of the above have been recurring issues, so if you see any of these still occurring after this hotfix, please let us know the name of the world, landscape, and /loc coordinates, along with the Outpost name and what your exact actions were if it changed while you were playing there. Thanks!

Items
  • Corrected some more outfit color issues
  • Corrected an issue where Extractors don't work on first equip if you had a weapon equipped previously
  • Colonist's Patrol Armor now actually has an appearance and no longer makes your character appear in his/her underwear
  • Using extractor should no longer break pick and axe animations
  • Addressed some issues that were causing intermittent failure of gem/ore seekers – if you continue to see issues with these, please let us know the world and landscape that you were on

Building tools/building related
  • Builders with full (“ultimate power!”) permissions on another person’s build site can now change Play/Edit mode
  • When a prop is recycled, you will see what resources you got back in the loot window
  • Selection volumes should no longer occasionally get “stuck” preventing anything else from being selected
  • Esc is now shown as an option for build mode tools, to make it clear how to cancel out of things like design placements (pretty icon will follow)
  • You can now switch to Orbit Cam while in Character Cam first person mode
  • Buildable prop count should now be displaying correctly
  • You should now get an error message when you place a Design that has props in you don't know the recipes for
  • Rejoice! You can now resize trigger areas! Go into the area tool and click on the existing area to enter an edit mode where it can be resized
  • You should no longer experience text lag when modifying a build site’s description or welcome message via the site management window
  • Designs now have more category options which should clearer: Starter Castle, Player Studio, Personal, and Collected (which includes things such as designs given to you by other players, and gift designs such as the holiday snow globe)
  • Moving the cursor while panning the camera should no longer break links if your cursor passes over them
  • Selection Tool should no longer appear to be constantly highlighted after using copy and paste
  • Improvements to LOD issues that could happen when copying and pasting a selection from one side of a build site to the other
  • Highfall Cobblestone material is once more available in the materials palette, and the material formerly claiming to be a cobblestone has been renamed to a foundation brick
  • Trigger Areas should no longer sometimes stop being clickable
  • Switching cameras should no longer cause you to fall out of the air if you switch from flying character mode to orbit or free camera and then back
  • The starter castle courtyard design is now smaller in size
  • Old “starter template” designs have been renamed, and are in the process of being updated to use free materials
  • If you haven’t already completed “Modular Thinking”, completion of this goal will now reward some additional new starter designs

Props
  • The placement cost for creature spawners has been changed to better reflect the actual power and complexity of the creature being spawned. In general this has resulted in an increase to the placement costs of most non-elites.
  • To compensate for this change, and because essence drops already needed a bit of a boost, the drop rate of all essence (including adventure) has been increased and the cost of acquiring essence from the lumen station has been decreased.
  • Addressed issues where some players were not able to place the Starting Location prop on their Build Sites. If you still experience issues after this update, please let us know
  • Gift props should no longer be missing their patterned textures
  • Stone Bench can now be tinted
  • Iron Trimmed Mug can now be tinted
  • Hexagonal grate texture should no longer shift like flora
  • Light source in the plastic lights is now less bright
  • Tundra flower model no longer has collision
  • Buccaneer wall sconce can now turn on and off
  • Ring Brace is now more tintable
  • Holiday ornaments can now be tinted
  • Translocator Pad setup menu should now be displaying correctly
  • Novatech bowls, plates, and dividers are now more tintable
  • Two new intricate carved props are available: a bench and a throne
  • An additional painting has been added (Deep Mines)
  • When you right-click on a prop outside a build site (for example, in an Outpost) you should no longer get an error message as if you were on a build site
  • The Flinger prop’s target now has a target-like appearance
  • Ring brace (iron) props should now correctly be placed instead of Ring brace (brass) in designs
  • The order of prop settings in the menu has been tidied up
  • Collision has been improved on the Volcanic Tree (Large Thorny)
  • Drylily plant should now place correctly
  • Cross Brace prop is once more available in the prop palette
  • Alchemy Table prop saved in Designs should now correctly be replaced by the non-functional new version

Marketplace/gallery
  • Attempting to trade or mail an item bought from Marketplace should now correctly give an error message if it cannot be traded
  • The "Get more build sites" button in site management should now correctly open the purchase window to offer you a Build Site Expansion
  • There is now a separate menu bar button to open the Gallery directly
  • Build Site Expansions now have clearer description text explaining what you’re getting and how they work
  • Addressed a Marketplace issue where images would not always display consistently
  • All Player Studio items on the Marketplace should now include detail text to explain what you're actually buying (the design, not the materials or props required to place it)
  • Search function in the marketplace works once again
  • The default image displayed if no screenshot can be found has been updated

UI
  • More than six buff icons should no longer force the seventh to display behind the health bar
  • Corrected a slowness issue when submitting a build site to a competition
  • Flee button should now be responsive to clicking anywhere on it
  • Props in the Design details window should no longer have a red 'missing knowledge' border even if you know the recipes
  • Corrected error messaging when deleting a Design not owned by you
  • Acquiring a missing recipe should now also remove it from the Missing Props section of the Design Window
  • Mailed Designs that go into overflow inventory should no longer stack incorrectly
  • Consumables on hotbar should now correctly show how many copies you have at all times
  • Landmark menu should no longer open underneath the watchlist
  • Landmark menu options now all have icons

Misc
  • Various new “first time” informational windows have been added to explain features to new players
  • Added a Help guide to the Landmark menu (also accessible with F12) which contains links to all “first time” informational screens for reference
  • Characters who had turned grey should now be back to a normal healthy hue
  • Ambient audio should "mute" during loading screens
  • Loading screen screenshots should now change within a play session
  • The Spire Hub should now have a Repair Station
  • Creatures should now appear in screenshots of Designs
  • Typing behavior in build site description field should be improved
  • Names of deleted characters no longer remain in the Special Access list of build site permissions
  • Corrected an error pop-up that could happen when creating characters in some situations
  • Camera mode should no longer persist between logins
  • All old growth forest trees should now be giving burled wood. If you find any that are still not, please report the name of the prop or a screenshot of it
  • It should no longer be possible for your character animation to get stuck after dying and teleporting with weapons drawn
  • Corrected messaging when trying to change cameras in play mode
  • There should no longer be floating props (trees, rocks, etc) around surface cave entrances
  • Loading screen tips no longer mention the evac to safety option since that has been removed
  • Updated text on the in-game mail about your build site upkeep
  • Addressed an issue where some zones could sometimes lose all mining resources. If you encounter a zone that seems to have lost all mining nodes, please let us know the name of the world and landscape so we can investigate

Known Issues
  • IF YOU KNOW OF A BUG THAT ISN'T IN THE ISSUE TRACKER, PLEASE MAKE SURE WE KNOW ABOUT IT TOO! We quite possibly don't, and bugs we don't know about won't get fixed!
  • There are many other known issues in the dgcissuetracker, but these are the most relevant ones to the contents of this update:
  • If you have a filter on your materials palette and use the eyedropper to select a material that is NOT included in the filter, your current material will change to grass instead of the material you want it to. (Simply clear your filter and select again in this case.)
  • Paint tool can still sometimes paint through solid walls if held down, and painting a curved surface like a sculpture.
  • Yes, we are continuing to work on blending changes
  • [Updated] Yes, we are still investigating some issues with the tools, although we did get in some improvements for the line tool and sphere not deleting cleanly!
  • [Updated] Clicking the Character Fly Camera button does not work (pressing F4 on your keyboard should still work)
  • [Updated] Pasted selections that are first rotated in tweak mode do not undo correctly.
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