[Actu] Mise à jour du 26 avril 2016 de Landmark

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Daynos de Nory a publié le 28 avril 2016 cette actualité sur le site Landmark :

Citation :
https://jolstatic.fr/www/captures/2120/6/115246-240.jpg
Si l'on en croit le nombre de lignes qui composent le patch note de cette nouvelle mise à jour, de nombreuses modifications et améliorations ont été apportées à Landmark ce 26 avril.

Sans rentrer (du tout) dans les détails, cette mise à jour :

corrige tout un tas de bugs
améliore l'aggro des monstres
améliore certaines armes
réajuste les compétences de certains équipements
réduit le coût et la vitesse d'usure des équipements
réajuste le gain de Lumens lors de sessions...

Une réaction ? Une analyse ? Une question ? Ce fil de discussion est à votre disposition.
Post
Patch notes complet :

Citation :
Publié par Domino, post: 594669, member: 385
Hi Luminaries!

Wednesday morning's down time brings TONS of fixes and good stuff for you, and boy do we have a long list this time! Almost 6000 words worth, so read on, and don't miss the cool video in the middle. Please also take time to read the known issues list at the end of these notes!

Combat
  • Creature aggro has received a significant and much-needed overhaul. This fix includes the following:
    • Creatures will now leash back to their home location correctly after making a kill if no other viable targets are available.
    • Creatures will now properly aggro to the highest damage dealer. If they have not been damaged, a target within 40m will be chosen at random, but will be overridden once they're damaged.
    • Creatures should no longer run back and forth between two targets without bothering to hit either of them. They WILL still move between targets if the highest damage dealer is changing (technically you could still yo-yo an enemy, but it should be pretty tough to do it without getting damaged).
    • Healers will now pursue enemy targets who move out of their range when not busy healing, instead of just standing there.
  • Various fixes for issues where combat abilities either appeared to be, or actually were, targeted over an NPC’s head instead of where the reticule was actually aiming.
  • Camera should no longer sometimes get stuck in combat state when you equip and unequip a weapon.
  • Gunslinger’s Six Shooters no longer triggers additional fx if triggered while running
  • Gunslinger’s Six Shooters should be more consistent at spinning your character with the right-click ability.
  • Siphon healing amount should be improved.
  • Cozy campfire should no longer be castable while jumping or falling, to reduce the number of fire safety hazards due to floating campfires.
  • Fixed an issue where switching weapons could cause weapons to stop working entirely
  • Wisps have been removed as they continued to refuse to fly
  • Entering play mode should now cancel flight
  • Combat music should now play once a player gets aggro and end when either all creatures or the player dies, or the player teleports away
  • Fixed some issues where combat effect icons were not showing up correctly or may have been hidden behind the health and energy bars
  • Barren Grunt should no longer get stuck in backing away and blocking after being hit with a counter attack
  • The Barren Bowman should no longer hold an arrow in his idle animation state
  • Highfall Conjuror and Highfall Tempest now have different tints
  • Flame Bound Bastion should work more consistently
  • Oakmire Stag now activates trigger areas like other creatures
  • Ebonguard Attacker now has hands! (He's very happy about this.)
  • Ranged attacks by the NovaTech bots are now less overpowered
  • Creatures who return to their spawn point should now also face in the correct direction
  • Corrected an issue where the block effect wasn’t always correctly blocking damage
  • You should now have a few seconds to recover after reviving, before Creatures attack you again
  • Creature respawn time on your Site can now be set up to 5 minutes
  • You should not receive loot if an ally or neutral creature kills an enemy creature
  • Several equipment sets have been rebalanced:
-- Unrelenting Vengeance

-- Weapon Passive: Siphon
-- - Increased the life gained from damage

-- Basic Attack: Shadow Rend
-- - Now "condemns" opponents when fully charged
-- - No longer "torments" opponents when fully charged
-- - Allows slightly faster movement during use

-- Power Attack: Dark Embrace
-- - Now "torments" opponents that are "condemned"
-- - No longer "condemns" opponents that are "tormented"
-- - Allows slightly faster movement during use
-- - Deals more damage
-- - Can be reactivated faster
-- - Has a lower initial energy cost
-- - Has a higher energy cost over time

-- Armor Passive: Unrelenting Vengeance
-- - No longer requires low life to activate
-- - No longer requires opponent to be "tormented" to activate
-- - Deals more damage upon activation
-- - Now significantly increases siphon strength temporarily upon activation
-- - Cannot re-activate until siphon buff has expired
-- - No longer benefits from siphon
-- - No longer reduces incoming damage at low life

-- Gunslinger’s Six-shooters

-- Basic Attack: Unload
-- - No longer "crushes" opponents
-- - Now makes opponents vulnerable to being "crushed" by "trick shot" for a short time
-- - Has a slightly shorter "reload" time

-- Power Attack: Trick Shot
-- - Now "crushes" opponents that have been recently hit by "unload"
-- - Now grants "harden" on second use after landing a hit
-- - Has increased dash distance
-- - Fires projectiles that pass through multiple opponents
-- - Has a slight delay after second use instead of after third use
-- - Has an increased energy cost

-- Supercooled Power set

-- Weapon Passive: Flow
-- - Grants less maximum energy per stack

-- Weapon Passive: Surge
-- - Now does a base amount of damage regardless of the actual energy consumed
-- - Now only consumes half of stored energy
-- - Now deals more damage per energy consumed, but less overall damage at high energy reserves

-- Basic Attack: Tidal Burst
-- - Now triggers "surge" when hitting a frozen target (all frozen opponents hit when fully charged suffer surge damage)
-- - Deals more damage
-- - Has a shorter delay after charging ends before other attacks can be used
-- - Has a longer min and max charge time
-- - Has slower movement during use

-- Power Attack: Torrent
-- - Now freezes targets faster
-- - Fires projectiles that pass through multiple opponents
-- - No longer triggers "surge"
-- - Deals less damage
-- - Now has a slight delay after chaneling ends before other attacks can be used
-- - Has slower movement during use
-- - Has a higher energy cost over time

-- Armor Passive: Supercooled Shatter
-- - Hits opponents in a much larger area
-- - Deals less damage

-- Falchion of the Inner Spark

-- Basic Attack: Arcing Strike
-- - Now inflicts "charged" on all opponents hit for a short time
-- - Now once per swing hitting a "charged" opponent deals bonus damage in a small area and grants "supercharge"
-- - Deals more damage

-- Power Attack: Terminal Velocity
-- - Has a lower energy cost
-- - Deals less damage

Economy/balance
  • Items now take nearly twice as long to reach 0% condition
  • All item repair costs have been decreased
  • Common materials (dirt, sand, ice, stone) can now also drop lumens and prop recipes
  • You now earn fewer lumens at the beginning of a play session, but more over longer sessions. This change also ensures that you always earn more lumens than are required to repair your items while playing, regardless of how long you play.
  • Decreased early lumen drop rate, but increased drop rate over time
  • You now earn fewer essences (monster essence, adventure essence, fire essence, etc.) at the beginning of a play session, but more over longer sessions
  • Recipes now drop less often while playing, but are much easier to craft at the lumen station
  • Boot crafting costs have been adjusted

Marketplace/Gallery
  • Gallery now consistently refers to Landscapes rather than Islands
  • Gallery search categories have been updated to match the new tags you can set on your Build Site.
  • B key now opens the gallery directly rather than the marketplace
  • Improved some performance issues with the gallery or marketplace opening
  • There’s now a button in the Site Management window that lets you choose to publish/unpublish your Site to the Gallery any time you want.
  • Updated messaging when submitting a player studio to more clearly indicate why a submission is failing

Goals
  • Some images for goal cards have been updated, however this is still a work in progress and many image updates are still to follow.
  • There are now many friendly first time event pop ups to explain things to new players. For a new character these should tie in with the tutorial goals, although for existing players who have already completed those goals, they will simply pop up the first time you open the appropriate window or do the relevant action. We plan to add these to the existing help window in a future update, so that you can reference them later as well.
  • Three more advanced tutorial goals have also been added to point at the crafting system and block building tools. (Known issues - only the first can be completed right now)
  • The introductory tutorial goals have been revised for additional user-friendliness and detail. They also now have more of the new starter castle designs created by Ginsan attached. (If you have already completed these goals in the previous version, you should get these designs by completing the additional new tutorial goals.)
  • Free tutorial designs cannot be deleted, so that the goals requiring them cannot become uncompletable.
  • Various typo corrections and text error fixes
  • Goals that have sub-goals should now display the count correctly
  • Placing the Starting Location prop no longer causes some unrelated prop placement goals to update
  • Journal now displays a Luminary Score rather than a Founder Score
  • Corrected an issue where completing an objective on a goal could cause it to complete multiple times over
  • “Really Ties the Room Together” should now correctly update (as should all other goals that require looting or crafting recipes at the lumen station). However, if you have already acquired these recipes, the goal will remain uncompleted for you.
  • Pioneer landscapes are no longer referred to as islands
  • Build Site Tourist daily goal should now correctly complete
  • Goals now exist for all recipes that can be discovered
  • Recipe ingredients can now be tracked via the Journal; tracked ingredients will display in the watchlist
  • Art on the goal card frames should now be prettier and correspond to the rarity of the goals
  • Fiery Fungi should no longer update any kill goals
  • Daily goals should now actually be repeatable

Chaos Caverns changes
You didn’t expect something named “Chaos Caverns” to stay the same forever, did you? A host of new adventures await any Luminaries brave enough to venture into the dark and dangerous depths of Chaos Caverns. New enemies, new encounters, new secrets to uncover! Don’t let your greed for treasure doom you, though – there’s safety in numbers, so bring a friend or two.
  • New Enemies: Many factions have sent excursions down into the Chaos Caverns and have established footholds there. They’ve pushed the monsters back into the darkness, but they’re very defensive of their outposts and the treasures they hold. They won’t be happy to see outsiders approaching.
  • New Outposts: We’ve done a full pass through the existing Outposts (previously called Ruins) that you can find as your fight your way through Chaos Caverns. We’ve cleaned up a lot of existing ones, modified the creature populations of all of them, and added many new ones.
  • New Challenges: Every Outpost will have at least one Elite enemy on it, and a secret treasure chest hidden away for the resourceful explorers to discover. They won’t always be in the same place, though, so you’ll need to stay on your toes!
  • New Caverns: The worlds have shifted as a part of this massive Chaos Cavern shakeup. You’ll find new caves all along the Landscape surface, and new Chaos Cavern shapes and sizes when you delve deeper into the darkness.
  • Quality-of-Life Updates: We’ve made several changes to make life a little better for Luminaries exploring and hunting for monsters/resources in the Chaos Caverns. To highlight the two biggest changes: every Chaos Cavern is now guaranteed to have an Outpost inside of it at all times, and Iron deposits are now more dense in Chaos Caverns and available on the surface of (non-Pioneer) Landscapes as well. There should also no longer be bottomless Chaos Caverns that drop you into an infinite pit – that’s too chaotic, even for them!

Building tools/building related
  • Changed ‘customer’ and ‘copy only’ permissions order in build site permissions. ‘Customer’ allows items to be taken or deposited in a chest; ‘Copy Only’ allows voxels to be copied AND access to chests.
  • Names of permission levels on your build site have been renamed for additional clarity
  • Site Permission ranks have been renamed, and have new descriptions to make them a little more fun and help new players understand which rank is right for what they want to accomplish.
  • Fixed an issue where you might not be able to drag the corners of the selection volume depending on their relative position to the voxels. (Correction from the programmer who fixed it: "the position was actually the camera orientation and cursor position relative to the faces of the selection volume, since the raycast was only using the selection volume’s physics type when it was hovering over a face. This caused the offset arrows to be ignored in a raycast, since your mouse wasn’t technically over the faces of the box itself. I doubt anyone would really care about the full details on that though, but your note is technically wrong ")
  • Grappling hook should no longer fire at any time while build mode is active
  • Toggling in and out of build mode no longer changes your camera mode. However, entering play mode on your build site does disable the build camera modes
  • The old set of starter designs is no longer listed on the Replicator for crafting (and has not been granted to new accounts for some time now). The new advanced building tutorials grant a new set of nested arcs instead. Accounts that already have the old starter designs will still have them, although they can be deleted if you don’t want them.
  • If you delete your build site while you are in flight mode, you no longer remain in flight mode.
  • When you select a new material using the eyedropper tool, the materials palette should automatically switch so that material is visible. (See known issue if a filter is applied, in the known issues section at the end of these notes)
  • Attempting to place a new Starting Location prop if you already have one placed on your build site will now automatically pick up the old one and place it on your cursor so you can move it
  • Cancelling placement of a creature by hitting Esc no longer incorrectly counts that unplaced creature against your creature count on the build site
  • Build site management drop-down tags have been updated
  • Build site management drop-downs now show all available tags at once, without requiring you to scroll through them.
  • Linking and triggering links should no longer sometimes draw to a wrong destination when trying to connect items at opposite ends of a build site
  • Cancelling tweak mode on a trigger area should no longer reset its shape
  • Editing a trigger area should no longer cause the area to be duplicated
  • Paint tool should no longer paint through glass
  • Build mode should no longer occasionally allow activation of the hotkey bar when trying to activate a build tool
  • Right-click details should no longer get ‘stuck’ when hovering the mouse over designs
  • Rotate is now the default mode when placing a design or paste selection
  • The area tool now has a unique cursor
  • Tinting now has a unique cursor
  • Designs in the build mode UI now have more categories, including a separate one for player studio designs
  • When placing a design the size of an entire build site, we now auto-position the design inside the build site boundaries and start you in tweak mode
  • Resizing your build tool cursor no longer refreshes build mode UI

Items
  • Founders, rejoice! The Founder’s Pickaxe no longer takes any item damage, ever.
  • A new item, the Repair Bot Beacon, is now available to craft at the replicator! This consumable item can be activated anywhere to summon a handy Repair Bot who can repair your items wherever you go, for a short time. Repair Bot Beacons can also drop rarely as global loot.
  • The Farseer Resource Sense ability on the Founder’s Pickaxe now has an icon
  • Colonist Encounter Suit (Blue & Grey) is now actually blue & grey.
  • Western Getup (green) is now green.
  • Wandering Nomad outfit tints should now consistently match their names.
  • Multiple copies of the Ring of Bounty can no longer be equipped at the same time
  • Teleporting with an item in your hand should no longer make the item unusable
  • Grappling should now work while using an extractor or axe
  • Added 217 new cosmetic outfits which can now be crafted at the Lumen Station
  • Re-ordered the outfits on the Lumen Station alphabetically for ease of use (except the Planetside themed ones which are at the bottom)
  • At the demand request of NovaTech sales representatives, Extractor recipes are now gained via loot drop or from the lumen station instead of being freely known by all
  • Items are a bit more functional when reaching 0% condition
  • It should no longer be possible to get your Breeze Boots or Lunar Treads stuck on
  • Descriptions on some armor items are no longer truncated
  • You should now see a more obvious message alerting you that your gear is damaged, in addition to the small icon beside your health bar

Props
  • There are now TWO versions available of the replicator, and the repair station. They have exactly the same function, the choice is merely visual so you can choose which matches your build site style best.
  • There are new props to be found!
  • The Y key is now used for building tool interactions (e.g. gentle smooth, dragging the opposite face of selection volumes) instead of F, to resolve a conflict where the F key also interacts with props.
  • Several props that previously could not be reclaimed (including translocate pad, trapdoor, and pathing node) can now be reclaimed. (Chests are intentionally not reclaimable as they may hold items inside.)
  • Corrected the icon on the vendor booth prop
  • Some nature category props that were missing should now be available. Also includes two new fungi that weren’t previously available.
  • All interactive props (including emitters and lights) should now function properly with linking and triggering
  • Clicking on a build tool a second time now toggles it off again
  • Gothic Gate (Right) should now position consistently
  • Tinting on props with two materials such as the hexagonal grate should now be either entirely disabled, or working as expected
  • Books can now be placed
  • Linking and triggering descriptions on props should now be clearer and more friendly
  • The wording of the menu options when you right-click a prop have been updated to be more consistent and clear.
  • Sliding props such as the portcullis should now be better at remembering their original positions
  • There are no longer multiple untinted globe ornaments
  • If you try to move a prop but don’t have access to, you should now receive an error message
  • Proximity mines should once again work
  • Buccaneer’s Treasure Chest is now a functional storage chest
  • Cerise Foil and Iridescent tints should now be more consistent colors
  • Props should now face toward you instead of away from you when placed
  • Deleting your site (or automatic foreclosure) should now return the props as materials, not as items in your overflow
  • Sphere and cube brush sizes are no longer limited to 100, also the scrolling up and down of the size is much faster and more responsive.
  • Story Tool props can now all be scaled (just for visual differentiation, does not affect functionality)

Storytelling Improvements
We’ve added in a whole lot of new functionality for telling stories with your creatures in this update. On top of the new stuff, we also did a broad sweep through all of the props that can be linked or interacted with, in order to make them all easier to understand and function more reliably. Please let us know if you find any Links that don’t work, or don’t work as expected.

Note: we do have a few known issues with the story node props that we will need to hotfix. We didn't want to delay getting these out to you to play with, but there are some known issues so please check the list at the end of these hotfix notes.
  • NPC Text: It’s happening! You can find the fancy new Story Node prop in the Story Tools category, which will let you store up to 512 characters of text and have that text spoken by any creature (or a whole herd of creatures if you want) any time the Story Node prop is triggered.
  • Chat Bubbles: Speaking of creatures talking, they’ve got a whole new way of talking! One of the options you’ll have when using the Story Node is to have the text displayed in a chat bubble that floats in the world above the creatures’ head. You can also have the text go to the chat channel or float on screen like an alert message!
  • NPC Animations: Bonus surprise! You now have complete animation controls for your creatures too! You can change their stance (sitting, standing, etc.) and mood (happy, angry, sad, etc.), and you can tell them to perform emotes (dance for me, slaug!) at specific times. Like player characters, emote animations are modified by the creature’s current mood and stance, giving you hundreds of unique options. Not every creature will be able to do all of the animations, but the humanoid ones in particular will have all sorts of cool moves to show off.
  • Simple Language Linking: All of the text on prop Links has been updated to make it easier to understand what exactly you’re telling the props and creatures to do. Every link should now combine to complete a full sentence. Events start the sentence (“When a player opens this chest…”) and the Actions that Events link to close the sentence (“…Change this creature’s Faction to Enemy”). Oh, you can do that now – change creatures’ Factions on the fly. So, go out there and let Greedy Greg guard his wares from grab-happy players visiting your build site!
  • Smart Link Visibility: You’ll notice that occasionally the Events and Actions available to you when Linking to/from a particular prop might change based on what other prop you’re linking to/from. No functionality has been removed, but we’ve made the list of options dynamic now, based on what will actually work. This way, you can easily see what valid options are available (and not see invalid options, which could previously cause confusion). For example, only creatures can walk to Travel Points, so you’ll only be able to link to Travel Nodes from relevant creature-related Events. Please let us know if you find any Link combinations that do not work, or if you think there are combinations missing that would/should work, and we’ll continue to update this.
  • Bug-Stomping: We did a full pass on all of the on Linking props to improve their functionality and reliability across the board. Please let us know if you find any Linking props that do not function the way you expect them to.
Before we move on, we want to give you a detailed example of just one way you could set up the new Story Node to help you hit the ground running as soon as soon the servers come back up!

Example: Using the new Story Node prop

286.jpg
  • Place a few props: 1 Story Node, 1 Metal Switch, 1 Slaug Slasher, 1 Spitting Chomper
  • Right-click both creatures and choose “Open Settings” to change both creatures’ Faction to Ally.
  • Right-click the Story Node prop and select “Open Settings”
  • In the Settings window, choose a Mood, Stance, and Emote. (I chose Angry, Sneaking, Cheer)
  • In the Settings window, choose where to Display the Text (I chose Above NPC)
  • In the Settings window, type in the text you want your creature to say (I chose “I win!”)
285.jpg

  • Close the Settings window.
  • Story Nodes are powerful, independent tools that don’t need to be tied to a single specific creature. Instead, the settings you choose live on the Story Node itself and any number of Events can activate them. And when activated, the story commands can be sent to any number of creatures at the same time, in any way you like.
  • For this example, first we want to create a Link that activates some/all of the story commands stored on this Story Node.
  • Right-click the Metal Switch prop. Select “Create Link” and choose “When this switch turns on…”
  • Connect that Link to the Story Node prop and choose “…Activate everything on this object.” (You can also choose to only activate specific things, like only the text or only the emote).
284.jpg
  • Next, we need to create a Link that lets the Story Node tell specific creatures to perform each of its story commands.
  • Right-click the Story Node. Select “Create Link” and choose “When this object’s stance activates…”
  • Connect that Link to the Slaug Slasher and choose “…Set this creature’s stance.” Now whenever the stance on the Story Node is activated, the Slaug Slasher’s stance will change to Sneaking.
  • Create similar Links to the Slaug Slasher for Mood and Emote.
283.jpg
  • Right-click the Story Node. Select “Create Link” and choose “When this object’s text activates…”
  • Connect that Link to the Spitting Chomper and choose “…Have this creature say the text.”
282.jpg
  • We’re all done! Now it’s time to test! Enter Play Mode and click the Metal Switch.
  • The Spitting Chomper should shout its declaration of victory to the world in a fun chat bubble above its head.
  • The Slaug Slasher, jealous of his rival’s victory, should applaud quietly for the Chomper for a moment, but then look a bit angry and start sneaking. Clearly, he’s up to no good.
281.jpg

That’s a super simple example of how you can use Story Nodes to send story commands to as many, or as few, creatures as you want and activate those story commands from other activities. We can’t wait to see what you do with these powerful tools and incredible imagination!



As a quick demonstration of the Story Nodes in action, here's a video showing a quick scene that was put together by Aaron, one of our awesome artists, when he played with them for the first time.
[media=youtube]JPMEhO52X9w[/media]

Social
  • You can now use /friend [name] to add a character called [name] to your friends list. (Previously only /friend add [name] would work.)
  • Guild list should now correctly display a new guild member’s location even if they are on a different world when they join.
  • You no longer have to be on the same world to remove a group member from your group
  • You should no longer see the ‘offline/online’ message whenever a friend or guildmate teleports between landscapes or worlds
  • Chat channels now display in different colors
  • Guild window should now be prettier
  • Emote commands have been standardized! The list of emotes follows (and note also that some emotes appear different depending on your stance - for example, the version of /nod formerly known as /onod is now a drunk stance nod):
-- Stances (/stand to end)
-- /dance
-- /kneel
-- /sit
-- /lie
-- /skip
-- /sneak
-- /drunk

-- Emotions (/calm to end)
-- /angry
-- /calm
-- /happy
-- /sad

-- Looping action (/stop to end)
-- /talking

-- Single emotes
-- /yell
-- /beg
-- /bow
-- /cheer
-- /beckon
-- /congratulate
-- /cough
-- /cry
-- /flex
-- /flirt
-- /groan
-- /giggle
-- /shoo
-- /hug
-- /laugh
-- /no
-- /nod
-- /point
-- /shrug
-- /sneeze
-- /sob
-- /stretch
-- /talk
-- /taunt
-- /wave
-- /welcome
-- /yawn

New Characters
  • A few missing customization options for female characters (including the loose bun hairstyle with a flower) are available once again.
  • More gradual degrees of skin tint are now available
  • Additional hair tints are now available. Pink or blue hair? Yes please!
  • Additional eye tints are now available
  • When a character is deleted, the new character no longer incorrectly displays the old character’s lumen count until it first updates.
  • Selecting the fantasy starter outfit at character create no longer loads the sword in upside down for a moment before it’s fixed
  • There should no longer be a moment of lag when switching between outfits on the character create screen
  • New characters were not consistently getting an auto-placed build site, this should now be fixed

UI
  • We made a speculative fix for an issue where performance could degrade during to extended use of linking and triggering. Please let us know if you see any improvement in this.
  • UI now has more consistent open/close/click sounds
  • Build mode UI now displays a tooltip for materials that should indicate what resources are needed to place the material
  • Mousewheel now scrolls the chat window in the direction you’d expect
  • Updated links to customer service page to direct to their new locations
  • Hotbar and related HUD elements are now centered
  • Scrolling through the goals watchlist no longer also changes the third person camera distance
  • When you receive lumens the lumen count displayed in the UI will now immediately update
  • There is no longer a slot for snow in the collection tab. Ice is the resource harvested in tundra biomes
  • Ctrl+mousewheel no longer zooms your camera view while trying to adjust height during build site placement
  • Chat should not create a new tab if you try to send a tell to a character who isn’t online
  • Guild window ‘last on’ column is now wider
  • ‘Enter competition’ button now correctly updates once you enter a competition
  • ‘Create a guild’ UI window should now be clearer
  • Chat window now has additional padding on the right side
  • Clicking twice on an entry in the replicator no longer selects the entry below it
  • Fixed an issue where screenshots on Designs might not show up
  • Creatures should now be using the correct icons in the lumen station
  • Tundra berry bush props should now have more colorful berries
  • You can now open mail directly from the notifications window
  • Site management UI now better matches the UI of other windows
  • Starting Location prop icon has been updated
  • Esc menu has been moved into the Landmark menu, which is now what will open when you press Esc
  • Evac to Safety is no longer available as the travel menu now allows travel to the nearest portal spire at any time
  • F key can now trigger ‘on click’ interactions with Creatures
  • The arrow buttons no longer cause the chat tabs to wrap around
  • The default icon for designs that are missing a screenshot has been updated
  • General is no longer a separate chat tab, it’s simply part of the default chat window
  • Loading screen should not disappear until loading is fully complete
  • Corrected text on site placement UI to reference build sites rather than claims
  • Your position in the Lumen station should no longer jump around as you purchase items
  • When you try to place a player studio design you own on a build site that you do NOT own, you should now receive messaging explaining this isn’t allowed
  • Categories on the lumen station should now be much more consistent. Prop unlocks should be listed under their high level category (e.g. “Furniture”, “Lighting”, etc.) More helpful sorting within those categories is still to come
  • You can now scroll through the description of an item selected in a crafting station

Misc
  • New loading screens! We are now using screenshots selected from among our previous competition and team up winners. (Currently you will see the same loading screen each time you zone for a whole session, and will get a new random one next time you log out/in. In the future we'll change this to be random with each zone.)
  • Deleting a character now automatically creates a Design for any build sites that character had in the world
  • Fixed many typos
  • Trees in volcanic biomes are now sunk more securely into the ground
  • Updated the category icons that displayed on the tooltip of many icons.
  • Fixed some crash issues
  • Escape will now cancel the Placing Dynamite reticle
  • There should no longer be caverns so low that their floor is lava (even though this was admittedly kind of cool...)
  • When traveling to a pioneer landscape you should now correctly arrive at the spire
  • Updated the grappling hook icon
  • You should no longer get a ‘cast failed’ message when attempting to travel to a portal on a pioneer landscape
  • Trying to travel to a build site that is no longer available should now give more helpful error messaging
  • Loading screen tips have been updated
  • You should no longer hear a ‘failure’ sound on the last stroke of chopping down a tree
  • More than one copy of the same outpost should no longer appear in the same cavern
  • More collision on flora has been removed
  • More than five buffs can now be displayed
  • Key hints in the UI should now be updated if you have changed your key bindings
  • Corrected some incorrect images of landscape biomes on the portal menu
  • Raw gemstones have been changed to non-blending

Known Issues
There are many other known issues in the dgcissuetracker, but these are the most relevant ones to the contents of this update
  • Story node prop currently defaults to displaying text on screen, despite what the drop-down is set to. To work around this, change the drop-down to something else and close it, then re-open the settings and change the drop-down again
  • Some elements of linking and triggering setups including story node props may sometimes stop saving changes made to them (so far we have observed this happening with faction drop-downs on Creatures, text display types on story node props, and spawner locations). When this happens the only work-around seems to be to recycle and re-create the affected prop. Any reliable steps to reproduce the issue will be very helpful!
  • 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 water is behind the wall. Only seems to happen with water, however.
  • Some of the new NovaTech props will become more tintable (notably the dividers and the tableware)
  • Creatures may fail to get aggro if they are spawned in the air
  • The new advanced tutorial "Building Block Basics" cannot be completed yet - hotfix coming soon
  • Story node props can't currently be edited by anyone other than the actual owner
  • Some outfits have changed color again
  • Some characters' skin color has changed
  • Yes, we are continuing to work on blending changes
  • Yes, we are still investigating some issues with the tools, especially line tool and sphere not deleting cleanly
Citation :
Publié par Agahnon
Quelqu'un s'est essayé à la création de donjon ?
Personnellement pas encore, je manque de temps libre pour jouer. Mais j'ai hâte de tester pour voir ce qu'il est réellement possible de faire. La survie de Landmark risque d'en dépendre !
Citation :
Publié par Agahnon
Quelqu'un s'est essayé à la création de donjon ?
J'ai essayé, mais entre les bugs et les maigres possibilités j'ai vite laissé tomber. Et puis il faudra attendre que les monstres présentent un minimum de challenge, parce que là à part aligner 30 elites, il n'y a aucun moyen d'avoir la moindre difficulté.
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