Apologies for the delay. The new monument puzzles lie in wait for you, a look at the new swampy bandit town, custom maps are coming, and more. This patch wipes the servers and blueprints.
Medium Tier, grants access to Red and sometimes other Cards:
Vince did a great job of combining all of these elements to create puzzles in the various monuments. It really brings the game to life.
In addition to this, we now have a foundation for player-deployed circuits and electricity! Soon we'll be able to have switches, pressure pads, player detectors, door manipulators, and all kinds of goodies to help with home automation as well as offline raiding defenses. I can't even begin to imagine the designs players will come up, but I'm pretty excited.
I've also tried to design this system in a fashion that it only costs server CPU when a circuit is modified. While this won't be an issue with the radtown puzzles, we hope to use the new Unity Jobs system to mitigate the impact on server performance in the future when players place 80,000 switches to make some kind of rube goldberg machine that draws a penis on a sign.
The wetsuit pictured is an update from what's currently in game, but hasn't made it this patch, expect it in the next one!
Until we are able to take light and darkness into account for the Scientist's vision (it is simply too expensive to calculate with our current tools), using a light source now only adds a slightly higher chance of detection where it was a sure give-away before.
The Scientist vision will better respect their field of view now. They have perfect vision straight ahead, but it's more blurry at the periphery, and they won't see what is behind them. Player movement and silhouette also affect the chance of being detected.
If they see you, but you then hide, they will remember where they last saw you and search from there. They no longer have absolute knowledge of your whereabouts.
The waypoint system used at the Outpost saw an upgrade this month. It's now better at preventing Scientists from getting stuck on the patrol path, and multiple Scientists can share the same waypoint system. This was applied to the new lab area of Military Tunnels and also in the new sections of the Outpost.
The junkpile Scientists have seen some work too, where they now are peaceful up to the point where you aggro them. They will no longer shoot at random bystanders or go mad over cactuses.
Animals have long been stupid when players jump up on foundations or rocks that the animals can’t get to. While a more complete solution is in the works, this month they will at least flee when they realize they can’t get to you.
I've already modelled the high poly detailed mesh and completed the low poly, game-ready mesh too. All that's left is to unwrap the model, bake out those tasty texture maps and start working on the materials and get it set up ready for Alex to animate.