Patch Notes - 0.11 "Pumice"


Lots of bugs getting stomped tonight. I also made a few changes due to popular demand (such as the targeting - lock mode and dodge changes).  Please keep in mind that everything is subject to change, early access releases being what they are. Any feedback is greatly appreciated! Patch notes are included in the game directory.

version 0.11 - 06.09.2019

1. Tutorial messages - removed ability to skip them for the time being (people following the directions for sheathing the sword would skip the tutorial in the middle, which was unintended). This tutorial is a placeholder for something more fleshed out.

2. Disabled some Post Processing effects by default, including Depth of Field, Motion Blur, Screen Space Reflections, and Ambient Occlusion. In-game sliders for them still activate them, but doing so may adversely affect performance. I'm looking into ways to actually optimize the effects being used.

3. Reduced Monster count to both ease new players into the combat system and to address some performance issues that arise with large numbers of monsters. There were also some optimizations to the system that spawn the waves of monsters after Obelisks have been activated.

4. The system for displaying monster health bars was overhauled to improve performance. Now monsters are registered on spawning rather than using a search algorithm. Frequency of the distance checks, occlusion checks, and screen facing checks were also reduced.

5. Prop density was reduced to improve performance. This mostly affects mushroom clusters and small rocks, stalagmites, and stalactites.

6. Fixed a bug where reloading a save would not properly update the player stats and experience required for the next level. 

7. Fixed a bug where the player could not be hit by enemy attacks when ragdolled.

8. Fixed a bug where the player sword would collide with pillbugs, launching them into the stratosphere. Sometimes they still do, but that's now due to collisions with the player collider that can't be avoided easily.

9. Fixed a bug where pillbugs would slide around with zero friction when on their backs. Now they should stay-put. Maybe. Once again, Unity physics is a fickle mistress.

10. Fixed a bug where enemy corpses would stick around. Now they should properly disappear after 30s when the camera isn't facing them. Helps performance by reducing draw calls and physics calculations on ragdolls.

11. Fixed a bug where the fireflies would not properly calculate the lead velocity of a ragdolled player.

12. Fixed a bug with the player equipment manager on changing scenes.

13. Removed collisions between Urn fragments and the player.

14. Removed collisions between firefly corpses (the three rocks) and the player.

15. Fixed a bug where the healing popup text wouldn't properly display the actual values after applying the survival bonus. 

16. Reduced the amount that survival boosts healing from 25% to 10%. This may become non-linear in the future to provide diminishing returns to high stat values. Affects both player healing and monster regeneration.

17. Fixed a bug where intelligent variants of pillbugs (pungent, corrosive, noxious, etc.) would accumulate stacks of healing regeneration after fleeing. This lead to potentially invulnerable pillbugs. Also reduced the amount of base healing from 5% to 2% of their maximum health (they still receive the intelligence bonus to healing, however). 

18. Pressing "quit" from the Death menu now exits to the main menu rather than closing the program. D'oh.

19. Reduced various particle effect densities and lifetimes for performance (I'm looking at you, pillbug acid splash).

20. Fixed a bug where Stamina Points in the bottom banner of the menu would be displayed as floating point values rather than integer values. Ten significant figures for stamina isn't really necessary.

21. Replaced the "Game Paused" text in the bottom banner of the menu with an indicator for the current dungeon depth.

22. Decreased lighting density, meaning fewer mushroom and moss clusters giving off light. Simultaneously increased brightness and decreased lighting radii to improve contrast while maintaining visibility to navigate.

23. Increased texture tiling scale on the cave walls to reduce apparent tiling. The decreased lighting radii also helps hide some obvious repetition.

24. Removed a handful of developer tools. As if millions of debug statements suddenly cried out in terror and were suddenly silenced.

25. Removed collisions between broken stalagmite fragments and the player.

26. Fixed a bug where small boulders from boulder traps would not disappear. Now they disappear after 30s when the camera isn't looking. Once again, improves performance by reducing draw calls and physics calculations.

27. Replaced some distance calculations with taxi-cab approximations to reduce CPU load from square root calculations. If anisotropy becomes too obvious, I may use a more elaborate approximation.

28. Improved responsivity of aiming the grappling hook (reduced aim duration) while also reducing the aiming field of view change to be less jarring. Aiming camera position adjusted slightly to compensate for the FoV change.

29. Increased the grappling hook projectile speed by 200% and increased the maximum movement rate of the player along the grappling hook by 50% in auto mode. Moving the player much faster may result in poor collision detection (flying through walls bug). Some intial smoothing was introduced to reduce the jerkiness of the chain, which should prevent breaking the chain by exceeding its max tension (yes, that's a thing). This also reduces the "jerk" that initially flings the player across the map and sometimes makes them move faster than intended. Also toned down the max speed a short chain lengths to improve swinging ability. Previously the chain would reel in too fast, smacking the player against the ceiling in the process. Shouldn't happen as much anymore. Hopefully. Fun times with physiiiics.

30. Optimized some of the grappling hook controller scripts. Behind the scenes stuff, but should improve performance.

31. Dodge changed from a double-click to a single-click (quick press and release) of the sprint key. Holding sprint for longer than the single-click duration (0.25s) makes the player transition to sprinting without dodging. Also, now transitioning out of a dodge automatically makes the player sprint properly.

32. Player stamina no longer drains from movement abilities such as sprinting, dodging, and jumping. Instead, stamina regeneration stops during those actions. Stamina costs for charge attacks reduced as well.

33. Adjusted smoothing parameter for determining the player movement angle to improve controllability of dodging. Previously this value was sluggish, resulting in dodges that would go off in odd directions. Still some odd behavior, which unfortunately derives from the animations themselves. Will try to fix it as best as I can.

34. Changed the default targeting state to target-locked movement (player movement centered around the currently selected target). This can be toggled by pressing the aim key (without the grappling hook equipped). I may add a toggle in the menu to control the default state, because I personally prefer non-target locked movement in combat.

35. Slightly increased the animation speed of sprinting and attacks.

36. Fixed a bug with the animation transition for starting jump attacks. Also fixed the exit conditions so you aren't stuck in the attack animation upon landing.

37. Added a collider to pillbugs that prevents the player from inadvertently walking up them during combat (resulting in the awkward position of standing on top of an angry pillbug). You can still jump on top of them, however. It's also still possible to mount them when approaching from above on a steep slope.

38. Made the HUD fade out completely after death.

Files

rite-of-tephra-win-beta.zip 653 MB
Version 2 Jun 10, 2019

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