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The Last Plague: Blight›Events›Update v0.10.2
Game update

Update v0.10.2

The Last Plague: Blight · published 17 months ago · build 18118624

All eventsPlayers around this dateRead on Steam

More fixes and requested changes in this regular update while work continues on some of the big Q2 update features!

Additions:

  • Finally added ability to break up all large rocks/boulders with a pickaxe
  • Added new grass anti-aliasing graphics setting that greatly reduces "twinkling" of grass and other foliage as the camera moves around slowly. Note that this setting adds a decent performance impact due to the removal of a rendering optimization step related to grass-based surfaces

Fixes:

  • Fixed long-standing issue of the anti-aliasing setting not being loaded properly on game start-up
  • Fixed floor lengths not being updated to work with the new snap-to-grid distance increase for beams/walls
  • Fixed fish not triggering fish traps as much as they should
  • Removed "rabbit remains" for fish when they decay
  • Reduced bonus stack size for hearth furnace slots to avoid situations where you can't add enough fuel to complete the smelt
  • Fixed infinite splash effect when creatures die in fairly shallow water
  • Added speed reduction when the character is approaching a target position for an interaction such as piloting a raft to avoid jittering at the center
  • Fixed being able to walk into a raft's storage area to push it across the water
  • Fixed fish not properly passing on their infection level to their resulting meat items in certain cases

Balance:

  • Removed spawn chance of hostile creatures near camp at night
  • Greatly reduced chance hostile creatures wandering near camp

Other changes:

  • Increased depth that posts can be placed in water to better allow for protection against hostile creatures
  • Reworked creature disease state to be set when they spawn rather than when they die. Won't change things much now but will better set up the game for breeding animals and whatnot later on
  • Reworked how the far-away terrain is rendered to no longer rely on stencil masks but still nicely blend between it and the nearby detailed terrain
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