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The Windzen Legend›Events›Performance Improvements and Control Tweaks!
In-game event

Performance Improvements and Control Tweaks!

The Windzen Legend · published 6 days ago · build 25118495

All eventsPlayers around this dateRead on Steam

Greetings, Excavouters!

This is Mark speaking, Team Leader of the Yasmar City Construction Crew.

Just when I thought the crew and I were ready to brag about the big new improvements we had implemented, the boss lady dragged me back to the head office. She put my construction blueprints onto a huge drafting table with a built-in heater that brought an entire additional layer of detail out of the paper which we had completely missed. The liquid cooling created vapor as it pulled the heat off of various components.

She called it a "Steam Deck".

It was only after seeing my blueprints illuminated through the Steam Deck that I realized just how much of the job we had left undone. We got right to work and are very happy with the results!

The big changes are as follows:

  • The options menu on the Title Screen now allows a choice of three graphical settings: Minimum, Medium, and Maximum. 'Maximum' represents what the game was before now, so if your hardware was struggling to run the game adequately before, try out Medium or Minimum and things may go more smoothly.

  • Even 'Maximum' and 'Medium' have had performance improvements by toggling off many Unity rendering features that we weren't using but were still being computed every frame.

  • Adjusted the camera controls so that rotation speed is no longer dependent on the frame rate when playing on a controller. This was causing very low aiming speeds for controller players on older or portable hardware.

  • The speed at which the controller can rotate the camera has been increased, for good measure. Adjustable sensitivity sliders are still in the works, but they are coming.

  • The screen resolution options are now limited to those in a 16:9 aspect ratio to prevent any UI cut-offs and other screen alignment headaches. It's not an elegant or permanent solution, but it's a necessary evil to keep the game playable on aspect ratios that our UI doesn't support until we can reconfigure all of our elements to adjust to other shapes.

  • Fixed a bug that could cause the Lock-On reticle to stop appearing after scene transitions. It should now appear properly in all conditions.

  • New walls and floors were created for Ruin 1F to reflect the idea that it's a dig site that the city has had access to for a long while. More Earth tones and natural colors have replaced the cold metallic look. The older models and materials will be used for Ruin 2F or 3F instead. Expect more changes to come to the Ruin 1F visuals in the future to help with navigation and to ease the monotony of exploring it.

Smaller fixes are as follows:

  • Added a missing staircase to a recent addition in Ruin 1F, which now allows access to a higher location and another Junk Part to use later.

  • Fixed a typo in the Excavouter Data-Journal on Ruin 1F.

We greatly appreciate the continued enthusiasm for, and patience with, our ongoing efforts to improve the foundations that Yasmar City will be built on. We would never get it done right without you all!

Signed,

Mark - Team Leader of the Yasmar City Construction Crew.

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