Greetings scientists,
We have just sent out a hotfix. Here is what's included:
ADDED:
- Added foundations for the Dynamic Combat Difficulty system.
- The game can now evaluate combat difficulty more dynamically, including new combat skill rating logic and combat-related evaluation systems.
- Added additional internal logging for vitals issue tracking.
CHANGED:
- Improved placement performance by reducing excessive overlap checks while moving or placing objects.
- Optimized Garden interiors, catwalks and central location areas.
- Optimized Infected Garden content.
- Optimized Workshop content.
- Optimized Overgrown Lift content.
- Optimized Overgrown Ruins (biome 2) content.
- Optimized Wind Farm content.
- Optimized New Nature content (biome 3) buildings, fallen leaf and Waterlily landing leaf.
- Optimized support pillars, ruins, containers, garden elements, crane elements, lift elements and Power Generator areas through draw-distance adjustments.
- Reduced texture sizes on selected assets.
- Reduced material complexity by sharing normal maps, using flatter normals where appropriate and replacing duplicated materials or meshes.
- Improved several meshes and materials so they use fewer draw calls.
- Converted scaffolding meshes into instances to improve rendering efficiency.
- Fixed major FPS drops when moving or placing selected objects, including the Mossy Table, Mossy Double Shelf and Festive Dioramas.
- Fixed the placing ghost performing too many overlap checks in a single tick.
- Fixed planter and sprinkler Actor Placing Tool HUD repeatedly checking placement overlaps more often than necessary.
- Changed radar guidance so quest-related locations can be found more reliably even before the exact location has been generated.
- Fixed Power Generator location progression in Overgrown and New Nature biomes so it no longer incorrectly progresses a side quest intended for the Silent City biome.
- Covered up an unattractive vine near the hypothermia flower in the first Underdust area.
- Adjusted draw distances across ruins, support pillars, containers, garden elements and other world objects.
- Improved visible meshes in the Overgrown Lift and Workshop areas.
- Improved settings navigation by fixing wrap navigation across all settings views.
- Each settings view now uses its own scroll box for clearer navigation.
- Removed a misplaced difficulty option from Gameplay Settings.
- Updated Freezer and Fishing Rod textures.
- Updated textures for Automatic Deck Extractor, and Mine assets.
- Removed distance fields from selected items where they were not needed.
- Simplified collision for selected pipe assets.
- Changed how Object Infos and Item Descriptions are loaded to avoid asset registry-related crashes.
FIXED:
- Fixed Crustpede spawners not saving their state correctly.
- Fixed a co-op issue where the Weather Device’s weather selection screen showed only “Note” for clients.
- Fixed a Colossal Lifeform Swimming location (biome 1) issue where clients had no passage.
- Fixed an issue where the player could not unlock/discover the Luciferin-related location on the radar.
- Fixed storms still appearing when Storm Frequency was set to “None” in Custom Difficulty.
- Fixed Memory Cards granting crafting recipes for ship modules directly instead of requiring players to obtain them from laptops.
- Fixed a missing passage in the Colossal Lifeform Swimming location (biome 1) for clients.
- Fixed a wall blocking the entrance of the UD2 location.
- Fixed the player being unable to reach Luciferin flowers location in the Overgrown Ruins (biome 2).
- Fixed material issues on Wild Habitat landing Leaves.
Thats all for today, thank you for all of your reports and feedback so far.
Team FFH