Update Notes for Patch 0.1.2

Firepoint Playtest · published

Some fixes, QoL, balance changes and new content.

  • Fixed issue with objective rooms not always triggering NPC spawning due to a NullReferenceException in IsAnyPlayerInRoomCarryingItem() check. This could also lead to situations where the room did not register events anymore like inserting a power core into the holder. Thus causing a soft lock.
  • Fixed NullReferenceException when dying and starting to spectate. The corpse camera loop was never cleared when swapping spectate to another player.
  • Added vsync toggle, framerate toggle, framerate limit slider, bloom toggle, bloom intensity slider, lens dirt toggle to settings menu in lobby and in game.
  • Cached a lot of NPC information they use to detect doors, allies and players. Also throttled how often they check for doors. This should substantially increase performance for hosts.
  • Fixed an issue with NPCs not moving at combat speed when players are not navmesh reachable or jumping. Now tries to find paths closest to the last known position they were at on the navmesh.
  • Improved performance of flamethrower, instead of setting all hitboxes of enemies on fire we only set the root one (pelvis or hips). Changed damage of flamethrower for all rarities and changed how the burn effect works, it's now 50% of the base damage of the flamethrower.
  • Changed Railgun DoT to do 60% of base weapon damage as damage over time.
  • Enemies no longer collide with ground weapons and other interactable physics based items.
  • Fixed elevators, we now parent players to the elevator platform and interpolate the movement with a custom solution. Other platforms are not affected and work as they did before this update. Will continue improving other types of platforms.
  • New starting room.
  • Made mouse drag movement work for navigating map. Fixed issues of map scrolling if scrolling on overlapping menus like settings / keybinds / crosshair editor.