Going the Distance

Explore more easily with early stamina buffs! This hotfix also delivers crisper visuals, NPC shop previews, and crucial fixes for macOS rendering, spellbooks, and ranged damage.

✅ Changes

  • Increased ambient lighting across the day
  • Added deinterlacing to ambient occlusion effect to prevent blurriness on grass
  • Slightly reduced shininess of grass terrain material
  • Reduced ambient occlusion effect
  • Reduced the stamina cost of dashes
  • Greatly reduced the stamina cost of the first dash that initiates a sprint when you are not already sprinting and haven't dashed recently
  • Increased the damage bonus given from rarities on items where the stat requirement is not met. This should make using higher rarity items more forgiving, even when you don't have the stats to reach their full potential
  • NPC shops now show a preview of the item attributes that will be on higher rarity items you purchase
  • Increased the fire rate from the quickfire attribute
  • Increased default render distance greatly and raised the maximum cap
  • Improved some far distance rendering
  • Improved visual clarity when looking at the sun and sky
  • Dealing damage to a defeated NPC no longer produces hitmarkers
  • Improved tree impostor rendering
  • (Story) Added the actual fog that surrounds the island
  • You can now swap equipment with a mannequin for easy loadout changes

🔧 Fixes

  • [High Impact] Fixed some bad GPU instanced meshes rendering on top of the camera on MacOS
  • Fixed many issues where the wrong damage could display for weapons on save and load or as a client joining another lobby
  • Fixed spellbook damage not working properly in some cases
  • Fixed the way ranged damage was being calculated, which was previously causing it to have less damage than before
  • Fixed an edge case with evidence box saving when making back up causing player inventory to be lost
  • Fixed a visual bug causing melee weapons to show more damage than they would actually deal
  • Fixed item sample display not allowing stacks of items
  • Fixed stocking stackable item onto display shelves sometimes lose that stack and cause infinite movement momentum
  • Fixed client unable to talk to spell NPC shopkeeper
  • Removed some bad lights in the canyon area
  • Fixed the copper bar LOD distance
  • Improved crab render distance
  • Fixed an issue where Jones Fishingman's house would fade out at too close a distance
  • Fixed some rolling issues with the quickfire attribute
  • Tightened up attribute UI on items
  • [Optimization] An item physics optimization when idling to improve frame rate on large shops
  • Fixed an issue causing ranged weapons not to receive the full rarity bonus they should
  • Fixed some bad formatting in NPC shop sell menu
  • Fixed dismantling the dark wooden fence piece
  • Fixed castle floor invisible
  • Optimized and updated Leyasoon's arena
  • Heavy physics optimization, especially in shops or areas with a lot of items
  • Fixed scrap metal storage becoming invisible when put into shelves
  • Fixed a case causing customers to get stuck on their way using needs item
  • Fixed the undo sale button on NPC shops
  • NPC shopkeepers should no longer fall asleep at night if their shop is open
  • NPC shopkeepers should no longer play voice barks while their shop is open
  • Fixed extended magazine attribute not properly scaling based on starting magazine size, so automatic weapons gain additional magazine size over single-fire weapons
  • Optimized many heavy but unnoticeable render features away from the game for smoother performance and overall reduced tri count. Despite rendering thousands more units of distance this update, we actually have a smaller load on the GPU.
  • Optimized and simplified map edges around the canyon and desert, which were out of bounds but are now in bounds. Their simplification should make it clear that they lack gameplay and are less of POI
  • Rebaked the map with the changes to the edges around the canyon and desert in place
  • Various code fixes