A21 does not have any big UI changes. There are a few smaller changes here and there.
The game has many optimizations already in it or it would be running at something like 5 FPS. A complex game with no optimizations would be unplayable. The goal is to continue adding optimizations to what has already been done.
Lots of things, mostly bugs. Currently POI imposter flickering between road paint vs the block below it, which probably started from the console guys reducing many vertex positions from 32 to 16 bits to save memory. The blocks below don't even need to be there, so fixing it is also an optimization. Console has tight memory constraints, so they are working hard to bring that down, which will also bring PC mem use down too.
Basically 0% chance at this point. I'm putting my efforts towards must-fixes, before we even start the MF list. Also various features that are not quite done, and code changes to support balancing changes as people who are play testing discover issues.
The water voxel is 16 bits. It is a mass value. Water and blocks can both be in a voxel. Water looks at blocks to see if it can flow through. Rotation/shape of blocks is not a consideration as it would be complex and possibly very slow.
This will remove the chunk's data and when you visit it again, it is recreated as it was before. Some parts may randomize, like grass, but parts like POIs should come back the same. This will reduce save game sizes, which is actually needed for console, as our worlds can get huge and max out your save space.
This feature will be off by default in all cases. Safer than having players getting areas reset for no apparent reason.
Originally posted by aY227: Yup - except finally confirming that console version will be a new game I see zero new info there.This has been a known fact for a couple of years already. Advertised as such since TellTale went under.
Originally posted by BGratz:Read moreOriginally posted by Sugam:Thats right and wrong at the same time
Thanks for sharing. Still think they are dragging their feet....a LOT. Its sad a single modder can produce a lot more(and better) content.
AS dev you have other Quality demands (many mods have no localisation and other more or less optional content)
Its far easyer to use a working framework than creating it.
Critic is a important part of the feedback we should give to the De...
Originally posted by Karl: For a ''university graduate'' not knowing how to translate his text into the language used by this forum is a lack of courtesy!
Do you know Google Translate? try it is very easy to use, especially for you who have a high level of studies LOOOOL!
Прежде чем учиться, уже изучите образование и хорошие манеры!
Originally posted by Santa Heavy:You might be right- I thought they removed it ... Read moreOriginally posted by Shurenai: Loot respawn affects every Lootable object. Which, yes, Includes stumps.I think the OP means the stumps you smash to get honey from, not the lootable ones, although are lootable stumps (not the ones you smash to get honey which WON’T respawn) still in the game? I remember from an alpha or a few back that they were, but so far I haven’t encountered any in my A20 world.
Originally posted by Katitoff: 1) No, you'll want to play solo or with friends.^^ Game is designed around multiplayer co-op with just a few friends, or for solo mode. It's also designed primarily around PvE play, unlike Rust.
Originally posted by Katitoff: 2) 100% of the story is told through initial pop-up/note at the first entering the world, nothing beyond that.At this point.