Update 0.76.0 Experimental branch
Originally posted by Captain Deathbeard:
Apologies for the delay with this update, we are currently working a lot on content for the new world map and hoping to release the first part of it in the next major update.

• Huge optimsation that uses more multi-threading for the game code and AI, improving performance significantly when there are a lot of characters around.
• AI War Campaigns, NPC factions can now launch proper missions. This is similar to the faction assaults feature that was around in an older version, except the difference is it's now a fully dynamic system. If assaults are coming repeatedly they can be stopped by decimating that faction's base of operations.
• Towns and nests can now be wiped out.
• Random bandit camps, allowing the bandit factions (among others) to have a population source, which can therefore regenerate, run low, or be wiped out.
• Races now have different bonuses and penalties to certain stats
• Render optimisation for the lights, it appears they were slowing things down a lot
• Bars now have a variety of random goons who all sit together:
-mercenary groups
-thieves, with fences to sell stuff to
-bounty hunters
• colorisation maps added to faction armours
• AI squads now move in formation
• You can now buy and sell slaves
• You can now pay the bounty on a character to get him out of prison
• Made our own game launcher (old one was a default part of Ogre engine), which hopefully fixes some of the config problems people had with DX11
• Fixed the shortage of nests
• Fixed being unable to use beds and cages
• Fixed the overpopulation of the slaver camp
• Fixed some more pathfinding/collision bugs
• Fixed a ragdoll display bug
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Mainly a hotfix for the save bug, I will work on the other bugs next.

  • -Solved the savegame error where it didn't save your squad if most of them were knocked out
  • -Walls were scaled differently. This was not supposed to be in the release version yet, they've been set back to normal again. Sorry for breaking your base walls. Super-sorry if you just rebuilt your base walls to match the new scales.
  • -Fixed issue with alt+tab and fullscreen.
  • -Fixed big fonts with resolutions larger than 1920.

  • -Fixed the athletics skill not increasing
  • -Fixed the "location" of characters when they ragdoll and slide down a hill
  • -Fixed wandering trader AI jittering and freaking out after staying in a town more than 6 hours
  • -Fixed the BUY button on houses not functioning
  • -Fixed 2 random crashes
  • -Fixed the crashdump zip getting a truncated filenam
  • -Fixed newly bought&freed slaves getting tagged as escapees when save/loaded
  • -Fixed again the walls, I had fixed the scales for them but there were still old, badly scaled collision files that i have now replaced
  • -Fixed the bugs with corpses, incorrect ragdolls, location etc

  • -Fixed nests and camps not being spawned
  • -A few more random crash fixes that were reported

  • -Fixed some bugs with the AI invasions, and with vanishing AI squads, plus a related crash.
  • -Fixed a bug that caused huge loading times and performance hit to savegames where you had traveled a lot
  • -Fixed a possible trader crash
  • -Crashfix when occasionally picking up items from the ground
  • -There's a bug that only some people get where it crashes when saving. I don't know why, so I tried some stuff that might help or might not. I need more information, or a savegame if it happens only in a particular game.
  • -Some more stability fixes, and improvements to the formation movement
Last edited by Hatsune Neko Gaming; Nov 9, 2015 @ 2:53pm
Hatsune Neko Gaming Nov 12, 2015 @ 11:09am 

  • -Added more content for slave buying/selling. Buying slaves is now cheaper but it has random results. You can also sell bandits or someone you're carrying.
  • -Fixed the thief fence. He has more money, buys at a low price, and doesn't sell his own clothes.
  • -Fix for traders spawning under the floor
  • -various crash and performance fixes
  • -crash when stealing with right-click
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