- Update v1.56:
- Block changes
- Aquatic Screw:
- now has a top speed dictated by the angular velocity to emulate the ideal rotation speed for the pitch of the blades
- speed slider max value has increased from 2 to 3
- "Mirrored" toggle added to select the chirality of the screw
- Harpoon Launcher:
- Fixed unproportional forces between launcher and harpoon
- Reel in behaviour has been slightly tweaked
- Harpoons now don't break non physics objects in the user made levels and level editor
- Fixed Harpoon sometimes being able to be stuck when trying to retract
- Rudder:
- Now works as a control surface or aileron in air
- Rudder now has proper health
- Paddle:
- paddle push force now is proportional to how intact it is
- Sail:
- fixed a collision issue on the sail
- Sail now has proper health
- Source Cube:
- newly spawned source cubes (i.e. not loaded from old saves) will be solved as accurately as wheels, to stop the behaviour where placing a wheel on a machine will feel different than without it
- Spring:
- fixed a modded interaction issue when the dimensions were scaled down to near zero in certain axes
- Sensors:
- fixed immense lag when tall terrain and water could be seen
- fixed sensor's detecting floor when ignoring static
- Flying Block:
- The flying screw now is less effective under water
- Water Cannon:
- Now updates force particles during the physics ticks as well, so the forces applied from water cannons should be more consistent at all time scales and framerates
- Misc:
- slightly updating how blood and damage looks on blocks
- UI & Controls
- Camera:
- Added option for follow machine orientation camera (similar to our console implementation)
- Fixed an issue with centering camera on the machine
- Various small camera fixes
- Options Menu:
- Default controls for blocks now is in the controls section to be rebound. (The tooltips won't reflect this change atm)
- Main UI:
- Fixed bottom bar on the UI looking weird when people do not own The Splintered Sea
- Levels
- The Sunken Stronghold: NEW
- Stormrunner's Grave: NEW
- Ironweave Passage: NEW
- Feeding Frenzy: NEW
- The Devouring Pit: NEW
- Razortooth Cave:
- Made sharks harder to kill
- Replaced chest with faberge egg treasure
- Increased distance to goal
- Added shark eggs as obstacles
- Added more sharks
- Seafarer's Haven:
- Added Rock Ball
- Added Ship wreck
- Fixed rendering order of the large fire and smoke on the beacons
- Saltrock Fortress:
- Using the correct ambience and music
- AI
- Sharks:
- Sharks now take reduced damage from blunt impacts
- Sharks can now break free from being grabbed
- Sharks now make decision based on head position rather than center position
- Sharks now have swimming sfx
- Misc
- made attacks properly evaluate certain armor blocks in the way, that would otherwise have been ignored
- Sharp vs blunt damage differences now properly interact with the AI
- Harpoons now deal reduced damage on impact with AI
- Bug Fixes
- Drasckar's Bastille now no longer has a motor force on the cog wheel
- Drasckar's Bastille now has gravity applied to the metal grate
- Fixed an NRE happening on middle mouse click
- Fixing scaling on some zoom dependent objects
- Fixed various blocks not responding correctly with their water interactions if zero-g was toggled
- Fixed an issue with water zones in the level editor when multiple were loaded directly on top of eachother
- Fixing length detector drawing out rope correctly
- Multithreaded our water aerodynamic drag comparisons to improve fps a little bit for large machines
- Fixed wrongly being able to use the block searching hotkeys even in simulation or as a spectator
- Made it so only the machine entering sim is in zero gravity during the sim change
- Fixed when loading level editor levels with water the rendering on the water surface would mess up if shadows were disabled
- Fixed an issue in zone 12 where something was automatically breaking
- Fixed structures like the airships not being able to be weakened by burning
- Fixed an issue with DLC enabling and disabling that would cause errors in multiplayer e.g.
- Attempted a fix for NREs caused by mods being processed like having unique controls, but returning null controls
- Attempted a fix for achievement syncing during startup and shutdown of Besiege where it'd fail to compare the proper progress between local and online
- Attempted a fix for macos when underwater explosions are triggered because the metal renderer can't handle either rendering them correctly nor throwing a normal error
- Fixing ripples on water sometimes rendering weird because they weren't spawning within the correct water height.