HomeGamesUpdatesPricingMethodology
Steam News7 December 20187y ago

Update live - New water avoidance for mobs.

Greetings friends! Small but important update today. I haven't been able to have water avoidance for mobs due to the procedural generation of our voxel terrain/water.

Full notes

Full Astral Terra update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix0 additions0 changes0 removals
  • Performance
fixedGreetings friends! Small but important update today. I haven't been able to have water avoidance for mobs due to the procedural generation of our voxel terrain/water. I discovered a way to add it in recently, though it isn't perfect. Mobs will sometimes still wander through the water and sometimes get stuck. However, a new system is in place that allows the mobs to see the body of water and avoid it once they wander into the shore. It works most of the time and is a big improvement over not having water avoidance at all. I also did some optimizations and fixes, see the notes below. Patch Notes: 1.05 - Fixed issue that would cause an out of memory crash. - Reduced Terrain generation time and overhead. - Added obstacle avoidance for water. It's basic avoidance where they will wander up to the shore and then turn around at a certain depth. - Tweaked obstacle avoidance on all mobs to work better. - Made a change to most mobs that will allow them to get over small obstacles in the terrain such as rocks. Most MOBS should walk over these objects now instead of getting stuck on them. - Brought back water for the Tropical biome. Small ponds and lakes can be found throughout now. - Mineral spawn density increased overall for all biome caves. - Reduced the volume of the sound effect on bee and dragonfly swarms by 90%. As always, thanks for playing our game and giving your support.

Astral Terra changes

fixedGreetings friends! Small but important update today. I haven't been able to have water avoidance for mobs due to the procedural generation of our voxel terrain/water. I discovered a way to add it in recently, though it isn't perfect. Mobs will sometimes still wander through the water and sometimes get stuck. However, a new system is in place that allows the mobs to see the body of water and avoid it once they wander into the shore. It works most of the time and is a big improvement over not having water avoidance at all. I also did some optimizations and fixes, see the notes below. Patch Notes: 1.05 - Fixed issue that would cause an out of memory crash. - Reduced Terrain generation time and overhead. - Added obstacle avoidance for water. It's basic avoidance where they will wander up to the shore and then turn around at a certain depth. - Tweaked obstacle avoidance on all mobs to work better. - Made a change to most mobs that will allow them to get over small obstacles in the terrain such as rocks. Most MOBS should walk over these objects now instead of getting stuck on them. - Brought back water for the Tropical biome. Small ponds and lakes can be found throughout now. - Mineral spawn density increased overall for all biome caves. - Reduced the volume of the sound effect on bee and dragonfly swarms by 90%. As always, thanks for playing our game and giving your support.

Greetings friends! Small but important update today. I haven't been able to have water avoidance for mobs due to the procedural generation of our voxel terrain/water. I discovered a way to add it in recently, though it isn't perfect. Mobs will sometimes still wander through the water and sometimes get stuck. However, a new system is in place that allows the mobs to see the body of water and avoid it once they wander into the shore. It works most of the time and is a big improvement over not having water avoidance at all. I also did some optimizations and fixes, see the notes below. Patch Notes: 1.05 - Fixed issue that would cause an out of memory crash. - Reduced Terrain generation time and overhead. - Added obstacle avoidance for water. It's basic avoidance where they will wander up to the shore and then turn around at a certain depth. - Tweaked obstacle avoidance on all mobs to work better. - Made a change to most mobs that will allow them to get over small obstacles in the terrain such as rocks. Most MOBS should walk over these objects now instead of getting stuck on them. - Brought back water for the Tropical biome. Small ponds and lakes can be found throughout now. - Mineral spawn density increased overall for all biome caves. - Reduced the volume of the sound effect on bee and dragonfly swarms by 90%. As always, thanks for playing our game and giving your support.

Source

Steam News / 7 December 2018

Open original post

Changelog.gg summarizes and formats this update. How we read updates.