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Steam News26 April 20197y ago

UPDATE: Patch 0.1.9

Hi Caverns fans! We are happy to introduce our second mob to the realm of Caverns: the Acari. These small creatures are known for ambushing unlucky Spelunkers.

Full notes

Full Caverns: Lost Sky update

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

What changed

4 fixes1 addition5 changes0 removals
  • Balance
  • Maps
  • Fixes
  • Gameplay
  • UI and audio
  • Server
changedHi Caverns fans! We are happy to introduce our second mob to the realm of Caverns : the Acari . These small creatures are known for ambushing unlucky Spelunkers. A short stature and fast movement speed allows Acari to prey on unsuspecting victims. Watch out for their drill-like snout which they use for a strong piercing attack!
addedIn this update, besides adding the Acari, we also overhauled our path-finding algorithm used by all enemies - including the ant-like Poneroids. Our new approach helps enemies navigate complex terrain surfaces to reach and attack Strato. As shown in the image above, enemies can now dynamically change their path to reach you as you're moving. In order to accomplish this, we have implemented a pathfinding algorithm based on D*-Lite, extended to work with agents that can navigate on walls in 3D. This new system works well enough, but it still has some issues to iron out. In other words, you can "confuse" a large group of enemies if you try! Don't get used to it - as we iron out the flaws, you may find it harder to confuse them. Implementing such an system may seem overkill, but we have a good reason for it. As each new enemy we introduce has it's own method of moving around, implementing a customized pathfinder for each would be incredibly time consuming. H* was designed to work with any method of movement, in any number of dimensions, with no changes. This means we only have one pathfinder to maintain, not several. The next update will bring additional capabilities to the Acari, such as jumping off ledges and, time permitting, underground sneak-attacks!
fixedFixed problem with looping SFXs not terminating
changedAdjusted Poneroid spawn numbers and stats, adjusted CavernWeed stats
fixedFixed Enemy shake when hit by Strato
changedImprove accuracy of mobs pivoting to point at their target.

Hi Caverns fans! We are happy to introduce our second mob to the realm of Caverns: the Acari. These small creatures are known for ambushing unlucky Spelunkers. A short stature and fast movement speed allows Acari to prey on unsuspecting victims. Watch out for their drill-like snout which they use for a strong piercing attack!

In this update, besides adding the Acari, we also overhauled our path-finding algorithm used by all enemies - including the ant-like Poneroids. Our new approach helps enemies navigate complex terrain surfaces to reach and attack Strato. As shown in the image above, enemies can now dynamically change their path to reach you as you're moving. In order to accomplish this, we have implemented a pathfinding algorithm based on D*-Lite, extended to work with agents that can navigate on walls in 3D. This new system works well enough, but it still has some issues to iron out. In other words, you can "confuse" a large group of enemies if you try! Don't get used to it - as we iron out the flaws, you may find it harder to confuse them. Implementing such an system may seem overkill, but we have a good reason for it. As each new enemy we introduce has it's own method of moving around, implementing a customized pathfinder for each would be incredibly time consuming. H* was designed to work with any method of movement, in any number of dimensions, with no changes. This means we only have one pathfinder to maintain, not several. The next update will bring additional capabilities to the Acari, such as jumping off ledges and, time permitting, underground sneak-attacks!

Here is a greater list of additions for this update:

  • Fixed problem with looping SFXs not terminating

  • Poneroid and Acari eye colors can change from yellow to red if aggro'd

  • Adjusted Poneroid spawn numbers and stats, adjusted CavernWeed stats

  • Fixed Enemy shake when hit by Strato

  • Remaining stat Points are now displayed upon leveling up

  • Prevent most cases of mob's "lining up to attack"

  • Improve accuracy of mobs pivoting to point at their target.

  • Allow large numbers of mobs to "gang up" or "mob" the player without lag occurring.

  • Rewrote wandering system to use less resources, get stuck less often.

  • Created path debug HUD system for displaying AI thought patterns over the environment in real time (with command "showpaths").

  • Implemented H* ("Hippocampal D*) algorithm, rewrote AI scripts to use it.

  • Fixed dug-out objects (non-ore) floating in the air, they now have physics as expected.

  • Fixed spastic health mushrooms healing Strato multiple times a second

For the full list of changes, see 0.1.9 Patch Notes. Our Discord Server is now properly configured, so feel free to give us a visit at our Discord! Here at Tetravoxel Limited we would like to thank the community for all their suggestions, bug reports, and support. Together we hope to make Caverns: Lost Sky as fun, satisfying and rewarding as possible! - Team Tetravoxel ( :

Source

Steam News / 26 April 2019

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