Full notes
Full Daemonium update
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What changed
- Performance
- Server
- UI and audio
Patch 61 - build ea0.351 Notes: Default and Experimental branch
Notable
1) Added a lobby code system which replaces the friends only option. Lobbies can now be public or private, both joinable via lobby code. 2) Added Loadouts.
Main features are
3 customisable loadouts that can be renamed. New loadout menu at the bag and shop screens. Quick buy from shop at the bag screen if you have enough money. Quick add loadout to cart at the shop screen. 3) Redesigned the computationally expensive cryptographic operations that are used for storage and retrieval of encrypted cross-session persistent variables. This change provides better performance mostly in the lobby UI’s. This change is heavily leveraged by the Loadout system. 4) Shoulder Lamp and Powerful Flashlight have been decoupled. The regular flashlight has been removed. Players get a shoulder lamp by default and can use it without carrying another flashlight. The Powerful Flashlight has been buffed, making it more useful for larger areas. 5) Player XP and levelling added. Player XP and money don't level linearly together so there is a generic formula done to initialise XP for players who have already played. Its roughly money/2 and rounded down to the nearest 1000. Players must play a match to initialise their XP and levels. Until then they will appear as level 0 on leaderboards and won't be on the XP leaderboard at all. Added XP system and migrated all of the old reward code to it. This allows for a more detailed breakdown of a game back in the lobby screen and can handle more than one reward type(XP and money etc.). This system will be a core system needed for the new end game content coming soon. 6) XP Leaderboard New leaderboard added for XP and player levels are now visible. Player 7) XP events system added. Current Christmas and the New Year XP event is 2x XP until January 1st. 8) Rebuilt from scratch the cross-scene data persistence, steam achievements, and stats managing systems. The new systems are more scalable. This scalability will be required for the new end-game patch coming soon. 9) Hugely optimised the player object lookup speed (how the game traverses the player object hierarchy in search of sub-objects). This has almost completely removed the lag spike when toggling equipment on/off and swapping between items in your inventory. This was preventing expansion of the player tools, which will be needed for the new end game content coming soon. In the new system I could add 1000 new player tools right now and the performance impact would be negligible. In the old system the game would crash.
Minor: 1) Fixed lobby variable persistence bugs when joining new lobbies from old ones. 2) Fixed LOD switching bugs in the starved forest house causing visual bugs on some objects. 3) Fixed demon initialization bug in Starved Forest house that made it flat and be stuck in place and caused low frame rate. 4) Fixed LOD popping issue with some gravestones in Reapers Rest. 5) Added a smaller, permanent reticle on the screen so players can find the centre of the screen easier. 6) Fixed the alarm interaction bug in Primm. 7) Fixed a bug in Primm that caused the basement and upstairs child's bedroom to be considered the same room by the demon. 8) Fixed some visual bugs in Primm, mostly on walls. 9) Fixed a bug that allowed the demon to kill players through the front door at Primm. 10) Renamed the camera keybind that takes photos to "Take Photo". 11) Sunshine Cover now gives the correct Large reward. 12) Increased player/equipment interaction reach. 13) Disabled rich text on player names in all menus. 14) Forced an order of lobby avatar assignment to prevent lobby bugs when players rejoin a lobby. 15) Fixed a logic issue that caused the front door to permalock if the possessed item was picked up during a hunt. 16) Fixed a bug where picking up and dropping interactable objects too quickly caused the script to lock and not be able to pick up any more. 17) Added some robustness to the network code for interactable objects that are not tools. 18) Reskinned the bag screen. 19) Added flashlight sound effect to shoulder lamp. 20) Added mini demon model to the altar when you submit correct evidence. This will be more useful for the new end game content coming soon. 21) Christmas decorations :) 22) Fixed LOD pop in on some objects in Bitterwind Hollow. 23) Fixed a bug that could cause players chest and head aim rigs to be stuck facing downwards when the scene loads. 24) End of round summary screen replaced. 25) Changed EMF sounds. 26) Fixed a bug that caused some UV Prints photos to not register for rewards. 27) Fixed a bug with other players lights around portals. 28) Changed LOD switch rate on floor tiles in Reapers Rest. Decreased popping at the cost of some performance.
Balancing: 1) Disabled the hunt length increase modifier applied after the possessed item is picked up in the demon home. Now those hunts are normal length. 2) Fixed orbs spawning outside the possessed item room. Orbs now spawn closer to the centre of the possessed item room with a small random directional vector value applied. They can clip though walls towards the end of their life but will be in the correct room for most of it. 3) Burned crucifix' can be replaced for evidence. Inverted crucifix' can be picked up and replaced, and also used to stun demons. 4) Backpack buffed to +2 inventory slots. 5) Players are now rewarded for possessed item photos. 6) Sound Gun has a new sound wave display for evidence behind the sounds numbers. Players now must be in same room for sound gun to trigger the sound and sound wave display but the numbers still help players locate the demon from long range. 7) Rewards tweaked, mostly increased. 8) Added walls to Reapers Rest entry area. Players can use these for cover and for mounting equipment. 9) Items close to the portal entry are now teleported back to spawn to prevent them being locked behind the portal.
Source
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