HomeGamesUpdatesPricingMethodology
Steam News8 April 20242y ago

New Improvements and Fixes!

Today, we've implemented another set of fixes for Distant Bloom. This marks the fifth update since you got your hands on the game.

In this update4

Full notes

Full Distant Bloom update

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

What changed

8 fixes4 additions14 changes1 removal
  • Gameplay
  • UI and audio
  • Fixes
  • Performance
  • Balance
  • Maps
addedToday, we've implemented another set of fixes for Distant Bloom. This marks the fifth update since you got your hands on the game. During this time, you've provided us with valuable feedback that has helped us work on improving your gaming experience. In total we’ve managed to address over 25 issues and add quite a few 'quality of life' improvements! Thank you for your involvement!
changedApril 8thNPC's should spawn correctly in base after the main questline is completed.
addedApril 8thSick beasts should now properly display the "New Recipe Unlocked" notification when scanned (a minor blueprint node was missing).
removedApril 8thThe snot monsters near the Deep Timberlands crystallite have been removed, and the nearby root bridge has been replaced with a wooden bridge.
changedApril 8thWASD movement in the UI should now be fully functional (the W key was not working properly).
changedApril 8thFoliage suppression for buildings was somewhat incorrectly set up but should now be functioning properly (minor fix).
Quest sequence timer30seconds10secondsQuest sequence timer decreased, nerfSnot monsters “cooldown” time between chomps greatly5-6seconds45-60secondsSnot monsters “cooldown” time between chomps greatly increased, nerf

Distant Bloom changes

addedToday, we've implemented another set of fixes for Distant Bloom. This marks the fifth update since you got your hands on the game. During this time, you've provided us with valuable feedback that has helped us work on improving your gaming experience. In total we’ve managed to address over 25 issues and add quite a few 'quality of life' improvements! Thank you for your involvement!
changedNPC's should spawn correctly in base after the main questline is completed.
addedSick beasts should now properly display the "New Recipe Unlocked" notification when scanned (a minor blueprint node was missing).
removedThe snot monsters near the Deep Timberlands crystallite have been removed, and the nearby root bridge has been replaced with a wooden bridge.
changedWASD movement in the UI should now be fully functional (the W key was not working properly).

Today, we've implemented another set of fixes for Distant Bloom. This marks the fifth update since you got your hands on the game. During this time, you've provided us with valuable feedback that has helped us work on improving your gaming experience. In total we’ve managed to address over 25 issues and add quite a few 'quality of life' improvements! Thank you for your involvement!

Check out the full list of recent changes below:

April 8th

  • NPC's should spawn correctly in base after the main questline is completed.

  • Sick beasts should now properly display the "New Recipe Unlocked" notification when scanned (a minor blueprint node was missing).

  • The snot monsters near the Deep Timberlands crystallite have been removed, and the nearby root bridge has been replaced with a wooden bridge.

  • WASD movement in the UI should now be fully functional (the W key was not working properly).

  • Foliage suppression for buildings was somewhat incorrectly set up but should now be functioning properly (minor fix).

  • Loading zone fix for the wetlands 1 - forest 1 transition area.

  • Fixed a collision issue for the ascended architecture staircase near the Mederi vista point in forest 1.

  • Reverted plant sims to be blocked, fixed a bug in critter/creep monster spawn logic that could multiply the amount.

  • Added a Quality of Life (QOL) improvement for the base where we increase the number of critters when planting in hot pools and the quarry, as well as in the base itself. Also made it randomize so we don't only have snabels in the base.

April 4th

  • Further improvements in Lightning during sunset/night hours.

  • Issues with construction boxes disappearing or spawning more than once fixed.

  • Quest sequence timer reduced from 30 seconds to 10 seconds (instances of the game getting idle at the start of a quest sequence should be greatly reduced).

April 2nd

FIXES:

  • Wetland probe potential blocker fixed.

  • Loading Volume fix (Hot Pools).

  • Potential blocker for Bahhan if the player saved during cooking fixed.

  • Added colliders in the base for AI navigation issue fixes (NPCs getting blocked in different places around the base should be fixed).

  • Bahhan/cook being busy and not wanting to cook anymore should be fixed.

QOL IMPROVEMENTS:

  • Eye Shader improvements.

  • Lighting improvements.

  • Show seeds in harvest UI and prompt “seedbag full” UI if trying to collect with a full seedbag.

  • Snot monsters only block the cell they sleep in (other cells can be pre-planted during the day).

  • Snot monsters “cooldown” time between chomps greatly increased from 5-6 seconds to 45-60 seconds.

  • Seedbag max size increased to 99 seeds per plant.

March 28th

  • Fixed non-removable trees.

  • Fixed a potential hang activating Probe (quarry).

  • Map Bug Fix.

  • Potential sequence lock/bug fix.

  • Fixes and improvements to level design on certain vistas.

Source

Steam News / 8 April 2024

Open original post

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