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Steam News17 March 201610y ago

Announcement: Update 5 News

Announcement: Update 5 & Beyond Hi everyone! It’s probably time we shared a new update with you, isn’t it? We thought so too!

Full notes

Full LEGO® Worlds update

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

What changed

0 fixes2 additions3 changes0 removals
  • Compatibility
  • Server
  • Gameplay
  • Maps
changedAnnouncement: Update 5 & BeyondHi everyone! It’s probably time we shared a new update with you, isn’t it? We thought so too! So we’re pleased to announce that Update 5 is on the way this month, and that amongst many performance updates and bug fixes, we are also releasing an overhaul of the games UI. We have toiled over the UI for several months, and have conducted a few user tests to go with it in that time, and are now happy with where it is at. It will make getting from tools to gameplay a lot smoother, and also ensures that players on Controller, and Mouse &Keyboard are able to utilise all of the tools and features with ease! This also sees several improvements made to the Creative Tools too, which should now be a lot easier and faster to use and switch between as well. On the topic of Controllers, we have also updated our Controller support to include the Sony Dualshock 4! Also, our hard-working coders have found the underlying cause to the stuttering and stalling that some of you have come across. Our QA team have performed multiple Frame Rate tests and have seen huge improvements across their setups. Another key update is to our AI, and how they behave within the Worlds to help them feel more alive. More NPC’s will hop into Planes, Cars and Boats and do their own explorations and some creatures will react to Fire in certain ways too, but we’re going to make you figure that one out! The Sky visuals is another area that’s seen improvement, both at night and during the day. A lot of these improvements were discussed in Emilio’s fantastically-mathematical Developer Diary: http://steamcommunity.com/app/332310/discussions/0/485622866440633602/ On top of all that, we added new Quests, Props, Items, Creatures and Vehicles too! Once we release the update, we’ll share a full patch notes for you to sink your teeth into as well. Beyond So what else is there to share with you about the longer term development?
changedAnnouncement: Update 5 & BeyondNetworking development is coming along swimmingly. In fact, one of our Network programmers will be delivering his first Developer Diary soon! We’ll also be looking to share a bit more in the ways you can be creative in the game over the coming weeks..
changedAnnouncement: Update 5 & BeyondTown and Dungeon Generation. One element we have always promised to deliver on is the natural spawning of Towns and interesting Dungeons. We’ve got a really interesting system being worked on by a gentleman named Derek here and it’s also going really well. He’s kindly offered to write up a developer diary to explain how that works (expect more maths!) and we’ll get that to you all to check out soon too.
addedAnnouncement: Update 5 & Beyond“Progression.” As we’ve stated in the past, we’re not looking to split out the game into individual games modes, but that doesn’t mean we’re not looking to add an element of adventure to the game either. One of the key discussions we’re having is how we can take the exploration element of LEGO Worlds and use it as a means of encouraging further gameplay, as well as rewarding players for actively playing the game too. Expect to read more about this over the next few months.
addedAnnouncement: Update 5 & BeyondNew Biomes are being worked on to add to the already wide range of landmasses that we’ve got. Some very interesting and unique environments will be introduced in the next few updates as we look to find homes

LEGO® Worlds changes

changedHi everyone! It’s probably time we shared a new update with you, isn’t it? We thought so too! So we’re pleased to announce that Update 5 is on the way this month, and that amongst many performance updates and bug fixes, we are also releasing an overhaul of the games UI. We have toiled over the UI for several months, and have conducted a few user tests to go with it in that time, and are now happy with where it is at. It will make getting from tools to gameplay a lot smoother, and also ensures that players on Controller, and Mouse &Keyboard are able to utilise all of the tools and features with ease! This also sees several improvements made to the Creative Tools too, which should now be a lot easier and faster to use and switch between as well. On the topic of Controllers, we have also updated our Controller support to include the Sony Dualshock 4! Also, our hard-working coders have found the underlying cause to the stuttering and stalling that some of you have come across. Our QA team have performed multiple Frame Rate tests and have seen huge improvements across their setups. Another key update is to our AI, and how they behave within the Worlds to help them feel more alive. More NPC’s will hop into Planes, Cars and Boats and do their own explorations and some creatures will react to Fire in certain ways too, but we’re going to make you figure that one out! The Sky visuals is another area that’s seen improvement, both at night and during the day. A lot of these improvements were discussed in Emilio’s fantastically-mathematical Developer Diary: http://steamcommunity.com/app/332310/discussions/0/485622866440633602/ On top of all that, we added new Quests, Props, Items, Creatures and Vehicles too! Once we release the update, we’ll share a full patch notes for you to sink your teeth into as well. Beyond So what else is there to share with you about the longer term development?
changedNetworking development is coming along swimmingly. In fact, one of our Network programmers will be delivering his first Developer Diary soon! We’ll also be looking to share a bit more in the ways you can be creative in the game over the coming weeks..
changedTown and Dungeon Generation. One element we have always promised to deliver on is the natural spawning of Towns and interesting Dungeons. We’ve got a really interesting system being worked on by a gentleman named Derek here and it’s also going really well. He’s kindly offered to write up a developer diary to explain how that works (expect more maths!) and we’ll get that to you all to check out soon too.
added“Progression.” As we’ve stated in the past, we’re not looking to split out the game into individual games modes, but that doesn’t mean we’re not looking to add an element of adventure to the game either. One of the key discussions we’re having is how we can take the exploration element of LEGO Worlds and use it as a means of encouraging further gameplay, as well as rewarding players for actively playing the game too. Expect to read more about this over the next few months.
addedNew Biomes are being worked on to add to the already wide range of landmasses that we’ve got. Some very interesting and unique environments will be introduced in the next few updates as we look to find homes

Announcement: Update 5 & Beyond

Hi everyone! It’s probably time we shared a new update with you, isn’t it? We thought so too! So we’re pleased to announce that Update 5 is on the way this month, and that amongst many performance updates and bug fixes, we are also releasing an overhaul of the games UI. We have toiled over the UI for several months, and have conducted a few user tests to go with it in that time, and are now happy with where it is at. It will make getting from tools to gameplay a lot smoother, and also ensures that players on Controller, and Mouse &Keyboard are able to utilise all of the tools and features with ease! This also sees several improvements made to the Creative Tools too, which should now be a lot easier and faster to use and switch between as well. On the topic of Controllers, we have also updated our Controller support to include the Sony Dualshock 4! Also, our hard-working coders have found the underlying cause to the stuttering and stalling that some of you have come across. Our QA team have performed multiple Frame Rate tests and have seen huge improvements across their setups. Another key update is to our AI, and how they behave within the Worlds to help them feel more alive. More NPC’s will hop into Planes, Cars and Boats and do their own explorations and some creatures will react to Fire in certain ways too, but we’re going to make you figure that one out! The Sky visuals is another area that’s seen improvement, both at night and during the day. A lot of these improvements were discussed in Emilio’s fantastically-mathematical Developer Diary: http://steamcommunity.com/app/332310/discussions/0/485622866440633602/ On top of all that, we added new Quests, Props, Items, Creatures and Vehicles too! Once we release the update, we’ll share a full patch notes for you to sink your teeth into as well. Beyond So what else is there to share with you about the longer term development?

  • Networking development is coming along swimmingly. In fact, one of our Network programmers will be delivering his first Developer Diary soon! We’ll also be looking to share a bit more in the ways you can be creative in the game over the coming weeks..

  • Town and Dungeon Generation. One element we have always promised to deliver on is the natural spawning of Towns and interesting Dungeons. We’ve got a really interesting system being worked on by a gentleman named Derek here and it’s also going really well. He’s kindly offered to write up a developer diary to explain how that works (expect more maths!) and we’ll get that to you all to check out soon too.

  • “Progression.” As we’ve stated in the past, we’re not looking to split out the game into individual games modes, but that doesn’t mean we’re not looking to add an element of adventure to the game either. One of the key discussions we’re having is how we can take the exploration element of LEGO Worlds and use it as a means of encouraging further gameplay, as well as rewarding players for actively playing the game too. Expect to read more about this over the next few months.

  • New Biomes are being worked on to add to the already wide range of landmasses that we’ve got. Some very interesting and unique environments will be introduced in the next few updates as we look to find homes

Source

Steam News / 17 March 2016

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