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Steam News30 March 201610y ago

Announcement: Update 5 is Live!!!

Update 5 is Live! Hi all, As we promised, Update 5 is now live! Whilst you frantically force the download through Steam, let’s review the many changes that are coming your way!

Full notes

Full LEGO® Worlds update

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

What changed

0 fixes3 additions3 changes0 removals
  • UI and audio
  • Workshop
  • Gameplay
changedUpdate 5 is Live!Hi all, As we promised, Update 5 is now live! Whilst you frantically force the download through Steam, let’s review the many changes that are coming your way! Interface
addedUpdate 5 is Live!Firstly, we lost the ‘roller’ – we’re not sure where, maybe under a rug somewhere – but it had got out of hand and had to go. The original theory with this system was to give you access to all the functions with a minimal number of inputs, but in practice as we added more functionality it just meant more visual noise, with too much to take in at once, so we took a hammer to it.
changedUpdate 5 is Live!We now support PS4 controllers. It’ll show up as a generic controller in the help text, but works exactly like a 360 pad, with the touch pad acting as the BACK button.
addedUpdate 5 is Live!Speaking of the BACK button, you can now tap it to open the 3D minimap.
changedUpdate 5 is Live!It will soon be possible to switch characters properly using the Customiser, but there are still a few technical hurdles to clear, so unfortunately for now you’ll still have to use the Models Tool Characters menu to switch. You can still spawn characters into the world via the Characters tab in the Models Tool by dragging them out with the mouse.
addedUpdate 5 is Live!You know how the game was stalling a lot when generating new chunks of world and making the framerate pretty bad? Well, it seems the giant Project Badger programming hive mind has found a fix. Here comes the science part: it turns out that this was to do with multiple threads waiting for each other to access the same piece of data – the more threads,

LEGO® Worlds changes

changedHi all, As we promised, Update 5 is now live! Whilst you frantically force the download through Steam, let’s review the many changes that are coming your way! Interface
addedFirstly, we lost the ‘roller’ – we’re not sure where, maybe under a rug somewhere – but it had got out of hand and had to go. The original theory with this system was to give you access to all the functions with a minimal number of inputs, but in practice as we added more functionality it just meant more visual noise, with too much to take in at once, so we took a hammer to it.
changedWe now support PS4 controllers. It’ll show up as a generic controller in the help text, but works exactly like a 360 pad, with the touch pad acting as the BACK button.
addedSpeaking of the BACK button, you can now tap it to open the 3D minimap.
changedIt will soon be possible to switch characters properly using the Customiser, but there are still a few technical hurdles to clear, so unfortunately for now you’ll still have to use the Models Tool Characters menu to switch. You can still spawn characters into the world via the Characters tab in the Models Tool by dragging them out with the mouse.

Update 5 is Live!

Hi all, As we promised, Update 5 is now live! Whilst you frantically force the download through Steam, let’s review the many changes that are coming your way! Interface

  • Firstly, we lost the ‘roller’ – we’re not sure where, maybe under a rug somewhere – but it had got out of hand and had to go. The original theory with this system was to give you access to all the functions with a minimal number of inputs, but in practice as we added more functionality it just meant more visual noise, with too much to take in at once, so we took a hammer to it.

  • A big part of the simplification process was to move all the settings into a proper Pause menu. This means we can work separately on the settings & config screens, but for now these are still traditional text menus.

  • The other main ingredient is the Backpack – everything is now in one place: all the creative tools, and all of your game items. It means that on mouse you’re only a couple of clicks away from whatever you need, and on controller you don’t need to constantly swap modes.

  • When you get into a tool, you can use Y to bring up a tabbed grid of everything corresponding to that tool. This is especially important in Brick Building for finding that one special piece. Please note that the ‘recent bricks’ bar has gone missing – this is a temporary convenience for us, and the intention is to have a Favourites tab instead.

  • For mouse & keyboard users, for now we’ve locked the grids into position as they have been before, but we intend to support moving and scaling them however you like.

  • The info text in the bottom right of the screen is now a bit more useful and a lot less intrusive. There’s certainly more to be done with this, but if you know what you’re doing or don’t like it, you can turn it off by changing Help Text to Off in the Settings pause menu.

  • We now support PS4 controllers. It’ll show up as a generic controller in the help text, but works exactly like a 360 pad, with the touch pad acting as the BACK button.

  • Speaking of the BACK button, you can now tap it to open the 3D minimap.

  • It will soon be possible to switch characters properly using the Customiser, but there are still a few technical hurdles to clear, so unfortunately for now you’ll still have to use the Models Tool Characters menu to switch. You can still spawn characters into the world via the Characters tab in the Models Tool by dragging them out with the mouse.

  • We’re still working on a config screen for the controls, and hope to share something about that soon.

  • So is it finished? Of course not, there’s loads still to do, but we hope you like where we’ve taken it - whatever your preferred flavour of input - and we welcome your thoughts because we know you’ll have some cool suggestions.

Optimisations

  • You know how the game was stalling a lot when generating new chunks of world and making the framerate pretty bad? Well, it seems the giant Project Badger programming hive mind has found a fix. Here comes the science part: it turns out that this was to do with multiple threads waiting for each other to access the same piece of data – the more threads,

Source

Steam News / 30 March 2016

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