Update log
Full Lethal Company update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello, long time no see! Version 80 is out in beta for you to test. You can access it by opting into the public beta branch for Lethal Company on Steam.
Extracted changes
- Compatibility
- Performance
- Gameplay
- UI and audio
- Fixes
- Balance
V80 brings a complete rework of March's exterior, a wide range of bugfixes, performance improvements, and other improvements, 3 new creatures (and a returning creature), a few new rooms for the factory interior, and the utility slot.
This update isn't quite as content-heavy as it is feature-focused, but it sets up the game with all sorts of under-the-hood fixes and adjustments to fix things I've broken over the past few updates, so I'll be able to think more about just adding new content real soon; this is just the start. Where V70 was mostly just for the costly snow moons, this update focuses on the forest moons, and I also hope it makes the game better for newcomers.
Patch log:
- Completely reworked March's exterior
- Added three new creatures native to the three forest moons (though two of them can be found elsewhere).
* Backwater Gunkfish
* Feiopars
* Cadaver Bloom
- Added a new Sigurd log: "Work"
- Switched to a version of the game's main shader that renders in a single rendering pass (more performant) and allows the usage of foliage and better terrain. (This could not have been done quite as well without help from members of the modding community, so thank you very much.)
- Readded the Kidnapper Fox
* The fox is now more afraid to leave its territory and more accurately determines the size of its territory.
* The fox cannot spawn at the very beginning of the day.
* Weeds will never begin growing nearby the ship, though they can spread to the ship from the place where they started.
* The Vain Shrouds are more rare than before. However, the weeds will always begin growing on the current moon if you repeatedly "savescum" by disconnecting while not in orbit.
- Added proper foliage to the forest moons.
- Reduced frequent, heavy memory allocations in many areas across the game to reduce lag spikes
- Optimized memory usage regarding all creature AI so that they share the same pool of memory when appropriate
- Added functionality to creature AI and settings for creature AI to prevent land creatures from walking deep underwater when outside.
- Fixed the paycheck UI not scrolling properly through all the sold scrap.
- Fixed the player's hand and fingers not quite matching the lever of the ship when pulling the lever to land.
- Added a proper, satisfying animation and sound for the player pushing the lever to leave the moon.
- Added a visual animation for the main entrance door to the interior of all moons and overhauled the sound effects for it. Animations can be seen from inside and outside when another player is entering or leaving.
- Fixed interactions where creatures could collide with and damage players from outside the mineshaft elevator while it was closed and the player was inside (or vice-versa)
* Also fixed some creatures not moving towards the player even when they could be seen in the closed elevator and were still technically in chase. This may also fix cases where creatures did not move towards players if they were standing on certain ledges.
- Fixed creatures setting their destination unnecessarily, which would cause them to stop and 'jitter' on very large maps (mostly just Titan).
- Optimized creature search algorithms to perform better and more quickly, making creatures slightly less dumb and
Source
