Update log
Full Lethal Company update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello, Version 80 is out of beta! This update has 3 new creatures for the forest moons (and a returning creature), the utility slot which is a spot dedicated to purchased tools, a few new rooms for the facility interior, a complete rework to March's exterior + foliage updates for Vow and Adamance, new graphics and accessibility settings, and numerous bugfixes, performance optimizations, and small improvements.
Extracted changes
- Compatibility
- Fixes
- Gameplay
- Performance
- UI and audio
- Balance
Version 85 should hopefully come soon and be much more "content-focused", whereas this update revamped many of the game's systems under the hood and fixed numerous small issues that had been bugging me since the game's release (or had been introduced in updates since), and a lot of time was spent on that. I am feeling somewhat relieved though after tackling all that stuff.
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 slow on large maps (specifically Titan) where creatures have to calculate longer paths.
- Turned the head-mounted camera around and increased its draw distance.
Source
