In this update7
Full notes
Full Planetation update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- UI and audio
- Balance
- Performance
Planetation changes
Hitting the ground running, we're back with our next major update: Exposure! In this patch you'll have to battle more than just the evils of Perdition, but also the scorching sun and the chilling moon.
Exposure
Instead of hunger/thirst, our take on attrition is managing the extreme heat and biting cold of the day/night cycle. The higher your Exposure level in either direction, the more negative (and sometimes positive) effects you must deal with.
Temperature Bar
Below your health bar, there is now a tiered temperature bar which shows what stage of heat or cold Exposure you are at.
Sources
These range from aspects of the world (Daytime and Peak Daytime, etc), to proximity (an active Smeltery, etc), to consumables (the brand new Slaughtermelon Slice).
Symptoms
Each tier of Exposure comes with Attribute modifiers (such as reduced Jetpack efficiency) as well as one powerful Symptom (such as catching on fire when you sprint).
Roaming Enemies
Previously, when you didn't have any Calamities attacking your farm that night then you wouldn't encounter any enemies. Now, if you leave your farm at night then you definitely WILL find something waiting for you.
Other Changes
Fix Stabiliser UI not appearing when processing a Geneseed in the Stabiliser, until you re-enter the Genehouse
Fix Stabiliser UI desync on multiplayer clients
Add animation for eating
Fix fences spawning unlinked in the Abandoned Harmstead
Fix Mongrels being immediately destroyed if attempting to despawn mid-attack
Add particle+sound effect for the Quartz Shard spawning
Add sound effect for the Thunderbug Hive
Add sound effect for the Thunderbug Swarm spawning
Add Condition duration indicators to the UI and inventory slots
Add Burning mechanic, building up via Exposure and Heat damage and lighting you on fire should you overheat
The Backburner now applies Burning through its heat damage
Polish Slaughtermelon AI and add particles when you shoot it (hint hint)
Add Slaughtermelon Slice, a consumable Exposure item that cools you down
Add particle effect for harvesting Crops
Add proximity heat when standing near an active Smeltery
Change Bell Brush to apply Tinkling Bells in the area for the full duration of the mist visual
Fix Conditions such as Tinkling Bells refreshing every stack when one stack expires
Fix a technical limitation that resulted in some Conditions not having the correct origins
Overcharge for example, which had the Thunderbug Hive instead of the Swarm as its origin. This was because the Thunderbug Swarm that zapped you was immediately destroyed. Dead entities can now be Condition origins, so no more limitation!
Fix DraftPlaceables ejecting their inventories when reloaded (thanks psychoxchicken on Discord)
Polish some rough edges out of the building placement system
Fix client rotation desync
Fix snapping in many situations
Expand snapping to be able to snap to environmental landmarks (for future purposes)
Make Discord button on Main Menu more prominent
Add input indicator above Drone icon on HUD (thanks psychoxchicken on Discord)
Fix Drone Scan UI appearing behind the HUD instructions, and clipping off the screen for large tooltips (thanks psychoxchicken on Discord)
Fix crash when joining a game where someone is actively using their Jetpack
Add Steam Cloud save support
Remove wave of Mongrels when you crash land on the first night, in favour of roaming enemies
Increase duration of the first night from 1min to 1.5min
Reduce player walk speed from 6m/s to 4.5m/s, sprint speed remains unchanged (thanks psychoxchicken on Discord)
Increase visibility of Protato Crops and Gatherables (thanks Taj on Discord)
Increase visibility of the broken Tractormech smoke effect at a distance (thanks psychoxchicken on Discord)
Roadmap
With this release, we've updated our roadmap to reflect the next major patch - Farming, Part 1! Farming was originally meant to be one huge patch, but it's honestly so big that we've decided to split it into two parts. This will help us better handle stability (because there's less that can go wrong) but also get Part 1 to you sooner than planned. We'll have a better look at what's coming in our next DevLog, on Tuesday the 18th of August.
Source
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