In this update2
Full notes
Full Planetoid Pioneers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Performance
- UI and audio
- Balance
Planetoid Pioneers changes
Well folks... the Planetoid Pioneers team have outdone themselves yet again, and brought you much closer to the intended experience of this labor of love! If you were bothered by the long load times before, or the old segmented ropes/cables, or any of the loooong list of issues listed below now fixed and polished, it's high time to dive right in anew. We are working hard to improve all these critical areas in preparation for some far bigger things we are cooking up for this fall, so stay tuned for very exciting announcements here soon! --> Please remember to write a Steam review of what you think about the game! <--
HIGHLIGHTS:
SEXY ROPES with curved rope renderer
Ice can now melt from heat
Major performance and loading time improvements
Most enemies indicate if they are hunting someone with a "!" and if they lost a target with "?"
Re-tweaked a lot of breaking values and fixed many unbreakable blueprints
Tons of bug fixes and polish thanks to feedback from the steam forums, discord and twitch streams
FULL CHANGELOG:
ADDITONS
Added and bound JointSet:SolveSoftlyCancel
Added and bound Joint:SolveSoftlyCancel()
Added back Aurium Sarcophagus
Added warning to loot chest if assembly doesnt extist
Added util.testAssemblies() function to test correct setup of breaking, atomizing, etc on assemblies
Added and bound scene:SetActivateZonesByCameraPosWhenNoPlayerPresent
Added and bound MO::GetCollidedWithTOPoint
Added ? and ! indicators to sentry camera, all birds, zombies and vendor bot
Added ? and ! indicators to all AIs using pp_ai radar helper
Added AI funcs to indicate enemy found and lost with ! and ?, testing with bot flip
Zombies can only see whats in front of them
Defense drone adds more flying power to carry things up that mounted it
Added latest romanian translation
Added little cooldown to entering vehicles to avoid sound spam and weird physics
Added debug info to LoadDiscoveryMap
Added latest pl.json
UPDATES
Deleting temporary texture, audio and script files on startup, if detected this is an update
Birds drop carried stuff when dying
Removed rope renderer from tentacle
Directx11 compiles; now the real work begins
Set ice blueprints to break to less pieces, causes a lot of decals, sounds and geometry perform
Changed default breaking values for new MOs
Set up breaking for all junk blueprints
Setting blueprint auto mount joints to involuntary on load, just for blueprints that are older than this version. newly saved blueprints will not change involuntary option on load
Flamethrower also has sharpness damage to be useful against metal things too
Set all Construction blueprints mount joints involuntary
- New material featuremelting from heat, added Melt Water PS, updated materials
Directx graphics will compile (hopefully no opengl breakages)
Lump and Ice blueprints set to not allow burning
Renamed too long function name to SetActivateZonesByCameraPos
Stopping loop sound when linked object inactivates
Splitting CPUMemStat class into own file and aligning DX classes to current platform independent renderer
Tweaked material decals density, was too high on some materials, like ice and snow
Made Ice and Snow material break decal not that huge
DXRenderMesh and DXRenderTexture initial work
Start of dx11 work
Updated hull and core labels color in editor
Updated editor MO breaking core value disabled when allow break core disabled
Updated setting min impulse to break hull and core of MO
Set more blueprints not to burn
Set a lot of blueprints to not allow burning
Fixed recent update on joint solver - it fixes vehicles breaking
Updated materials, replaced old funky decals with nicer
Source
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