Full notes
Full The Fifth Day update
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Repeated intro
Hello Everyone! After several long months of hard work, the latest update for The Fifth Day is finally here! I would like to thank everybody for their patience during this update cycle; many hours have been put in redesigning some of the games core systems and framework for future releases. In addition to a new, more user friendly GUI design, the new update features exciting features such as weapon and item crafting, physics based construction, and a complete remodeling and redesigning of almost all of the old inventory. While I was not able to attend to all of the desired fixes for this update, I am releasing the stable build 0.0.6 in hopes of adding on additional content and models in smaller weekly patches over the next few weeks. At the same time, I will be working on major patches, such as AI improvements, level design, etc. in the background in order to deliver a more steady stream of content updates. See a full list of changes below:
What changed
- Gameplay
- UI and audio
- Server
- Balance
The Fifth Day changes
Added complete UI overhaul: After receiving much feedback about the inflexibility in everything from changing weapons to switching between menus, I have completely redesigned the interface for easier and more comprehensive navigation.
Added statistics break-down for all tools and items: Going along side with the UI overhaul, you will now be able to see descriptive statistics about every item, weapon, and tool you find in the world. This means no more guessing what the weight of that item you found was, or how accurate a certain weapon is.
Added craftable tools and weapons: Combine resources found in the wastes to craft items, weapons, and tools as you see fit.
- Added procedural weapon generationGiven the flexibility of the new loot system, you can now find, dismantle and recombine procedural generated weapons and items into new inventory.
- Added total arsenal overhaulWith the introduction of the new inventory, I have also introduced a huge selection of new loot and items that are designed with a more worn feel reflected through item quality grade.
Added physics based construction: All constructed buildings now react naturally to how they would in the real world with real physical forces and torques.
Added loot containers of various grades that can be found throughout the world.
Added significantly greater customization options for melee weapons.
Implemented faster serialization for both multiplayer syncing and singleplayer saving that has significantly reduced network traffic and increased frame rates in multiplayer matches.
Implemented more optimized multiplayer interpolation that gives better movement to characters, items, and constructions in multiplayer matches.
Implemented escape and submit hot keys to all menus that allow for faster GUI navigation.
Implemented new hacking system that will allow for more flexibility in hacking for future updates.
Changed and optimized the loot highlight system to provide easier viewing of items on the landscape.
Changed construction models and materials with a more realistic wear to their appearance.
Changed the distribution and balance of loot found throughout the world.
Changed rarity system to a quality grade system which gives a more realistic distribution of more rare items.
Changed NPC characters to now be able to run out of ammunition.
Tweaked damage dealt by certain weapons.
Tweaked damage dealt by hunters to be greater at shorter ranges.
IMPORTANT NOTE: Due to the complexity of the new changes and feature implementations, old saves from versions before 0.0.6 will no longer be supported. It is highly recommended to replay the tutorial level to get familiarized with some of the new systems. I will try to post a video with some of the key
Source
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