Full notes
Full The Fifth Day update
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Repeated intro
Hello Everybody, This is the latest announcement and patch for The Fifth Day! After several months of hard work, we have finally been able to integrate the first iteration of the new pathfinder into the game. We greatly appreciate everyone's patience that has held through this difficult time with us and thank you for your support. The reason the pathfinder took so long to implement is due to the Unity 4 physics engine. There are many cases that the engine seems to overlook which resulted in bugs on our end. The main hold up on development was to handle pathfinding on complex meshes, and because of these bugs in the engine, we had to implement several workarounds to handle tasks that would otherwise seem straightforward. At this time we believe that the pathfinder is more or less stable, but we do hope to make gradual improvements over the next few weeks in addition to implementing other fixes. If any questions or concerns do arise, please feel free to contact us at thefifthdaydev@gmail.com. I am usually able to respond in a much more timely manner here than through other forms of communication. See a full list of changes for this update below:
What changed
- Gameplay
- Performance
- Balance
- Fixes
The Fifth Day changes
Completely rewrote the AI navigation and pathfinding module to reduce memory usage, improve performance, and fix standing bugs.
Redesigned and implemented new projectile firing system that responds to physical forces such as gravity and drag.
Added support for energy based weapons.
Added support for larger projectile based weaponry (rockets, launchers, etc.)
Added IK support for hunter animations to improve look of movement.
Added jumping support for hunters to allow for scaling of walls and other structures.
Added two new weapon magazines.
Added two new weapon barrels.
Added two new weapon frames.
Added new military grade trigger.
Added two new weapon blueprints.
Increased melee weapon damage and range.
Changed hunter death to rag-doll rather than explosion to reduce penalty for striking with melee weapons.
Changed and redesigned hunter animations for more appealing movement behavior.
Changed and optimized hunter model to save performance and reduce triangle count.
Fixed bug which caused NPC's to walk through solid surfaces.
Fixed bug which caused NPC's to teleport backwards after reaching target destination.
Fixed several logical issues in NPC behaviors.
Implemented various other minor fixes and tweaks.
Once again, we would like to thank everyone that has continued to follow the project's development and we greatly appreciate your support. Now that the core framework for the pathfinder is in place, it should be much smoother sailing in development as we hope to go back to smaller more frequent updates in the coming weeks. Best, -Touz
Source
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