Full notes
Full Voxile update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Balance
- Performance
Voxile changes
- Procedural GenerationDozens of new points-of-interest including chests hidden in treetops or atop strange cliffs; sunken copper ships laden with cargo; quests to recover lost books, pack cargo, repair ships, or build cabins; and camps occupied by creepy cultists or the dangerous Red Roc. Lot's of new Barrens and Snow points of interest.
- AudioNew sound effects for placing metal objects
Red Roc: Bird enemy now has more diversity in sound effects
Resources: Chemicals are now more common in procedurally-generated worlds. Clay is now a bit redder and easier to spot at distances.
- ForestNew tileset for the highlands of the Forest Biome.
- Object physicsFalling objects take damage and make noise. Also improved falling collision checks.
Respawn totems: Better detection when player is near.
Save games: Crouching state is now stored.
XP: Stop at water surface, fix bug where they would get "stuck" in the air.
Monsters: Reduce aggro rate.
Build plans: Reduce object placement snapping distance.
Carpenter tool now works with building plans (shows closest buildable, adapts materials).
Procedural landscape: now generates more interesting overhangs while keeping the base landscape more navigatable.
- Renderingnew more pleasant default upscaler.
XP baubles redesigned
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Source
Changelog.gg summarizes and formats this update. How we read updates.
