Full notes
Full Wayward Terran Frontier: Zero Falls update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Performance
- Balance
- Workshop
- Fixes
Note: This update changed some late-game quests. It should be compatible with most existing save game files unless you are currently on one of the affected quests. If you happen to be half finished with the changed quests the most likely outcome is that one or more of the new dialogues or quests triggers will not activate for you. In all other cases existing save files should be fine.
fixed a bug where the image portion of the tooltip for a packed ship could get unloaded and fail to display
rewrote the interior air simulation to use precomputed room geometry. This will slow down significantly the speed of spawning ships, but drastically increase the speed of simulating interior atmosphere which is one of the biggest factors causing large ship interiors to lag the game.
Ships no longer reset their airlocks when performing a ship break update that splits the ship into multiple smaller shards unless one of the shards that broke off contains tiles from an airlock. This should fix the perceived flickering of airlocks when ships are taking damage
fixed a bug with the code for repairing a module (used by nano repair auras and when pointing your repair gun at large multi-tile modules) that was not checking the correct tiles for adjacency info when checking to see if the repaired tile was attached to another healthy tile. This was causing single tiles to repair unattached and break off as shards while you repaired some modules (this is also why airlocks were flickering on some damaged ships)
updated the tooltips for life support modules to make it a bit more clear how much air they produce and how much energy they consume at max operation
fixed a bug where exp popup text was displaying the old exp values from before the exp value rebalance. The amount of exp rewarded was correct only the text was wrong.
fixed a bug where the list of flotillas (ships added by steam workshop mods) which had been successfully spawned into the game world was not recorded, causing them to be respawned when you loaded a saved game
fixed a bug with our customers which caused them to sit in the home station buying and selling items over and over again instead of playing the game. Root cause was an item shop that gave away free items that could be sold for a tiny insignificant profit, thus short circuiting the reward center of our customers' brains
selecting your home base from logistics no longer attempts to set up turret selection for it
fixed a bug that was causing some entities to not write their data to the database causing those ships and ore to stop existing
ran a very long simulation of the in game economy to fine-tune station rations and fix some supply chain issues in longer games
fixed a bug where many ships were drawing the incorrect speed info from their binary data which caused them to not move at all when on the world map
increased the number of trade ships by around 25% on average
changed the default speed for ships on the world map to be significantly slower to line up better with their real speed when inside the player's session
output of farms increased by 50%
snack storage space of farms increased from 6000 to 10000
parts factories are now more common to account for the system wide shortage of assorted parts
fixed a bug that was causing the logistics screen to not display tooltips for mounts
Source
Changelog.gg summarizes and formats this update. How we read updates.
