What changed
2 fixes0 additions1 change1 removal
changedUpdate 1.1.2 has landed, but don't get too excited... It's mostly just minor tweaks and bug fixes! ----- BEASTIE PROJECTILE TWEAKS ----- Even though this update is mainly boring bug fixes, I thought I'd highlight a couple of the changes because they might actually affect the way you play, ever so slightly. Previously, all of the projectile-firing beasties (that's the Acorn, Yeti, Rabbit and Slug Beasts) didn't care whether they could actually see you when deciding whether or not to launch a projectile at you. If you were within range, they were happy to lob things at you, regardless of whether they could actually see you. Originally, this was never really much of a problem, but since I added player housing, I realised it is kind of annoying/stupid when you've got a bunch of beasties outside your house, brainlessly throwing stuff into the walls, jabbering their silly sound effects constantly. So, I've now added a line-of-sight check to them. They don't care about other beasties that might be in the way, but if you're stood behind a wall or tree or rock or whatever and they don't have direct line of sight, they'll decide against shooting and will continue moving towards you instead. ----- BEAST BURYING BLOCKING ----- Y'know how when you're digging there's a chance it might spawn a Snake Beast? Well, I bet I'm not the only person who, while trying to plant a bunch of crops or trees in a row, has accidentally clicked to interact with a dirt mound at the exact same time as a Snake popped up, resulting in a frantic fumbling moment of trying to close the Burying Menu so you can actually defend yourself against the Snake. Sound familiar? Well, this part of the update is for you! :) You can no longer interact with a dirt mound if there's a beastie stood on top of it. This means if you're busy doing muscle-memory farming, planting a bunch of seeds, it should be impossible to open the Burying Menu if a Snake has spawned (until the vile beast has moved out of the way anyway). ----- RANDOM UPDATES/FIXES ----- - Fixed an exploit which provided access to an infinite number of caves if you saved/quit within a second of leaving a cave. - You can no longer dig the floor of your house (in case you're interested, you couldn't actually dig things up in your house, but the act of digging caused the game to get a little confused). And the shovel target icon will also be hidden indoors. - Added a tip that can appear early in the game when the "Inventory Full" message first appears, explaining that you can safely drop items on the floor and come back for them later. - Added a tip that can appear early in the game when you first light a campfire, explaining that you need to use the Crafting Menu to cook food... Fingers crossed, nobody will be dropping their Meat directly on to a Campfire again! :) - Changed that confusing "No Free Space" message you might've seen from time-to-time when trying to unequip an item by using the hotbar or by right-clicking on the equipped item. It now explains things a little more clearly: "Can't unequip... No space in Inventory". -
removedMeteors can no longer hurt you when you're indoors.
fixedFixed an issue with the Slug Statue, which made it possible to pull an infinite number of Swords out of it!
fixedI recently found out about a player that had become stuck in the wall of their house. While I continue to research how the hell this might've happened, I've added a simple little workaround for now... If you do happen to get stuck in a wall, simply saving and reloading the game a few times should fix it. Each time you reload, the game will move the player upwards a little bit. Normally, gravity will do its thing so you won't notice the difference, but, if you're stuck in a wall and can't move, this means it'll eventually push you out of the top of the wall! Simple but effective :) - Fixed an issue that caused things to go a bit weird if you switched equipment while in the middle of crafting something. - Fixed an issue with the Smelter's collision, which made it possible for it to knock the player around while being placed/moved with Construction Mode. - Oh, and I've also made the update notes on the Title Screen a tiny bit prettier. That's all for now. Things might be a little quiet on the update front for a few weeks now while I prepare to exhibit the game at EGX here in the UK later this month, but it'll be business as usual once I get back. Speaking of which, if any of you are planning to attend EGX, please be sure to head over to the Tentacle Zone and say hello :) As always, if you have any feedback or encounter any problems, please do let me know. And feel free to come and say hello on the Wrongworld Discord.
Wrongworld changes
changedUpdate 1.1.2 has landed, but don't get too excited... It's mostly just minor tweaks and bug fixes! ----- BEASTIE PROJECTILE TWEAKS ----- Even though this update is mainly boring bug fixes, I thought I'd highlight a couple of the changes because they might actually affect the way you play, ever so slightly. Previously, all of the projectile-firing beasties (that's the Acorn, Yeti, Rabbit and Slug Beasts) didn't care whether they could actually see you when deciding whether or not to launch a projectile at you. If you were within range, they were happy to lob things at you, regardless of whether they could actually see you. Originally, this was never really much of a problem, but since I added player housing, I realised it is kind of annoying/stupid when you've got a bunch of beasties outside your house, brainlessly throwing stuff into the walls, jabbering their silly sound effects constantly. So, I've now added a line-of-sight check to them. They don't care about other beasties that might be in the way, but if you're stood behind a wall or tree or rock or whatever and they don't have direct line of sight, they'll decide against shooting and will continue moving towards you instead. ----- BEAST BURYING BLOCKING ----- Y'know how when you're digging there's a chance it might spawn a Snake Beast? Well, I bet I'm not the only person who, while trying to plant a bunch of crops or trees in a row, has accidentally clicked to interact with a dirt mound at the exact same time as a Snake popped up, resulting in a frantic fumbling moment of trying to close the Burying Menu so you can actually defend yourself against the Snake. Sound familiar? Well, this part of the update is for you! :) You can no longer interact with a dirt mound if there's a beastie stood on top of it. This means if you're busy doing muscle-memory farming, planting a bunch of seeds, it should be impossible to open the Burying Menu if a Snake has spawned (until the vile beast has moved out of the way anyway). ----- RANDOM UPDATES/FIXES ----- - Fixed an exploit which provided access to an infinite number of caves if you saved/quit within a second of leaving a cave. - You can no longer dig the floor of your house (in case you're interested, you couldn't actually dig things up in your house, but the act of digging caused the game to get a little confused). And the shovel target icon will also be hidden indoors. - Added a tip that can appear early in the game when the "Inventory Full" message first appears, explaining that you can safely drop items on the floor and come back for them later. - Added a tip that can appear early in the game when you first light a campfire, explaining that you need to use the Crafting Menu to cook food... Fingers crossed, nobody will be dropping their Meat directly on to a Campfire again! :) - Changed that confusing "No Free Space" message you might've seen from time-to-time when trying to unequip an item by using the hotbar or by right-clicking on the equipped item. It now explains things a little more clearly: "Can't unequip... No space in Inventory". -
removedMeteors can no longer hurt you when you're indoors.
fixedFixed an issue with the Slug Statue, which made it possible to pull an infinite number of Swords out of it!
fixedI recently found out about a player that had become stuck in the wall of their house. While I continue to research how the hell this might've happened, I've added a simple little workaround for now... If you do happen to get stuck in a wall, simply saving and reloading the game a few times should fix it. Each time you reload, the game will move the player upwards a little bit. Normally, gravity will do its thing so you won't notice the difference, but, if you're stuck in a wall and can't move, this means it'll eventually push you out of the top of the wall! Simple but effective :) - Fixed an issue that caused things to go a bit weird if you switched equipment while in the middle of crafting something. - Fixed an issue with the Smelter's collision, which made it possible for it to knock the player around while being placed/moved with Construction Mode. - Oh, and I've also made the update notes on the Title Screen a tiny bit prettier. That's all for now. Things might be a little quiet on the update front for a few weeks now while I prepare to exhibit the game at EGX here in the UK later this month, but it'll be business as usual once I get back. Speaking of which, if any of you are planning to attend EGX, please be sure to head over to the Tentacle Zone and say hello :) As always, if you have any feedback or encounter any problems, please do let me know. And feel free to come and say hello on the Wrongworld Discord.
Update 1.1.2 has landed, but don't get too excited... It's mostly just minor tweaks and bug fixes! ----- BEASTIE PROJECTILE TWEAKS ----- Even though this update is mainly boring bug fixes, I thought I'd highlight a couple of the changes because they might actually affect the way you play, ever so slightly. Previously, all of the projectile-firing beasties (that's the Acorn, Yeti, Rabbit and Slug Beasts) didn't care whether they could actually see you when deciding whether or not to launch a projectile at you. If you were within range, they were happy to lob things at you, regardless of whether they could actually see you. Originally, this was never really much of a problem, but since I added player housing, I realised it is kind of annoying/stupid when you've got a bunch of beasties outside your house, brainlessly throwing stuff into the walls, jabbering their silly sound effects constantly. So, I've now added a line-of-sight check to them. They don't care about other beasties that might be in the way, but if you're stood behind a wall or tree or rock or whatever and they don't have direct line of sight, they'll decide against shooting and will continue moving towards you instead. ----- BEAST BURYING BLOCKING ----- Y'know how when you're digging there's a chance it might spawn a Snake Beast? Well, I bet I'm not the only person who, while trying to plant a bunch of crops or trees in a row, has accidentally clicked to interact with a dirt mound at the exact same time as a Snake popped up, resulting in a frantic fumbling moment of trying to close the Burying Menu so you can actually defend yourself against the Snake. Sound familiar? Well, this part of the update is for you! :) You can no longer interact with a dirt mound if there's a beastie stood on top of it. This means if you're busy doing muscle-memory farming, planting a bunch of seeds, it should be impossible to open the Burying Menu if a Snake has spawned (until the vile beast has moved out of the way anyway). ----- RANDOM UPDATES/FIXES ----- - Fixed an exploit which provided access to an infinite number of caves if you saved/quit within a second of leaving a cave. - You can no longer dig the floor of your house (in case you're interested, you couldn't actually dig things up in your house, but the act of digging caused the game to get a little confused). And the shovel target icon will also be hidden indoors. - Added a tip that can appear early in the game when the "Inventory Full" message first appears, explaining that you can safely drop items on the floor and come back for them later. - Added a tip that can appear early in the game when you first light a campfire, explaining that you need to use the Crafting Menu to cook food... Fingers crossed, nobody will be dropping their Meat directly on to a Campfire again! :) - Changed that confusing "No Free Space" message you might've seen from time-to-time when trying to unequip an item by using the hotbar or by right-clicking on the equipped item. It now explains things a little more clearly: "Can't unequip... No space in Inventory". -
Meteors can no longer hurt you when you're indoors.
-
Fixed an issue with the Slug Statue, which made it possible to pull an infinite number of Swords out of it!
I recently found out about a player that had become stuck in the wall of their house. While I continue to research how the hell this might've happened, I've added a simple little workaround for now... If you do happen to get stuck in a wall, simply saving and reloading the game a few times should fix it. Each time you reload, the game will move the player upwards a little bit. Normally, gravity will do its thing so you won't notice the difference, but, if you're stuck in a wall and can't move, this means it'll eventually push you out of the top of the wall! Simple but effective :) - Fixed an issue that caused things to go a bit weird if you switched equipment while in the middle of crafting something. - Fixed an issue with the Smelter's collision, which made it possible for it to knock the player around while being placed/moved with Construction Mode. - Oh, and I've also made the update notes on the Title Screen a tiny bit prettier. That's all for now. Things might be a little quiet on the update front for a few weeks now while I prepare to exhibit the game at EGX here in the UK later this month, but it'll be business as usual once I get back. Speaking of which, if any of you are planning to attend EGX, please be sure to head over to the Tentacle Zone and say hello :) As always, if you have any feedback or encounter any problems, please do let me know. And feel free to come and say hello on the Wrongworld Discord.