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Steam News20 December 20187y ago

Zombasite patch 1.022

This huge patch (well over 200 changes) fixes several crashes, improves performance, adds autosizing inventory, and fixes tons of minor issues. 1.

Full notes

Full Zombasite update

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What changed

23 fixes4 additions4 changes1 removal
  • Performance
  • Fixes
  • Gameplay
  • Events
  • Server
addedThis huge patch (well over 200 changes) fixes several crashes, improves performance, adds autosizing inventory, and fixes tons of minor issues. 1.022 change list:
fixedfixed Trigger::unlock starting an infinite loop if 2 unlocking triggers near each other
fixedfixed crashes when creating/destroying fake player
fixedfixed some radar stuff still being applied in some cases
fixedfixed always dark in coop player towns (=TEF= Alpha-9 the Ratman)
fixedfixed a rare infinite loop in trap activation

Zombasite changes

  • Cachemap
addedThis huge patch (well over 200 changes) fixes several crashes, improves performance, adds autosizing inventory, and fixes tons of minor issues. 1.022 change list:
fixedfixed Trigger::unlock starting an infinite loop if 2 unlocking triggers near each other
fixedfixed crashes when creating/destroying fake player
fixedfixed some radar stuff still being applied in some cases
fixedfixed always dark in coop player towns (=TEF= Alpha-9 the Ratman)

This huge patch (well over 200 changes) fixes several crashes, improves performance, adds autosizing inventory, and fixes tons of minor issues. 1.022 change list:

  • inventory now autosizes to prevent overlapping

  • fixed Trigger::unlock starting an infinite loop if 2 unlocking triggers near each other

  • fixed crashes when creating/destroying fake player

  • fixed some radar stuff still being applied in some cases

  • fixed always dark in coop player towns (=TEF= Alpha-9 the Ratman)

  • fixed a rare infinite loop in trap activation

  • fixed a crash when a level 100 npc goes renegade in a level 200 world - might happen any time an NPC goes renegade and is below the min level of that world (Buttermilk)

  • fixed possible crashes in World::getLeftMainPathHorizontalPosition and World::getRightMainPathHorizontalPosition

  • fixed buildTempData running before reading in database data needed - fixes crashes, also fixes bad tile blocks on opening screen

  • fixed a rare infinite loop in generateCaveLevel

  • sped up Level::finishGenerateOutdoorLevel a little

  • fixed a slow down with inventory up, my test case went from 37.4 fps to 50.8 (Dragonface/Etto)

  • fixed a leak of resource handles if added, then removed, before actually loading now cache footstep handles so don't load, free, reload, etc, test scenario old=70-90fps, new=100ish

  • fixed a crash on load when trying to fix up loaded pointers but entity had been purged, clearEntityReferences not being called in correct place

  • fixed an entity leak with status effects never getting cleaned up on inactive actors - might also be causing slow downs and crashes

  • now monster promotions are slower once than hit unique level

  • fixed a really rare crash in GraphicsSystem::drawTiles

  • now get clan destroyed reward chest if kill clan members (not healthstone) (Dragonface/Mandark/twitch.tv/ninja/Destro*)

  • fixed a possible infinite loop in tryWeakenGround (Cthulhu Fhtagn!/Boink)

  • now free shader indexes so after a long game session a high shader index doesn't corrupt the sort integer, which can lead to random crashes (Mandark)

  • quest monsters can no longer be converted over to follow player (twitch.tv/ninja)

  • fixed an angles issue that might have be generating a NAN and then starting a infinite loop

  • made networking handle low framerate situations better

  • now world saves use basic network compression (saves about 40%)

  • now when holding down right click and kill target it will move to next target easier

  • fixed a crash when sometimes shader sorting could have an accidental collision (which can cause lots of problems)

  • fixed addObject in spawnAreaBlock to not reference modelResource so much less likely to pause waiting for resource to load

  • fixed other players in multiplayer getting XP multiple times when a player's pet got a kill (Ninjakillzu)

  • now traps can do explosions (can cause cave ins)

  • now on hit skill projectile starts at enemy killed

  • fixed on kill ring projectiles with cones not hurting anyone

  • fixed orc shaman weakness skill now based on monster skill

  • status effects now skip loading stat changes that can't happen

  • changed to a better hash algorithm

  • only partially build status effects on skill definitions until needed

  • magic modifiers now skip loading stat changes that can't happen

  • now skip loading unused stat changes

  • fixed reported relation change not getting to player sometimes

  • fixed 2 caves having unusable braziers

  • water can now spread

  • water now stays around for 30 seconds instead of 10

  • hazards can now apply status effects directly (instead of needing to be a trap or actor)

  • hazards can now apply multiple status effects

  • wet status effect now lasts 10 seconds

  • now outside in rain gives you wet status effect

  • now inside a

Source

Steam News / 20 December 2018

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