GamePatchNote Digest
Zombasite Patch Notes — August 19, 2019
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
This huge patch improves graphics a lot by adding shadow mapping, adds Steam cloud support, increases performance quite a bit, fixes several crashes, and fixes a ton of other more minor issues (more than 200 changes).
1.023 change list:
- added shadow mapping
- added Steam Cloud support
- fixed a possible crash when loading if build a level and then free the level before the end of the game setup
- hopefully fixed a crash in generateBlendedTileGeometry
- fixed a possible multiplayer crash if have lots of entity deletes since last message (only developer testing modes?)
- fixed an infinite loop related to explosion traps and cave ins (Mandark)
- fixed a crash in ResourceSystem::freeNextResource (I triggered it in the editor, but it might be random crash in many other places)
- fixed a crash in Quest::switchCombatants when a purge happens during switch (probably rare in real games)
- fixed a crash when a player leaves a multiplayer game and then a monster damaged by that player tries to reference the player's clan
- fixed a crash if X the entire window while in multiplayer game
- fixed a way multiplayer game maps could be out of sync in multiplayer (hella)
- fixed never dropping legendary rings, jewelry, or necklaces (Destro*)
- now if load game and the main monster of a quest is in a secret level shift to it somewhere more reasonable - this can happen if I change the layout of the worlds and what used to be a normal level ends up being a secret level after the layout shift (Wayne)
- now on load if monster level and quest level doesn't match for some reason (most likely because world layout changed) fix quest level (Varkon)
- now if an actor clan loads and is based in an area that no longer exists it will be moved to a valid location
- now if load game and the main monster of a quest is in an invalid location shift to it somewhere more reasonable - this can happen if I change the layout of the worlds and what used to be a normal level ends up being a secret level after the layout shift (Mandark)
- now non-player critical hits are 1.5X instead of 2X
- difficulty damage mult now applies to projectile, radius projectile, direct damage, and status effects
- added a few more safeguards to prevent corrupting character
- safe guarded another place in save code to prevent corruption
- now postpone building collision grid until models are loaded (should prevent a bunch of hitches)
- removed lightIndexes being a local array in renderSurface (test went from 54.3 to 56.7 fps, 4.4%)
- made getTileObject caching work better (test went from 57.8 to 58.9 fps, 1.9%)
- no longer cull each surface separately (now per entity) (test went from 48.3 to 49.0 fps, 1.5%)
- now cull minimap blips better (test went from 57.7 to 65.4 fps, 13.3%)
- culled some more minimap blips better (test went from 69.2 to 71.5 fps, 3.3%)
- cull tiles a little better now (test went from 71.4 to 71.9 fps, 0.7% - also simplifies code a bit)
- cache model matrix instead of just angle (test went from 78.4 to 79.8 fps, 1.8%)
- now some ResourceHandles marked as temporary and they don't go through add/remove user (test went from 78.4 to 79.4 fps, 1.3%)
- no longer add lights from models (old feature) (test went from 78.9 to 79.4 fps, 0.6%)
- optimized bindTexture slightly (test went from 79.4 to 80.0 fps, 0.8%)
- sped up a bunch of getDatabaseEntry calls in CovenantBase (didn't test speed, too erratic)
- changed a couple dynamic_cast to static_cast (test went from 79.0 to 80.3 fps, 1.6%)
- sped up getting instigatorQuestDatabaseEntry (test went from 55.4 to 55.8 fps, 0.7%)
- sped up creating world map a little bit
- made status effect texture precache a little smarter
- entire clan is no longer active if some of them are raiding another clan (Destro*)
- fixed not being able to move guard locations (Zomb)
- now enemies attacking a monster that gets demonic control cast on them stop attacking (BlastProcessing)
- fixed clan door armor values
- NPCs that have Savage Strike will now use it way less (teleport too powerful) (Varkon)
- doubled MonsterSpawnChanceMult on several quests
- now when immovable entities (torches, etc) spawn they will push any other entity out of the way (fixes some collision issues) (Varkon/Excellion)
- now if a monster kills your nemesis that monster will become your new nemesis
- fixed secrets being easy to see on maps
- now when right clicking to attack and happen to be highlighting a non-attackable object it will try to target the next nearest attackable thing
- now NPCs in clans that are hurt will not sleep so that they regenerate/heal (fixes several issues)
- decreased Thaden lightning blessing DamageMultPhysical from 0.5 to 0.2
- now hurt NPCs more likely to roam around during activities (also more likely to heal at healthstone) (rainbow)
- fixed system control not saving/loading correctly sometimes
- now MonsterCausedTrouble taunts are time limited like MonsterRandomTaunt taunts (Castruccio)
- no longer add level modifiers if the monsters they would add can't be added
- now on a new world, expedition points are brought up to 0 if below (Bluddy)
- increased BaseTornadoChance from 0.03 to 0.05
- increased ModifiedNumberMultChests from 4.0 to 8.0 for mining level modifier (Orc Schism)
- added cursed resistance item modifiers
- can now buy an entire stack of items by pressing ctrl when buying (Doesn't Learn From Mistakes)
- fixed a targeting issue with skills like heal not being able to target player if previously has another valid target (Fulano)
- Earthquake, Darkness, and Fog machines can now start uprisings (Bluddy)
- now allow MoraleChangeWhenHurtNoEnemy to go below 0 (NPCs should run away from things like fires better) (rainbow)
- NPCs now start with random XP within their current level
- fixed a bunch of status effects getting applied as permanent monster enhancements but then disappearing quickly (Destro*)
- now demon gates are limited to spawning demons
- now zombie gates are limited to spawning zombies
- decreased monster Fleet of Foot bonuses by 20% (Bluddy)
- decreased monster Power Burn enhancement by 20% (Bluddy)
- Torva Shaman fire aura now only buffs friends (Bluddy)
- fixed a problem on some gates/dungeon entrances not showing correct quest info (Varkon)
- fixed gates to unknown destinations showing the destination name
- fixed xp listed in quest text not taking into account world modifiers that change it (usually pacing modifiers) (Nyithra)
- fixed beam attack not passing along which skill was doing damage (was probably causing several beam related problems) (Varkon)
- fixed Strength calculation on status effects
- fixed wisps being able to buff themselves (probably fixes other monsters doing similar things)
- now clan will always be destroyed if drop to 0 members for whatever reason (Dungeon Explorer Lan)
- fixed particles not using combined surfaces like they were supposed to
- fixed liquids not triggering multiple times correctly
- triggers now more consistently do something (Dragonface)
- now quest items that aren't needed but are picked up are removed instead of dropping back to ground
- now skills like Whirlwind can't hit enemies that you can't see (Dragonface)
- flying entities no longer trigger ground traps
- mutated NPCs can no longer be infected (Bluddy)
- now projectiles show explosions even if hitting a neutral or allied entity (even if they won't do any damage)
- now monster resistance/imbue enhancements get some resistance added (instead of just a multiplier)
- fixed several faction reputation issues
- decreased cast time debuff on monster taunts from 0.25 to 0.2 (Fulano)
- now areas can have desired monster types (was only archetypes)
- now can cast most projectiles at enemies that character can't technically see (it will still likely hit the sight blocking obstacle though)
- some monsters can now open doors
- now doors will automatically close after a few seconds if a monster/NPC opens them
- fire thrower fire can now hit objects
- now ambushers get an attack/defense bonus for 10 seconds
- now renegades get a 10% reduction in attribute requirements for items
- now monsters get a 25% reduction in attribute requirements for items
- now keep monsters away from gates a little better (Boink)
- shifted reaver unholy strike passive from cold damage to weapon damage (eliotno3)
- now monsters have to be able to see victim to do a melee attack (Destro*)
- made god retaliation more extreme
- NPCs are more likely to join in a fight if someone they dislike is fighting (join fight against them)
- now if a monster is purged (too many entities), put original position instead of current position on respawn list
- flying/hovering monsters can now fly over barrels and chests
- can now switch bags where one is inside the other (Fulano)
- item skills no longer affects stand still stuff
- boosted Herbology resistances, mana regen, and health regen (ricmadeira)
- now initial monster hate is the faction reputation (Fulano)
- now starting hate scales with level better (so similar at low and high levels)
- decreased MaxDamagePercentTakenAtOnce from 0.75 to 0.7 for Lucky mutation
- decreased ParasiteGroundAcid chances from 0.25 to 0.2
- decreased SpawnChance of liches from 2.0 to 1.5
- fixed collision size of large dungeon stone block with brazier on top
- doubled amount of money dropped from Pirate treasure map chest
- now damaging a gargoyle statue causes noise like damaging a door
- increased StatueHitDurabilityMult from 7.0 to 10.0
- increased gargoyle/statue armor bonus from 10 to 25
- decreased spawn chance of zombie dark elves by 50%
- monster wars now cause more problems
- player NPCs and summons are now less likely to break dangerous objects (hella)
- fixed bounty hunters not changing levels correctly (Giri)
- made battles get constant flow of reinforcements so much more interesting
- improved wander pathfinding quite a bit
- decreased chances of renegades randomly popping up (without direct cause and not at start of world)
- greatly increased chances of uprisings from gate quests
- quests from gate quests no longer sync level/seed (means they can spawn in different levels from gate)
- fixed some quest dontEndNearPlayer issues
- fixed game trying to donate an item if you moved a vendor item into the bottom left normal slot (Fulano)
- fixed a couple bulletin board issues with not near/only near npc quest things
- improved quest level syncing when the world is really large
- now item skills can hit dead monsters
- now attack that does no damage but enemy is dead counts as a success
- assassins and scouts can now teleport back to target level if they leave it for some reason
- decreased fairy light height from 128.0 to 64.0
- made "only on armor" text colored consistenly like "only on weapon"
- fixed normal maps on 4 of 5 naga/naga priest variants
- force shadow mapping on Zombasite (just first time on old configs)
- now add a green # to a level name to denote that another player is in that level (hella)
- changed green * in front of player name to a green # to show in your level
- no longer show symbol in front of your player name to show that you are in the same level as yourself
- zombies are now marked correcly to not be able to be zombified (again) (blightfang)
- sconces on wall no longer have collision
- fixed skeletons not drawing alpha, normal, or specular maps correctly (Bluddy)
- now other players names are green so a little easier to tell them apart from NPCs (hella)
- npcs with bows (or wands in Din's Legacy) now use bow attack instead of melee attack with range
- fixed getting multiple clan doors sometimes (Fulano)
- no longer show help text on fading out objects (like clan doors)
- fixed mouse buttons above 3 not registering correctly without also moving the mouse (Mandark)
- fixed non left/right mouse click not working correctly when moving
- changed setUseTextureAlpha to correctly be per texture unit
- added tag_chest to healthstone so effects target a reasonable place
- rewored champion skill text a little to be more clear what it affects (Destro)
- fixed another way that blocks like bridges wouldn't get set up correctly (Fulano)
- made transition to idle animation a little smoother
- fixed not showing correct skin when using a unique item (the fix won't work until game is run for the 2nd time with new patch) (hella)
- added character options to character exports (Destro*)
- added destroyed effects to monster traps
- changed select gold amount in trade menus to have separate gold, silver, and copper input boxes
- scale changes on entities is now animated (Bluddy)
- added normal/spec maps to gargoyles
- made acid more visible behind objects (Throwback)
- fixed some transparent entity sorting issues (Mandark)
- changed yellow crystal effect so looks less like yellow elite effect (Orc Schism) (Fulano)
- Block skill text now includes effect when you block an attack (mothbones)
- now when highlight a blip on world map that blip is drawn last (fixes duplicate problems)
- fixed highlighting entity blips with quests available or solved and blip is a priority
- made blue and purple gates the correct color on minimap
- fixed gates not updating their exact location on minimap correctly (fixes another duplicate problem)
- added buy stack tip
- minimap now shows blips farther out especially in town where you have full map (Destro*)
- pressing ctrl no longer cancels player actions except attacking and moving
- fixed duplicate scout word in scout killed message
- fixed it so don't get 2 quests to kill a newly zombified NPC
- objects in the way alpha out a little farther now
- made skills with additional (instead of mult) of stunning blow, critical hit, crushing blow, and deep wounds more clear
- fixed vbulletin character export having extra color commands that don't get parsed correctly
- fixed animation issue with destroyed statues (trying to share model with normal killed monsters)
- now rain puts out campfires instead of destroying them
- whirlwind and other similar melee skills no longer hit untargetable objects (like oil on ground)
- fixed not getting any hit sounds when hitting a statue (twitch.tv/ninja)
- now random object size and rotation are consistent across save/load
- now when a health bar blinks it doesn't blink out all of the way
- stuck door/chest message no longer goes to event message queue
- fixed bulletin board getting status effects
- fixed skeletons not being visible while "hidden"
- fixed followers on lurker, plague bringer, zombie plaguebringer, zombie dark elf, and zombielord
- fixed noisy/quiet level not working correctly with monster idle sounds
- now fire throwers, shadows, death knights, stalkers, imps, and screes taunt less (since this list is bigger, taunting as a whole will go down some)
- now torvas, orcs, and dark elves taunt more
- no longer get xp for finding direct neighbor of starting town
- added special anim to all monsters in bestiary and added theme music
- added a loot filter (can specify min rarity items to show) (Sephumbra and probably many others over the years)
- added 7 more unique chests from Patreon
- added description to shared life status effect
- now in-game health bars will blink for player and allies when have low health
- added description to pierce status effect
- added light to elemental totems
- increased fire elemental and towers light
- fixed yucca tree not fading out correctly
- simplified set item text so text on set items is a good bit shorter
- added Mandark's Direia Tribute Britches (Patreon item) (Mandark)
- added Mandark’s Tower Tribute Bow (item from Patreon) (Mandark)
- a permanently broken item will no longer show as a better item (green plus)
- fixed 1 lever type that was inconsistent and showing object type (Varkon)
- added god pissed message when an evil god retaliates
- fixed shadow options
- now auto pickup bonus XP objects
- fixed skipping salvage message if a repeat of a recent salvage message (Dragonface)
- now get xp if pull a lever and it disarms a trap (should cover other similar ways)
- no longer add an enemy that is too far away, fixes a few issues like retreating with a dot and then taunting the player for running (Fulano)
- biggest accomplishment is now a completed quest not necessarily a solved quest
- now win screen tells you quests completed instead of quests solved
- now NPCs and members of other clans can count as most impressive kill
- made it so more text could be displayed per line on win screen
- made bronze, silver, and gold chests more consistently use their effects
- last event line no longer draws in larger font if that will make it go off the edge of the screen (Crisses)
- renamed achievement of destroying 100 clans from Destroyer to Clan Destroyer (Fulano)
- fixed another reference to warriorSwipe6.swp
- fixed teleport sounds not always playing when gating
- fixed some missing punctuation in war quest text
- added description to Mana Shield status effect
- fixed life steal proc description indent/wrapping issue (also a few other similar descriptions)
- fixed some old references to ships that somehow have survived (Castruccio)
- fixed bad wording in replacement unique quest text (Dragonface)
- changed save version to 228
- changed PROTOCOL_VERSION to 84
- fixed a contention issue in AreaResource::getTileObject
- changed setProgramEnvParameter4fv vector parm to const
- cleaned up LightingSystem::getLightData
- cleaned up generate2dGeometry a little (one text goes through)
- now on vertex/fragment errors just print rest of problem line
- separated DamageType and SourceType
- added No Replacements button in editor UI to make adding things like grass safer
- updated donation lists from Patreon
- can now set DontSave on user var definitions to override it already being set to Save
- updated copyright date
- fixed font tool not compiling correctly
- made font tool smart enough to automatically bump up texture size if too small for all characters (milithien)
- added cheat_repairAll to make my life easier :)
- added cheat_playtestTeleport - teleports around every few seconds to stress test lots of different things
- moved isInsideTownWalls from Game to World
- fixed some issues with cheat_completeAllQuests
- added showLevelGeneration debug command