# People Playground 1.24 preview - Product: People Playground (https://whatsnew.fyi/product/people-playground) - Vendor: mestiez - Date: 2022-05-15 - Original notes: https://store.steampowered.com/news/app/1118200/view/5294555720192118703 - Permalink: https://whatsnew.fyi/product/people-playground/releases/2022-05-15-1.24-preview What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Liquid canister as a high capacity container that is vulnerable to bullets and has variable buoyancy - **added** — Painkiller syringe - **added** — Humans will pass out when they experience too much g-force - **added** — Boat motor reverses on red signal - **added** — Support for transparent liquids for modders - **added** — Liquid.GetDisplayName() for modders - **added** — BloodContainer.ForceCalculateComputedColor for modders - **changed** — Completely rewrote body shader - **changed** — Blunt damage now causes bruising with new visual appearance - **changed** — Bullets now make bullet holes - **changed** — Stabbing now makes stab wounds - **changed** — Touching hot objects and friction now causes burn wounds - **changed** — Legacy shaders are available in the general settings menu - **changed** — Wound intensity is now inverted so higher Z component means more intense wound - **changed** — Bullet impacts on bodies of water are more intense - **changed** — Stopping time has a shorter transition - **changed** — Androids are more durable - **changed** — Changed bullet hardness and damage distance calculations - **changed** — Limbs drain their liquid more slowly when bone is exposed - **fixed** — Android circuit layer transparency - **fixed** — Detectors emitting signals even when broken Preview 1.24 is now live on the preview branch. [Please report any bugs here](https://github.com/studio-minus/ppg-bugs-and-requests/issues) and follow the instructions carefully. ##### This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data. ##### Added - Liquid canister. This is a high capacity container that is vulnerable to bullets and has a variable buoyancy. - Painkiller syringe - Humans will pass out when they experience too much g-force - Boat motor reverses on red signal - For modders: support for transparent liquids - For modders: Liquid.GetDisplayName() - For modders: BloodContainer.ForceCalculateComputedColor ##### Changed - Completely rewrote body shader (this may make humans from older contraptions look weird) - Blunt damage causes bruising (new look) - Bullets make bullet holes - Stabbing makes stab wounds - Touching hot objects & friction causes burn wounds - You can switch back to the legacy shaders in the general settings menu - **Important for modders**: wound intensity is now inverted (normal). The higher the Z component, the more intense the wound. - Bullet impacts on bodies of water are more intense - Stopping time has a shorter transition - Androids are more durable - Minor rendering optimisations - Other minor optimisations - Changed bullet hardness & damage distance calculations - Limbs don't drain their liquid as fast when bone is exposed - Humans don't panic as easily when shot - Humans wince more when shot - Humans and gorses regenerate blood slowly, if they're alive - Bullets have 50% more impact force - Tritium glows when seen in transparent containers - Made punctured lungs more dangerous - Increased g-force resilience - Decreased human drown time - Boiling bodies of water have no buoyancy - Changing weather settings like rain, snow, and fog will now happen smoothly instead of abruptly. - G-force damage no longer occurs when the organism was frozen - Improved distant large explosion sound - Changed AK-47 sfx - Changed AR sfx - Changed Submachine gun sfx - Changed Shotgun sfx - Changed Sniper sfx - Swapped old Rifle sfx for sniper SFX - Improved Gorse collision - Increased explosion shrapnel lethality - Made Ultra Strength Serum more potent - Decreased bleeding particles intensity - Minor tweaks to entity body temperature maths - Increased body bullet impact sound volume - Gave liquids nicer names - Made human pain animation a little less rigid - Organisms rot slower - Increased minimum impact damage threshold for limbs - Heat capacity is now calculated using object mass in addition to size & material properties - Lowered object to air heat dissipation ##### Fixed - Android circuit layer transparency - Improved limb liquid circulation - Fireworks detail view radius visible for too long - Concrete debris suddenly disappearing - Made rescaled living entities a little more stable. - Boat motor saving issues - Slider disintegration issues - Unnecessary memory usage - Electrocution issues - Workshop upload dialog box being weirdly sized - Fluorescent bulb glow overlay appearing in front of everything - Issues :( - Detectors emitting signals even when broken - Human flesh layer not covering all bones ##### Removed - Removed coagulation concentration calculation