veloren v0.15.0

v0.15.0
Added 20
  • Command to toggle experimental shaders
  • Faster energy regeneration while sitting
  • Lantern glow for dropped lanterns
  • Command suggestions when an invalid command is entered in chat and client-side commands in /help
  • Moderator badge in the chat
  • More aggressive scene culling based on camera position to improve performance
Changed 22
  • Bats move slower and use a simple proportional controller to maintain altitude
  • Bats now have less health
  • Climbing no longer requires having 10 energy
  • Castles will now be placed close to towns
  • UI image rescaling is now done when sampling from them on the GPU
  • Towns now have a variety of sizes
Fixed 16
  • Doors
  • Debug hitboxes now scale with the Scale component
  • Potion quaffing no longer makes characters practically immortal
  • Stat diff now displays correctly for armor
  • Lamps, embers and campfires use glowing indices
  • Non-potion drinks no longer heal as much as potions
Removed 1
  • Plugins can no longer prevent users from logging in
[0.15.0] - 2023-07-01
Added
  • Command to toggle experimental shaders.
  • Faster Energy Regeneration while sitting.
  • Lantern glow for dropped lanterns.
  • Suggests commands when an invalid one is entered in chat and added Client-side commands to /help.
  • Moderator badge in the chat.
  • More aggressive scene culling based on camera position to improve performance.
  • Some chests requiring lockpicks or keys.
  • Unlockable door blocks.
  • Sprite rotation for Spots.
  • Better entity placement options for spots.
  • Camera zoom can now be locked, to prevent accidental zooming while rolling in combat. It comes with a keybind to enable/disable the setting, and an Auto/Toggle behavior setting. Auto behavior will only lock the camera zoom while movement and combat inputs are also being pressed.
  • Custom spots can be added without recompilation (only ron and vox files)
  • Setting in userdata/server/server_config/settings.ron that controls the length of each day/night cycle.
  • Starting site can now be chosen during character creation
  • Durability loss of equipped items on death
  • Reputation system: crimes will be remembered and NPCs will tell each other about crimes they witness
  • NPCs will now talk to players and to each other
  • NPCs now have dedicated professions and will act accordingly
  • NPCs other than merchants can be traded with
  • NPCs will seek out a place to sleep when night comes
  • Merchants now travel between towns
  • Travellers and merchants will stay a while in each town they visit and converse with the locals
  • Resource tracking: resources in the world can be temporarily exhausted, requiring time to replenish
  • Airships now have pilot NPCs
  • Simulated NPCs now have repopulation mechanics
  • NPCs now have unique names
  • A /scale command that can be used to change the in-game scale of players
  • Merchants will flog their wares in towns, encouraging nearby character to buy goods from them
  • NPCs will now tell you about nearby towns and how to visit them
  • NPCs will migrate to new towns if they are dissatisfied with their current town
  • Female humanoids now have a greeting sound effect
  • Loot that drops multiple items is now distributed fairly between damage contributors.
  • Added accessibility settings tab.
  • Setting to enable subtitles describing sfx.
  • Item drops that are spatially close and compatible will now merge with one-another to reduce performance problems.
  • Airships can now have sprites, which can be interacted with.
  • Some sprites can be sat on.
  • Pet birds can now sit on the player's shoulder as they explore the world.
  • Adlet caves
  • Durability free areas (/area_add <area_name> no_durability ...)
  • Added Brazilian Portuguese translation.
  • Added additional confirmation when trading for nothing.
  • Esperanto translation
  • Item quantity sort in player inventory.
Changed
  • Bats move slower and use a simple proportional controller to maintain altitude
  • Bats now have less health
  • Climbing no longer requires having 10 energy
  • Castles will now be placed close to towns
  • Sword
  • Rescaling of images for the UI is now done when sampling from them on the GPU. Improvements are particularily noticeable when opening the map screen (which involves rescaling a few large images) and also when using the voxel minimap view (where a medium size image is updated often).
  • Towns now have a variety of sizes
  • The game now starts in fullscreen by default
  • Default audio volume should be less likely to destroy ear drums
  • Creatures flee less quickly when low on health
  • All /build_area_* commands have been renamed to /area_*, and you will have to pass an additional area type
  • Collision damage can now be applied in horizontal axes, in addition to the vertical axis
  • Items will vanish after 5 minutes to minimise performance problems
  • The language identifiers used by the i18n translation system have been converted to IETF BCP 47 (RFC 5646) language tags.
  • Improved particle performance for lava and leaves
  • The wander-radius of entities can be defined in their .ron config now
  • Dwarven-Mine themed dungeon
  • Multiple item types can be dropped from enemies and chests now
  • Readable signs
  • Plugins now target wasm32-unknown-wasi and all wasm cfgs are gone
  • Slightly reduced quantities of ingredients needed to craft cooked foods
  • Improved and cleaned loot tables for T1 and T2 dungeons as well as large cave monsters (Good bye, Bowls and Stones!)
  • Added coastal towns
Removed
  • Plugins can no longer prevent users from logging in
Fixed
  • Doors
  • Debug hitboxes now scale with the Scale component
  • Potion quaffing no longer makes characters practically immortal.
  • Stat diff now displays correctly for armor
  • Lamps, embers and campfires use glowing indices
  • Non-potion drinks no longer heal as much as potions.
  • Added SFX to the new sword abilities
  • Fixed various issues with showing the correct text hint for interactable blocks.
  • Intert entities like arrows no longer obstruct interacting with nearby entities/blocks.
  • Underwater fall damage
  • The scale component now behaves properly
  • Multiple model support for dropped items (orichalcum armor)
  • Made rtsim monsters not go into too deep water, and certainly not outside the map.
  • Fixed bug where npcs would be dismounted from vehicles if loaded/unloaded in a certain order.
  • Fixed a slow leak on the server where Uid -> Entity mappings weren't cleaned up.
  • Clients going back into the character screen now properly have their old entity cleaned up on other clients.
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