Changelog:
  • The stable roof was too powerful, so I collapsed the roof. This added more ways onto the roof, made it an overall worse position. Engies can only build on the less-pitched roof of the stables. No more interior space in the stable.
  • Added a few trimp ramps, hopefully they're good
  • Fixed the barn's ramp
  • Removed some props impeding movement (hay bales in the water, for example)
  • Added a cave zombie spawn
  • Added another entrance into the caves from under the collapsed stables
  • Unclipped the farmhouse roof, but added a hole in the middle. Strong position but hard to get to
  • Added crow friends
  • Tweaked ambient sounds, somehow broke the cave soundscape, no idea how
  • The silo closest to the farm house is now a path up to the roof from the back of the house
  • Added more lighting
  • Moved red spawn so that it's on the farmhouse porch. Feels better and adds to storytelling
Changelog:
  • Fixed the missing particles. Some file path stuff, in conjunction with using the "generate Particle manifest" and "update particle manifest" parameters in compilepal meant that the correct particle system was not getting packed into the map.
  • Closed off the barn's second floor, just to see what happens. People complained it was too strong, so let's see.
  • Added more lights.
  • Fixed some roof clipping that shouldn't have been there.


I'm keeping an eye on the underground and on the gameplay space trees. The underground area may prove to be strange, and the trees have awkward clipping.
Changelog
- more hotfixes to get it working on the server:
- env_tonemap_controller was named Tonemap, but logic referred to tonemap, lowercase t. Bot cares about case
- forgot to update the particle manifest, will update next version
Changelog:
  • Actual HDR hotfix
  • fixed the soundscape and also added some water drips to the underground soundscape
  • fixed some missing pickup overlays
Changelog
HDR hotfix, forgot to set my tone map exposure controls

Forgot to update the soundscape manifest for this, so no sounds, but I'll have it ready for next version