CHKN version 0.2.2 is released! We’ve got updates to difficulty balance and poachers, UI display, performance optimization, crafting and resource drop rates, animations, and tons more. Here’s the big list of all the improvements and fixes:
NEW FEATURES:
- Added advanced video options to allow fine tuning of performance
- “Nuke” item added to Creative Mode: clears out an entire section of land for easier building!
IMPROVEMENTS:
- Optimized game logic to run less often where possible: should see FPS improvement in areas with many creatures
- Made FPS more consistent by assembling/disassembling objects over many frames
- Optimizations to terrain streamer loading
- Reduced frequency of call to garbage collection which causes game to stagger
- Improved performance in heavy wooded areas by consolidation of tree colliders
- Added level of detail to terrain to decrease terrain detail for far off areas
- Changed default quality to beautiful
- Creature stats are now revealed for wild and tamed creatures when under the crosshair
- Added player stats to the inventory screen
- Tamed creatures now have popover UI indicators if they are hungry, injured badly, or sad
- Aggressive dogs near starting temple replaced with friendlier bouncing giraffes
- Damage reduced for player by 25% for all difficulties
- Drowning damage halved
- Added a bonus to melee range when riding with a saddle
- “Difficulty setting” message displayed after consecutive deaths
- “Too low to break” message displayed when trying to break something without the necessary tools
- Increased Poacher tent cooldown to 60 min
- Changed poacher armor and damage to be based off amount of relics player has obtained
- Fixed issue with poacher tent spawning that would spawn a tent every time a saved game was opened
- Changed mind control hat to be able to be knocked off without a direct hit if creature’s health is 30% or lower
- Adjusted mouth animation chewing speeds for llama, cow, sheep
- Reanimated venus fly trap mouth
- Reworked animations for pig, spider, elephant, giraffe, horse, and lizard legs
- Improved creature neck animations
- Removed unused audio files to decrease game size
- Changed mill placement to work off of grid
- Changed mills to add foundations if placed on uneven ground
- Changed stairs to use a new mesh to improve walkability
- Reworked fences to fragment better when segments overlap
- Improved creature root motion to connect with ground better
- Fixed bugs and added safety checks to structures to avoid breaking save games
- Changed cooking to only accept logs and trunks as fuel
- Added messages to crafting when attempting to drag items to the slots
- Added ability to separate stacks of items in inventory: while holding a stack, RIGHT-CLICK to place one of the items in a slot (LEFT-CLICKing still places the whole stack)
- Added stucco bricks, stone bricks, glass panes, iron ingots, and smelting
- Turned down recipe resource requirements for structures
- Reduced armor crafting requirements
- Increased logs per trunk from 3 to 4
- Increased drop rates for vines and sap from trees
- Changed night sky to be brighter in biomes where it was pitch black
- Changed creature saddle riding to only lose control when a creature is sad or scared
- Allow petting and feeding a creature when riding it
- Added AI routines to run to and pick up a player for saddle riding by using the whistle or interaction menu
- Reduced creature rotation based off of speed and removed rotation of saddle to reduce nausea when riding
- Added creature edit to the interaction menu for cases when player does not have a lifeblock
- Halved energy burn rates of abilities for tamed creatures
BUG FIXES:
- Fix to pig and horse mouth animations that were not playing
- Fix to canceling treadmill related crafting queues
- Cactus can now be placed on tilled ground
- Fix to frozen creature error occurring when placing saddle and other objects on creatures
- Fix to allow damage to tamed creatures in Creative Mode
- Fix to root rotations in creature animation to improve visual fidelity
- Fix to allow legs to attach to the top of blocks
- Fix to gap with certain arm blocks
- Fix to rotations on eyes and mouth when root is a head
- Fix to errors in creature ink shooting code
- Fix to tamed creatures attacking new unfinished creature in build sphere
- Fix to failing to identify mills in areas with many colliders
- Fix to bad terrain rocks
- Fix to snake rapture creature’s eye
- Creatures no longer pick up bombs with their mouth
- Fixed material on metal gate
- Fixed bug that allowed unlocking achievements when correct action was not performed
- Fixed issue where drag & drop with inventory would cause a click 2x
- Fixed a bug that caused plants to not spawn fruits
- Fixed a race condition that would occasionally clear a player’s inventory on save
- Fix to carnivores being able to eat fruits off of plants
- Fixed issue with creature saddle riding that caused movement to go erratic
- Fixed issue where creature would look at player when riding
- Fixed minor bugs with death messages
- Fix to bug in Creative Mode where picking up a relic would add a limit to edit orb
- Fixed bugs in creature AI which caused creatures to turn aggressive when they should have been scared
- Fixed issue where legs did not respond to collisions with entities
- Fixed issue with creature AI that prevented creatures from forgetting a threat long after it was gone
Update: January 26th – CHKN v0.2.2a
- Fix to issues removing blocks from creatures without a life block in hand
- Fixed hovering and clipping issues for creatures without legs
- Fixed issues with torch and lantern properly connecting to walls
- Reduced food recipe requirements
- Additional minor optimizations
- Additional minor bug fixes
As always, we’d love to hear your feedback on this build!
Until next time,
– Team CHKN
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