New Implementations
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- Added support for scaleable UI. A neatly packaged pull request from user ElSid gave us a good start toward implementing UI-scaling in the client, and so we did, though the proper implementation and fixes took us a bit longer than we had hoped. Thank you, ElSid!
- There is now a video setting to increase the size of the UI, useful if you're using a higher resolution monitor, and I (jorb) have also begun working over all UI elements, redrawing them in 4x their historical resolutions, to actually have higher res versions to meaningfully present. This is a pretty big task, and I have only gotten some elements done (the main window frame, for example) but I intend to work through all of it. Elements that I haven't reworked are simply scaled up programatically, and won't look great, but will at least work. The biggest single task in this would be to convert all inventory icons to higher resolutions, and I don't expect to finish that any time soon, but the ambition is to at least draw new items in higher resolution, and gradually convert old ones.
- Old custom clients that have not implemented the latest push to the "old" branch of the client repository risk crashing due to changes to the resource format.
- Note that you need to restart the client for UI-scale changes to take effect.
Key Fixes
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- We've significantly increased the internal logging of siege events (building, repairing, firing siege engines, &c).
- When we added a new wound recently, the alchemy ingredient effects changed more than we had hoped, due to another change introduced in the same patch. We have now verified that alchemy should not completely redefine recipes when new wounds are introduced, rather, only a small subset of wound-effects should be reassigned to the new wound.
- Archery towers now target the siege machine repaired the longest time ago, rather than the closest one, and also have a UI indicating when they will fire next. We are considering mechanics to allow explicit aiming of the towers.
Small Fixes
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- Rock Dove Meat uses the correct meat icon when asked for by ancestors.
- Birdhouse text describes the correct mechanic for homesteading Rock Doves (Hold the bird, and right-click the Birdhouse).
- Rock Dove eggs can be put (back) into Dovecotes.
- Fixed distinction between rock dove bloody mess and chicken bloody mess. There now is none. Some ancestors were confused by that.
As always, if you liked what we did here: Support the patch.
Today's Patch Items, for the fair price of $9 is the "Big Kahuna"
Store Description wrote:$9 Light your tiki-torch, and offer up a sacrifice of coconuts and surfboards to the Big Kahuna, god of the volcano!
All Gold subscribers have been awarded the "Big Kahuna". free of charge.
In the Pipe
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- Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
- An update to the server-client protocol is the next project in the pipe. It is a relatively limited scope project to allow for better definitions of objects in relation to other objects (E.g. bubbling retort standing on lit tripod burner with variable materials, standing on an Alchemist's table. That kind of stuff). One upside is that it could allow us to add variable materials to tools and equipment. This is necessary for the next project after, namely Object Controlled Objects, which we consider the next major milestone in development.
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UPDATE YOUR CLIENTS!
Enjoy!