• Register

Zombasite is a zombie apocalypse action RPG set in a dynamic, evolving, fantasy world for Windows, Mac, and Linux.

Post news Report RSS Zombasite patch 0.931 released

We have released the 0.931 patch for Zombasite. This patch optimizes things much better, adds new renegade types (Inquisitor, Blackguard, Nightblade, etc), adds losing your healthstone as a lose condition (test), and fixes a bunch of other minor issues.

Posted by on

We have released the 0.931 patch for Zombasite. This patch optimizes things much better, adds new renegade types (Inquisitor, Blackguard, Nightblade, etc), adds losing your healthstone as a lose condition (test), and fixes a bunch of other minor issues.

Zombasite

0.931

  • added new renegade types: Death Knight, Pyromancer, Mastermind, Infiltrator, Inquisitor, Executioner, Gladiator, Reaver, Blackguard, DarkTemplar, Reaper, BloodMage, Sorcerer, Summoner, and Nightblade
  • clan healthstones are now destroyable (clan is eliminated if their healthstone is destroyed) - this is a test
  • sped up generateModelGeometry by removing 2 normalize calls (test went from 90.2 to 96.5 fps)
  • sped up Position::convertToLevel some (onle one level look up)
  • sped up getAnimationIndex (less string compares)
  • sped up checkCondition some by changing fairly large if else statement to a switch
  • no longer build ordered menus in hasFullScreenMenu (just use last generated)
  • no longer do show through walls stuff in outside areas (just towns & dungeons)
  • now loop through way less entities on client side for various things
  • now only call processStatusEffects on active actors instead of all actors
  • simplified generateModelGeometry slightly
  • updateTimers now only updates the timers that are currently being used
  • fixed ResourceHandle::operator= quick path not working correctly (should speed some things up a little)
  • made getSpecularTextureHandle return a reference (should be faster)
  • optimized normal/tangent inner loop of generateModelGeometry a little more (test went from 117 to 120 fps)
  • unrolled inner loop of generateModelGeometry a little (test went from 96 to 99 fps)
  • now use texture handles directly instead of getting local version and requiring to add users
  • now only update combat data for active sentients
  • changed an if else chain in generateColors to a switch
  • made sure monster types that can't move can't be assassins or do town attacks
  • fixed Damek's set (Tuidjy)
  • now pets set as aggressive have a 50% greater aggressive range (moggers)
  • now NPCs get experience for spying, identifying, tracking, creating items, and casting buffs (Tuidjy)
  • increased HuntingXpMult from 20.0 to 30.0 (applies to hunts, forages, and capture expeditions) (Tuidjy)
  • now much harder to get NPC happiness above 50, 100, and 150
  • now max value for detail models in ui is 0.5
  • fixed campfires in some forest levels blocking sight
  • made unholy armor critical hit stuff more clear (Tuidjy)
  • rewrote massacre quest text a little so quest makes sense for non-human clans (Throwback)
  • now get message and don't use up materials when you try to purify a max level item (Tuidjy)
  • updated some of the horror spell effects
  • added effects to all monster enhancements
  • if a god is pissed and has taken away a win condition, they also won't let their avatar show up to help
  • fixed Arsonist to Pyromaniac quest transition text
  • added transition text for Anti-Magic Machine quest
  • changed PROTOCOL_VERSION to 49
Zombasite

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: