v2.2.0 changelog - New graphics pipeline for increased average framerate and increased capacity for on-screen game objects.
- Reduced memory allocations for reduction in frame spikes due to garbage collection.
- Added experimental feature: multithreaded rendering, accessible via the graphics options tab.
- UI redesign - increased text size, increased tooltip size, reduced empty space.
- UI redesign - Some text is truncated with an ellipses (...) but the full text can be read by hovering over it.
- UI redesign - space for icons in individual object window now changes based on number of icons. So when there are only 1 or 2 icons, only a single row of space is taken, but for tanks with 15+ icons it now has space for 4 rows so that everything is legible.
- UI redesign - Increased opacity of omni-present in-game buttons.
- Added a setting which makes the object count in the build menu visible at all times.
- Current Prestige value has more momentum and does not rise and fall so drastically. Your average prestige will remain the same but you won't experience the same oscillatory behaviour.
- New guest and staff models, there are now more combinations of guests and staff because glasses and hats have been divided into their own meshes.
- Some staff have had their hair style or color changed.
- Freshwater Frenzy - Breeding survival chance increased by 2% across the board.
- Freshwater Frenzy - Breeding survival chance affected by game difficulty. Easy +2%. Hard and Brutal -2%.
- Freshwater Frenzy - Added a place sound for fry and eggs.
- You can no longer assign LMB, RMB or MMB to hotkeys.
- Added a new tooltip to tell you how key assignment works on the key assignment tab in the options.
- Added a confirmation before starting a new game if one is already in progress.
- 'Browse Workshop' button in Mod Manager now scrolls so it doesn't overlap mods.
- Guests and staff can now be rotated while picked up.
- Reduced size of guest and staff colliders slightly so it is easier to select objects behind them.
- All scrollable menus have scroll speed capped at some value. The value can be edited via gui.data.
- Text for toggles in the build menu are now on one line in all languages.
- Dropdown menus now use full box height.
- Improved readability of downdown menu for podium.
- Added 5120x2160 as official resolution.
- Fixed bug where podium was not included in zone unless the access square was in the zone.
- Fixed bug where scrollable menus would effect each other when overlapping.
- Fixed bug where water in UI would distort text.
- Fixed bug tooltip for items on gift shop shelf window was wrong.
- Fixed bug where contents of Rank Up menu was not scaled correctly on non-1080p height monitors.
- Fixed bug in bounds calculation during load causing root rotations of geometry to be ignored.
- Fixed bug where objects won't make sounds after being picked up and dropped.
- Fixed bug where staff were not making a sound when they initiated feeding.
- Fixed bug where staff were making the sweeping sound when giving a staff talk.
- Fixed bug where staff would do a single frame of their last animation when they were dropped causing a flicker effect.
- Fixed bug where staff doing a fixing task while carrying some fish food would clip with the fish food.
- Fixed bug where top right toggle values were not being reset between games even though the UI made it look like they were.
- Fixed bug where guest thoughts would appear in English at the beginning of some levels, even if the languages was set to something else.
- Fixed bug where you could click a second level button after clicking a first. No effect, but animation would play.
- Fixed bug where if you pressed escape while a dropdown menu was open you could get stuck in the menu and not be able to cancel the dropdown.
- If using 'manual save path.txt' it is ignored if the slash after the drive letter colon is not present.
- Updated to Unity 2019.4.25f1.
- Updated to latest version of Steamworks.net.
- Modding - voCollection is automatically assigned when left blank. It is recommended to leave it blank and the game will assign the most optimal voCollection automatically.
- Modding - added 'unoptimised' icon and tooltip to Mod Manager for mods which have multiple materials in a single mesh. These objects are not assigned a voCollection and continue to run with the (slower) legacy graphics system.
v2.2.2 patch I've just updated the [beta] branch with what is hopefully the final patch before v2.2 comes out of beta.
This patch (v2.2.2) includes some pathfinding optimisations, guest behaviour improvements, fixes a couple of bugs and also include translations for all languages.
Changelog - Fixed bug - if a mod caused an animation error, it would cause the animations of all the following objects to stop working. Now, only the modded object itself will stop working.
- Fixed bug - after selecting and deselecting a paint, all items on people could be picked up with the move tool for a limited time.
- Fixed bug - stopped a harmless "collection modified while iterating error" from occuring.
- Simulation (Freshwater Frenzy) - Changed Electric Eel starting size so that it eats size 3 animals.
- Simulation - starfish eater size ratio changed to 40% (same as fish eater and crustacean eater) for consistency.
- Simulation/optimisation - when attracted to an object, guests will choose a random square within range, rather than always the closest one. This creates a more natural looking behaviour and also makes it more likely for guests to view a tank from interesting locations like the middle of bridges and tunnels, rather than always going to the closest square.
- Optimisation - added a maximum range to the guest pathfinding algorithm equal to the maximum range of the object which is attracting the guest. This saves a significant amount of computation in the case where the pathfind is impossible e.g. glass edges of tanks which are inaccessible. In particular, this change will make Mega Tanks run a lot faster.
- Modding - Mods which contain geometry with no material assigned no longer stop the game from loading and force the player to disable all mods. Instead the geometry is ignored during the load process and a warning is shown in the mod info panel if you are the mod's creator.
- Modding - Added 200 chars to Chinese Atlas for modding purposes.