This hotfix primarily focuses on resolving critical lighting issues, gameplay bugs, and the biggest performance bottlenecks. Alongside these fixes, we've adjusted the underground lighting and introduced a new heavy-duty flashlight to help you navigate.
Soon we will be rolling out the first phase of gameplay changes for Orchard Port. While the area is still not quite where we want it to be, it’s getting closer. Our goal for this location is to allow players to freely explore the environment, master the basics of crafting, and discover multiple different paths to reach their *objective*.
Features
added a heavy-duty flashlight
darker atmosphere underground
performance optimizations
added weapons and loot to few places
disabled access to the Hydromechanicum caves (empty, unfinished location)
minor adjustment to Orchard Port gameplay and pathing
Fixes
fixed auto-exposure on Intel GPUs (extremely bright screen)
fixed multiple different cases of broken lighting
fixed ocean rendering issues (blinking squares)
fixed an ocean rendering issue while looking down during swimming
fixed the character walking on the ocean floor instead of swimming in some cases
fixed ocean caustics effects rendering above the water line
fixed the disappearing car in Hydromechanicum
fixed disappearing parts of sewers and caves at low LOD settings
fixed places in Hydromechanicum and the Lighthouse where the player could get stuck
fixed the armory note highlight
fixed the lava visuals near Rosegate Port
fixed crane pickup glitches
the miniature COG is now pickable
fixed lights and particles remaining in place when the drillship leaves
fixed terrain holes and clipping