Core Keeper - Lunar Update Patch Notes - 0.7.3
[ 2024-01-31 09:55:38 CET ] [ Original post ]
Gameplay:
- Naturally spawned wall and ground tiles of the same type will now drop a shared block object instead when mined/dug up. This new type of block can be placed both as a ground and a wall tile depending on placement. These blocks will replace the natural walls that players have in their inventories but will not affect existing ground tiles that players have already picked up unless they place them out and dig them back up again.
- Workbenches can now also access items from diagonally placed chests when crafting.
- The Seasonal Merchant now has a new seasonal skin and new seasonal items for sale. The skin will revert to its original appearance after the event ends, but the items will remain available.
- Red envelopes can be found dropped on the ground throughout the world. Pick them up and see whats inside! Any envelopes left on the ground after the season ends will disappear and any picked up envelopes will be kept. The envelopes will continuously appear randomly in the world throughout the season.
- Lucky coins. These are used to buy new items from the Seasonal Merchant.
- Items sold by Seasonal Merchant:
- Guardian Beast Statue
- Paper Lantern
- Mystic Knot Tassel
- Wall Paper Lantern
- Cosmetic: Dragon Mask
Graphics
- Visual overhaul of the UI and buttons in the pause menu.
- Updated some armor loot sprites with newer graphics.
- The Core Keeper main menu logo has been updated with a new seasonal appearance.
Audio
- Tweaked volume levels of ambient audio.
Performance
- Ported many common game objects to our in-house sprite rendering solution, including chests, torches, and crafting stations. This results in less stuttering when they load in, as well as better rendering performance.
- Made sweeping changes to the game hierarchy, which describes the relationship between game objects. Most objects now have a much smaller hierarchy, and its structure no longer changes every time a new object appears on screen. Each object type also resides in a dedicated hierarchy, reducing the number of recomputations needed when an object changes position.
- Made several improvements to our conversion system in order to reduce load times. We also no longer create large numbers of object types that never appear in-game. The latter reduces overhead when scheduling jobs, in turn making it more worthwhile to move small work loads to worker threads.
- Tweaked some custom scenes to avoid creating extra game objects that had to be converted separately each time a world was loaded.
- Fixed sudden lag spikes from the memory manager allocating a large number of new objects if the number of objects on screen exceeded the preallocated amount. Objects exceeding the preallocation are now created on-demand.
- Tweaked memory pool sizes to reduce allocation of unused objects. In particular, there are no longer multiple hidden copies of bosses.
- Many particle systems are now pooled separately from other game objects and are only claimed when a game object wants to display the effect. This reduces the number of particle systems kept in memory at any given time.
- The player character displayed in menus such as the in-game inventory and the character selection screen no longer has a large number of unused particle systems.
- Removed several managed memory allocations that caused the garbage collector to run more frequently than necessary.
- Reduced the in-memory size of many of our game objects. In addition to reducing the games memory footprint, this more compact memory layout also makes processing the objects for various tasks more efficient.
- Replaced our custom Translation component with the LocalTransform component introduced in Unity Entities 1.0. This removes the need to copy positional data multiple times each tick.
- Used more efficient constructs from Unity Entities 1.0 when looking up entity components in jobs.
- Rewrote key game systems to use the Burst compiler, which improves their performance and reduces overhead when scheduling worker thread jobs.
- Animator components no longer look up the properties they animate twice when a new object appears on screen.
- Values in the condition effect UI are now cached to avoid updating them from scratch every frame.
Bug Fixes
- Fixed an issue where ranged weapons would hit objects like torches and bushes.
- Fixed correct terms for cooked food in Spanish.
- Fixed a commonly reported bug where baby cattle would never grow up.
- Newly allocated objects no longer run their initialization logic twice.
- Fixed an error in the calculation of the additional damage gained from melee and ranged damage increase stats as well as the Well-Trained Aim and Miners Strength talents.
- Fixed an error in the calculation of the damage value shown in the stats window. Special thanks to Toozy for helping us find this issue!
- Fixed a bug where Slime pets would repeatedly bump into the Hive Mother rather than attack.
- Exiting the game in Azeos battle arena no longer causes the boss to briefly appear while the game fades out.
- Fixed a bug where the Halloween seasonal coins would not behave correctly outside the Halloween season.
- Fixed a bug where crystal water buckets spawned via the creative UI did not place any water when used.
- Fixed a bug where drill sounds would not play after moving away from drills and then moving back to them again.
- Seeds that can be planted on tilled dirt ground can now also be planted on tilled meadow ground.
- Fixed a bug where the Burnzooka would not pierce Meadow Walls.
- Fixed a bug where projectiles that can pierce through walls would sometimes not pierce through painted versions of the same wall.
- Fixed an issue where Sunrice and Lunacorn would sometimes not be fully grown in Crystal Biome areas.
- Fixed an issue where Omoroth could be summoned when the player had too low fishing skill for the Sunken Sea water.
- Fixed an issue where walls would be destroyed with a small delay sometimes, typically happening when destroying walls in two hits.
- Fixed hardcore characters being killed permanently if using the Im stuck option to respawn and then immediately exiting the game.
- Tweaked the collider for the radiation crystal to better reflect their in-game appearance.
Other
- Rich presence for Steam & Discord. Allows players to display their current Core Keeper game activity directly on their Discord and Steam profile.
- Planter Boxes can now be rotated.
- Removed swing anticipation from attacks.
- Added your character's name to chat logs.
Core Keeper
Pugstorm
Fireshine Games
2022-03-08
Indie Casual RPG Singleplayer Multiplayer Coop EA
GameBillet
12.77 /
€
Game News Posts 246
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(31641 reviews)
https://store.steampowered.com/app/1621690 
Core Keeper Linux [287.35 M]
Drawn towards a mysterious relic, you are an explorer who awakens in an ancient cavern of creatures, resources and trinkets. Trapped deep underground will your survival skills be up to the task?
Mine relics and resources to build your base, craft new equipment, survive, and power up the Core. Defeat giant monsters, discover hidden secrets, farm crops, cook new recipes and explore a procedurally generated underground world in a mining sandbox adventure for 1-8 players.
Explore a vast underground cave of endless resources. Mine resources, discover hidden crystals, fossils & trinkets and survive a procedurally generated underground world.
Expand your base from humble beginnings to a vast homestead. Build workbenches and generators to craft new equipment and technology, create your base, and power up your Core.
Customise your explorer and craft new items, armour and equipment to venture further into the cave. Craft a pickaxe to mine walls and resources, build bridges to cross underground lakes, and place torches and bonfires to light up the darkness.
Plant seeds and nurture crops to grow food, or combine ingredients in the cooking pot to discover tasty new recipes with unexpected buffs.
Explore living biomes and fight cavernous creatures in a simulated underground ecosystem. Defeat giant beasts to claim their crystals and continue the adventure.
Survive alone or play online with up to 7 other players. Visit their caverns or invite them into yours, working together to mine resources, fight, farm, craft and survive.
Find massive bosses in an infinite, procedurally generated world with endless gameplay and resources.
Mine relics and resources to build your base, craft new equipment, survive, and power up the Core. Defeat giant monsters, discover hidden secrets, farm crops, cook new recipes and explore a procedurally generated underground world in a mining sandbox adventure for 1-8 players.
Explore a vast underground cave of endless resources. Mine resources, discover hidden crystals, fossils & trinkets and survive a procedurally generated underground world.
Expand your base from humble beginnings to a vast homestead. Build workbenches and generators to craft new equipment and technology, create your base, and power up your Core.
Customise your explorer and craft new items, armour and equipment to venture further into the cave. Craft a pickaxe to mine walls and resources, build bridges to cross underground lakes, and place torches and bonfires to light up the darkness.
Plant seeds and nurture crops to grow food, or combine ingredients in the cooking pot to discover tasty new recipes with unexpected buffs.
Explore living biomes and fight cavernous creatures in a simulated underground ecosystem. Defeat giant beasts to claim their crystals and continue the adventure.
Survive alone or play online with up to 7 other players. Visit their caverns or invite them into yours, working together to mine resources, fight, farm, craft and survive.
Find massive bosses in an infinite, procedurally generated world with endless gameplay and resources.
MINIMAL SETUP
- OS: Linux (Ubuntu 20.04)
- Processor: Intel Core i5-8400 2.8 GHz
- Graphics: Nvidia GTX950
- OS: Linux (Ubuntu 20.04)
- Processor: Intel Core i5-8400 2.8 GHz
- Graphics: Nvidia GTX 1650
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