Game updates

This list contains all game updates as published on the official forums since the alpha release. Undocumented changes are listed, under each update, in a section titled "notes". This section will only appear as needed.


 * → See also:'' Planned features

16 September 2014
Build Number: 0.6.5

Another day another update. Finally coming out of the stone age… maybe we will be less a caveman simulation now *cough*. It’s our first step to advancing an age in TUG with crafting and a few additional bits, along with an adorable, and also very annoying little surprise.

Art

 * Bronze weapons and tools
 * Surprise!
 * Metallurgy set with a Furnace, Bellows, Sandcast Mold, and Stone Anvil
 * New Ores that can be combined to make bronze
 * Updated textures to the predator

Design

 * Ores set up to generate from certain rock materials
 * Material drops from terrain and trees adjusted to match new block digging sizes
 * Updates to the predator behavior, it now fears campfires and hunts other critters
 * New recipes added for all bronze tools and new tables (Bellows, Sandcast Mold & Stone Anvil)
 * Existing tables also received new recipes in line with the new age of tools
 * Repair and deconstructing recipes added for bronze tools
 * Rock heads for crude tools have a chance of dropping from terrain materials

Code

 * You can now dig/place voxel blocks in two different sizes. You can now place/dig a 2x2x2 cube. The 1 voxel cube size can still be used. Holding down the Shift key + scrolling with the mouse scroll wheel will shift between the sizes.

Eternus API

 * Modders now have the ability to register and create their own slash commands. RegisterSlashCommand(“command”, “functionToCall”). Arguments are passed over as a table. See Survival:TargetInfoCommand function for an example!
 * New function on game objects NKIsInWorld, a simple query to find out if a given object is in the world or not.

Known Issues

 * Proving Grounds has been temporarily disabled.
 * Multiplayer has been temporarily disabled while we revamp that whole system.
 * Fruits have durability bars
 * When a fruit is held in your hand, the voxel cube outline for a tool appears.
 * Thrown (not dropped) spears stuck in the world aren’t saving properly
 * Critters don’t save their positions between game sessions
 * Critters love to get stuck on the terrain and other objects.
 * The location to harvest Critter bodies tend to be slightly lower near their feet. When looking at the correct spot, the menu pop up will appear.
 * Can place items (right click or Q) through voxels if you are too close to the voxel.
 * When (right-click) placing a Vine Fence, it places inside of the player.
 * The game can crash on exit.
 * Sometimes when resuming the game, the same sounds will play
 * Weapon/Tools placed in the environment return to full durability between game sessions
 * The shovel’s animation is not playing correctly. The shovel can still be used to dig.
 * When digging voxels, sometimes their collision will remain there.
 * Curved (partial-voxel) surfaces cannot be destroyed at certain angles.
 * Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.
 * 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.
 * The sprint key (Left Shift) cannot be rebound.
 * Can’t bind the Mouse 4 and Mouse 5 buttons

28 August 2014
Build Number: 0.6.4

Greetings!

Patch Alpha 0.6.4 is here, and now you finally have something to run and hide from, in game. Something that isn’t so bright, but it’s a start. We have a few really neat systems that have come online and its another step towards this big tech demo, actually becoming a game. As per usual, lots of borked stuff, so your feedback is ALWAYS needed to help us squash dem bugs. New terrain gen is just trailing behind and will make it into an update VERY soon. As mentioned in a previous post, we are going to open up a second branch of ALL the things we work on, as we work on them, so content will be more frequently shown on that “InDev” branch. Play this branch at your own risk, its possible to splode… but its at the risk of seeing all the pretty new terrain and content on almost a weekly basis before it gets pushed to the main branch. As usual, send all complaints to @BrennanPriest42, Why No multiplayer, bro, harass@camfergusondfw and all compliments and virtual high fives to me, @inoritewtf and follow all our stuffs, in general @nerdkingdom

Art

 * Powdered apothecary reagents
 * Saber Cat predator
 * Hollowed Pumpkin Shell
 * Pumpkin Cauldron
 * Gourd Shell
 * Gourd Flask
 * Multiple potions can be created using the Gourd Flask
 * General animation tweaks

Design

 * Added labels to all objects
 * Objects now have a durability and deliver differing durability damages per tool
 * The flat rock at the campfire can be used to grind ingredients into powders and used in potion recipes
 * Apothecary system now available with 5 different potion recipes
 * Tools can be broken down to reclaim resources
 * Wild alchemy tables allow for basic conversion of some resources
 * Eating fruit produces seeds; seeds can also still be created at the workbench
 * Adjusted the drop rates for trees and rocks
 * Drops from harvesting objects stack and report back the number of items in a stack

Code

 * Enabled tool tips for inventory items, can be toggled on/off from the options menu
 * Integrated CEGUI; Reimplemented the main menu using CEGUI
 * Implemented fall damage for controllers
 * Crafting and recipe system has been revamped for more control
 * More game data and logic has been moved into Lua
 * Restructured game data directories for easier mod support
 * Added basic mod support and selection through a text file under /configs
 * Minor Optimizations
 * Increased stability significantly
 * Improved jump sequence
 * Tweaked the logic behind spear throwing
 * Integrate Lua Debugger
 * Implement Debug Console for Mod Development
 * Fixed and expanded the Input menu
 * Disabled particle-based clouds by default. They were causing too many rendering issues.

Known Issues

 * Proving Grounds has been temporarily disabled.
 * Multiplayer has been temporarily disabled while we revamp that whole system.
 * Fruits have durability bars
 * Some fruit bearing plants are over-producing fruit and not properly despawning “old” fruit
 * Spears stuck (and not dropped) in the world aren’t saving properly
 * Cats and Goats love to get stuck on the terrain and other objects.
 * The location to harvest Cat and Goat bodies tend to be slightly lower near their feet
 * Can place items (right click or Q) through voxels if you are too close to the voxel.
 * When (right-click) placing a Vine Fence, it places inside of the player.
 * The game can crash on exit.
 * Weapon/Tools placed in the environment return to full durability between game sessions
 * When digging voxels, sometimes their collision will remain there.
 * Curved (partial-voxel) surfaces cannot be destroyed at certain angles.
 * Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.
 * 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.
 * The sprint key (Left Shift) cannot be rebound.
 * Can’t bind the Mouse 4 and Mouse 5 buttons
 * The main menu has some placeholder text
 * Sometimes when resuming the game, the death sound will play
 * Cats and Goats don’t save

15 July 2014
Build Number: 0.6.3

A message from Ino:

Hey guys,

We are getting pretty close to being able to call this thing an actual game, so this update is kinda a big deal. Lots of new systems have been put into the engine, which means more stuff to do in Survival, but more importantly, more stuff to mod. Unfortunately with this update we also had to put the kibosh on the Proving Grounds; it would have held everything up so we decided to put it under construction for now. But fret not, we will get it back and running as soon as we’ve had a chance to kick it and scream at it to get it working (as is typical of effective problem solving).

We still have a lot of stuff to do and another big update coming in very soon, so keep up to date with what’s going on and maybe subscribe to our YouTube channel for WIP videos each week. Please also do keep in mind that bugs and performance issues should be expected and we really need you guys to let us know as it comes up. It’s a huge help to us and we really rely on you guys to inform us of what to improve on.

If you like what we have been doing so far, please consider sharing our project with your friends on the interwebs. Any support we get goes right back into development and helps keep us indie.

As usual, if you guys have any questions comments or concerns, feel free to yell at me @inoritewtf or our official twitter @nerdkingdom.

Xoxo. Peter - ino - Salinas

Art

 * New resources added: Raw Beef, Cooked Beef, Animal Hide, Animal Intestines


 * The goat has been added as a prey Critter


 * Leaf Sack added as a decor item


 * Crude Bed added to the game


 * Crude Workbench added to the game


 * Growing trees and vines added to the game


 * Updated Grass textures


 * Added Tilled Dirt texture


 * Added Chopped Wood object


 * Added Stacked Wood & Wood Plank objects


 * Added Cobblestone & Gravel objects


 * Added Cobblestone, Carved Stone, Chopped Wood, Clay Blocks, Thatch & Wood Log textures


 * Crude Shovel, Crude Hoe, Crude Knife objects added to the game


 * Vine Fence added to game


 * Texture adjustments made to Rocks, Crude Axe, Crude Hammer


 * Texture adjustments made to Crude Shovel, Crude Hoe


 * Reoriented and rendered several weapon and tool icons for better recognition


 * Fixed alpha channel bleeding that caused some trees to render with large seams


 * Added UI icon to distinguish game objects that can be placed as voxels


 * Fixed misaligned alphas on bamboo trees

Design

 * Variations in recipes have been simplified to one type per recipe to fix some crafting issues


 * Resource drops have also been adjusted to match the recipe variation change


 * Farming added to the game. Certain fruit produce seeds when harvested that allow the growing of trees and vines


 * Growable objects set to obey rules of distance to other objects and amount of sunlight in an area


 * New tools added to the recipe list, Crude Knife, Crude Hoe, Crude Shovel


 * Prey AI added to the game; the goat


 * Hunting added to the game


 * New tables & table specific recipes added to the game; Fire Pit & Crude Workbench


 * Spears are now throwable in Survival Mode; T key toggles between melee and throwing modes


 * Stacking added to object inventory amounts in the player’s backpack


 * Cooking added to the game


 * Recipes cleaned up after resource variation changes and new recipes added for all new items as well as resource conversion and item recovery recipes


 * Vine Fence object placement refined so where the cursor is pointing, next object will be placed out from cursor and in the direction of the player


 * Crude Bed mechanic added to game; using the bed (with a right click) saves the player’s spawn position and causes time to pass in the world


 * Hunger levels adjusted to work with renewable food system

Code

 * In Survival Mode, the “Z” key enters placement mode which allows for full rotation of objects when placing them.


 * Rudimentary pathing added for Critters


 * Hunger system added for Critters; system used to control and adjust AI behavior


 * Critter spawn system added to game


 * Critter death and loot drop system added to game


 * Critter alert/graze AI


 * Controllable Growth system added to game; trees & plants can use the grower script to grow over script controlled times as well as produce fruit and decay


 * Throwing system added for specific objects


 * Some objects can now pierce other objects when thrown


 * New animation pipeline in place to accommodate for looping animations


 * Fixed alpha channel shadow bug causing some objects to not render proper shadows


 * Model Viewer added(Currently 64-bit only)


 * Fixed numerous stablility issues


 * More functionality added to Modding API (See scripts in content folder for examples)


 * Cleaner Main Menu UI/UX


 * Numerous logic bugs fixed


 * Fixed sound not playing on breaking objects


 * Fixed sound not playing on breaking terrain


 * Fixed sounds not playing correctly on foot steps


 * Improved sound buffer logic


 * Improvements to the save system to account for objects having child objects

Known Issues

 * Current saves will no longer be valid


 * Proving Grounds has been temporarily disabled


 * Creative Mode server (and multiplayer) have known instabilities while we investigate improvements to networking


 * Some objects when placed inside of (or clipping into) the terrain can cause them to fall through the ground


 * Placing a torch pressed right up against a wall will an error pop up (which is recoverable), and the torch will be lost


 * Tools do not take durability damage from terrain interaction


 * Tool resource drops overlap


 * Tools overlap in functionality


 * Spears will stick if any portion of it hits


 * Mouse button 3-4 can’t be bound to actions


 * Fire Pit will light whenever a saved game is reloaded or if a player leaves a biome and returns


 * Using stacked objects in recipes can sometimes not allow the recipe to be crafted


 * Placing very large objects close to yourself can cause you to fall through the world


 * If you die in Survival Mode, the item in your hand does not drop


 * In Survival, Hunger, health, and stamina levels restore to full between game sessions


 * The shovel can only be picked up at the stone tip/head portion


 * Mushrooms and Crystals are displaying the wrong texture


 * Sometimes changes to a world do not load properly. Reloading the map should load the changes.


 * Stacked objects that are dropped using “Q” do not have a visual representation of the number of stacked items in the stack


 * Placing the Vine Fence using the right mouse button can sometimes cause the object to get stuck inside the player


 * Sprint cannot be currently remapped

5 June 2014
Build Number: 0.6.2

A Message from Ino

Hey guys… its finally here… we did it… kinda? Our first phase of the persistent, “traditional” survival is FINALLY in place. I am gonna go ahead and put a HUGE emphasis on first phase. We still have some bugs to work out, lots of recipes to add, some animations to tune and generally speaking, lots of stuff that needs to be refined. But the great news is, now that its here and you guys can mess about with it, we can iterate on it. Disclaimer, though, while Survival is active, multiplayer for Survival is not. We have a lot of work to do restructuring the networking stuff and follow up with a few system, but its on its way. Our arena type ish game, Proving Grounds, is still active if you wanna jump on a server with a few buddies and womp some faces, but for now refining the proving grounds will sit on a back burner a short while longer while we clean up networking and give some sweet sweet love… attention *cough* to Survival Mode in TUG. We still have some pretty big stuff on the way, like more modding functionality and new sparkly terrain gen and manipulation tools. So be sure to keep up to date and follow us on the twitters @Nerdkingdom. And if you are into what we are doing, or like what we are about, or want to help feed starving indies; tell your friends, share our work and maybe share some love, because why not? And also, ANY bugs you run across, PLEASE share them with us here (TUG Support Forums), its nearly the entire reason we are on early access, to get your help to make this game all kinds of not suck. And make no mistake, there will be bugs. If you have any general nerdrage or need some inspirational words or bits of life changing advice, feel free to follow me @inoritewtf. Disclaimer: advice… not so great.

xoxo ino

Please be sure to keep up with us on our development on our Trello Dev Board. You can read up on different aspects of development and other topics of interest on our blog.

Old save games will no longer work!

Art

 * Red Root, Paddlesnip, Pakroot & Iceroot added to generation and set up with resources


 * Resources set up for the small and large mushrooms


 * Small sapling version of the fruit tree added to generation


 * Small bud and shoot version of the gourd vine and the berry bushes added to generation


 * New texture resources for building materials


 * Ponsai tree added to generation


 * Model representation for voxel blocks added for each terrain type


 * Models for fruit seed resources added


 * Crystal shard models added to represent each of the crystal resources

Design

 * New refined voxel blocks for cobblestone, thatch & leaf patches


 * Survival Mode now active in the main menu; it is currently only a single player mode


 * New biome generation added specifically for Survival Mode


 * Jungle biome added


 * Swamplands biome added


 * Resource spawn rates and objects adjusted for the rock pebbles, the flint spear head and the knapped rock blade


 * The amount of time for a seed to become hungry has been extended to 3 in-game days for Survival Mode


 * The duration of stamina has been extended in Survival Mode


 * Crafting stumps and boulders added back into generation

Code

 * Renewable fruit added to fruit producing trees, including the apple, orange, cherry, coconut & apple.


 * [Physics] Fixed an issue that would prevent the physical world from following the player.


 * [Physics] Fixed a stability issue with rapid terrain manipulation.


 * Fixed shadow alpha-transparency.


 * Fixed in-view culling issues.


 * Fixed additive particle “black-hole” issue.


 * Fixed bug where water existed.

Known Issues

 * If you starve and die in Survival Mode, tools will no longer work. So go eat some food to not die, but reloading the save should also resolve the issue.


 * Old save games will no longer function; the game will still attempt to load them but stall at 0 percent.


 * In Proving Grounds, the hit animation is not playing correctly


 * The default inventory button key will not close the inventory.


 * When a resource/object first appears it takes a second or so to load in


 * When your inventory slots are full, additional stackable items aren’t being added into any available stacks


 * Proving Grounds games don’t end correctly if new players join an in-progress game and stay in the lobby or spectate. Game will end if these players disconnect (and reconnect after the game ends)


 * Mouse button 3-4 can’t be bound to actions


 * Game can crash if USB headphones are plugged in while TUG is running


 * Saved World list doesn’t update properly after a world has been loaded/created


 * 32 bit and 64 bit clients cannot play with each other


 * Sprint cannot be currently remapped


 * Certain world generations have terrifyingly high/deep columns of ground types which can also cause large performance hits


 * Some special characters do not display properly when entered into chat


 * 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed


 * The staff cane attack animation isn’t synchronized to the actual hit and sound


 * When starting a game as a spectator you will be stuck as a spectator for the next game unless you exit the client and restart


 * When breaking down world resources spawned items can become stuck together and misbehave


 * Physics GPS is based from the camera’s position in the world - not the character


 * When cells are being generated there is a small chance that Physics will run out of triangles for that cell’s collision shape and cause a crash


 * Double jumping to get into fly mode is too sensitive / misses input


 * Player mass to world object masses has not been balanced. Many objects move like “styrofoam” giving the character an unhealthy amount of “Wrecking Ball” syndrome

09 November 2013
Build Number: 0.4.2063

Several new objects added to the game and biome generation


 * Maple trees
 * Winter maple tree
 * Several shades of aspens
 * Several variations of fruit tree
 * Several varieties of mushroom
 * Several variations of crystals
 * Bamboo trees
 * Fallen logs
 * Wooden stump
 * Vine resource
 * Several types of wisps
 * Apples, oranges, cherries, berries
 * Updates to the bush plants
 * Updates to trees across all biomes
 * Crude pick
 * Crude hammer
 * Crude axe
 * Shell scoop
 * Club
 * Updates to the textures and models for the gourd, gourd vines & boulders
 * Crafting table versions for the rock, altar & stump
 * Updating cave generation and object placements
 * Biome specific lighting adjustments for day and night have been added across all biome generation
 * Updated clouds and universal sky settings
 * Added new biome The Valley, occurs between the mountains and snowcaps biomes.

Animation
Animation updates for first person and third person animations of running, walking & placing objects.Animations can now layer together. For example, running and placing/removing can now play at the same time.

Crafting
Recipes for some of the crude items have been added into the game along with the basic crafting system. Crafting requires a table plus the resource objects necessary to create a craft. Once all resources for the craft are placed on the appropriate table, pressing "G" will then activate the craft and produce a result.

Scripting
We have started migrating some basic functionality over to our scripting engine. The most interesting one is we are now doing all of the logic for remove and place block over to lua. The functions that are called exist in terrain.lua

Physics
Some objects start with physics enabled. Placing these objects will automatically cause them to react with other objects and the environment.Pressing "Y" while holding an object, throws the object. Pressing "P", toggles physics to be activated. All objects have a mass and friction to them and will react accordingly to these values. The controls for placing items has also changed. To toggle between placing or not you will need to press "TAB."

Networking & Third Person Camera
Networking is functional, but largely untested at the moment. On many games, physics is simulated by the server and the clients are told what to do, but we don't have the luxury of the server running physics because it would have to have the whole world loaded and simulated, which will be a bit much. We are going to work on some way to sync client simulations. If you want to host a server you will need to forward the ports 6600 for TPC and 6601 for UDP. In preparation for networking, we have enabled a third person camera angle to test animation and other issues with the Seedling. To toggle third person camera mode, press "Ctrl+3".

Items in Player Hands
A handful of items can now be held in the players hands. Along with these tools/weapons being held, when you are holding a specific tool it can only destroy certaintypes of terrain. This is the beginning phases of basic gameplay with terrain interaction.

Known Issues:

 * Menu items are sorted in order than by grouping of type causing it to be out of order.
 * Occasionally the game will crash during generation.
 * Some players may experience not being able to see other playing during a multiplayer session
 * Only one multiplayer session will work per game run. If you connect to a session then try to connect to another server you will crash.

25 September 2013
Build Number: 0.3.1659

Art Changes

 * Added aspen trees with normal maps and color variations
 * Added joshua trees
 * Added normal map support for objects sharing UV space
 * Fixed texture seams on various objects
 * Changed rock texture
 * New palmtree textures
 * Added shadows and shadow opacity to pine tree, aspen tree, joshua trees, snowy pine tree
 * Updates to rock height to fix issues with biomes

Engine/Code Changes

 * Added "shadow intensity" to control how dark shadows from directional lights are
 * Removed constant shadow brightening
 * Darkened night time, changed moon light color, adjusted daylight ambient light
 * Good texture filtering is now used on the first two shadow cascades
 * Added support for animated model bone attachments
 * Emitter and attractor attachment to bones
 * Added conservative ConstantBuffer updating
 * Shadow optimizations
 * Rendering optimizations
 * Fixed view distance so it doesn't clip
 * Added some new texture samplers
 * Updated shader switched menu textures to bilinear filtering
 * Fixed an issue where particles weren't defaulting some values properly
 * Added settings for particles to tint textures per particle type. Currently there are two values for this, one adds to the color value of the particle and one multiplies it
 * Added particle sprite sheeting. Modified some stuff in renderer to allow point sampling in shaders to work -properly
 * Small fix for when data is mismatched in the particles.txt file
 * Small tweak to the way color values are read from the particle system's particle.txt value for color tinting
 * Altered speed for placing and removing
 * Desynced animation from actual place/remove events (it was too slow when bound to the animation)

Biome Changes

 * Adjusted terrain generation in the Mountains biome, added more snowy pine trees, the new aspen and adjusted the texture arrangements
 * New biome, Hidden Valley, occurs in between Mountain ranges, this is similar to some real world occurrences of a green belts found in countries like Switzerland
 * Aspen trees added to the Piney Woods biome
 * Rolling Hills biome now has dried up river and pond beds
 * Generation and texture changes for the Trenches biome, also added aspen trees
 * New generation for the Deep Forest biome, more rolling hills and texture updates
 * New generation for the Plains biome, larger patches of wheat and oats
 * New biome, Red Cliffs, added to facilitate blending into Bedrock biome, new cave structure generation added
 * Updates to the Bedrock biome, new Joshua trees added and height generation updated

11 September 2013
Build Number: 0.3.1549


 * Updates to the workbench and anvil objects
 * Snowy pine tree added to the mountains biome
 * Adding in first round of character animations, Idle, Walk, Run, Pick Up & Place
 * Updated shadow handling for objects

29 August 2013

 * New flower objects added, daises and daffodils
 * New tall grass object added
 * Updated terrain textures
 * New mesa biome added, generates past the current desert biome
 * New cactus added to mesa biome
 * Wood posts added for creating fences or other elements
 * Improvement to torch FX
 * Added environmental destruction FX
 * Improved textures on several existing objects
 * New shadow filtering. (No more blocky edges on shadows)
 * Particle lighting
 * Particles are now fogged
 * Adjusted and updated inventory icons
 * Anything placed on the hot bar is now saved as well
 * New object tools added to the menu

08 August 2013

 * Fix for sharing worlds created in 32-bit and 64-bit. Unfortunately this means old save files will no longer work.
 * Art pass on terrain
 * Added Normal maps
 * New particle effects for digging
 * Many particle system improvements and controls
 * Particle limits option in the Video settings
 * UI Hotbar now has pages (Shift-Up/Down Arrow to change)
 * Fixed multiple UI related bugs
 * Fixed a major crash with the Win32 version.
 * Various performance improvements
 * New world objects
 * New Loading bar
 * New Inventory background
 * New Hot Bar textures

27 July 2013

 * Fixed the crash when the game is minimized
 * Clamped the brightness when multiple light sources are near each other
 * FOV is now in the user_config.txt and adjustable through the console
 * Placement and removal key delay altered
 * Improved the search box functionality of the inventory
 * Clamped world name and seed input boxes text length
 * Fixed particle displacement during player movement
 * Fixed some issues where particles would detach from their objects
 * Fixed the crosshair turning off after falling long distances or moving too fast and beating generation
 * Updated default keybinds
 * Updated materials for underground generation
 * Fixed a crash when a biome has no caves
 * Cracks in the tunnels are fixed!
 * First pass of the new hotbar
 * For mods, you are no longer required to copy the entire Assets folder; the game will first check the working directory for any files, then fall back to the Assets folder. So if you change gameobjects.txt for example, you only need MyMod/Data/gameobjects.txt as your mod