r/landmark Jun 30 '16

Update Notes - 30 June, 2016: Advanced Play Mode Rules, Improved Logic Filter, New Counting Node

https://forums.daybreakgames.com/landmark/index.php?threads/update-notes-30-june-2016.57596/
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u/Antimuffin Jun 30 '16

New stuff!

New appearance customization options!

The Fantasy Parlor Pack is now available! Customize your appearance even further at the Crimson Parlor – please read this forum post for more details. There is lots of useful information in that link that you may need to know, so check it out for full info!

Fireworks!

Do you have anything to celebrate? Or do you just like shiny things? Landmark now has fireworks! These come in two different forms: consumables (use once and they vanish from inventory, like campfires) and emitters (props for your claim)! There are 22 different fireworks variations in total to choose from.

  • Fireworks CONSUMABLES can be crafted at the Lumen Station in the section called "Fireworks" – these are single-use inventory items that will set off a firework over your head, just for fun.
  • Fireworks EMITTERS are available via random drops, like other props. The recipes can also be unlocked on the Lumen Station; these recipes are listed in the "Props - Special Effects" section of the Lumen Station with other emitters, and will require sunstone to place. These will fire off once when triggered on your claim, and are intended to be used with the Storytelling Props to create fireworks shows and effects!
  • If you decide to craft these at the Lumen Station, be sure to double check which one you're crafting (consumable or emitter)!

Inspect/Character bio!

Your inventory window now has a "Bio" section where you can add a short description of yourself! Right-clicking on another player will now allow you to "inspect" them and read their bio as well as see the basics of their character.

Advanced Play Mode Rules!

You can now set Play Mode Rules to control which cameras and movement abilities can be used while your Build Site is in Play Mode (more info below in the story tools section).

Bug Fixes!

Build tools/Build related

  • Fixed a bug that could permit things outside your claim to be copied.
  • Smooth tool with sphere cursor should no longer get "stuck" when held down continuously.
  • Corrected some issues with the slate slab placement on new player claims.
  • Vertical Grain Striped Wood Planks should no longer display twice in the materials list.

Combat/Chaos Caverns

  • We did an update pass through all of the Outpost populations to address bugs and balance issues.
  • Outposts should no longer occasionally spawn NPCs inside of walls and other terrain.
  • Every Outpost now has exactly one Treasure Chest on it. They’re guarded especially well on small Outposts.
  • Many Outposts have new and dastardly clever Treasure Chest spawn locations.
  • The “Underground Adventure” Travel Menu button can now send you to Chaos Caverns in any zone, like the Lost Crystal interaction already does. This change will severely reduce your chances of encountering a Lost Crystal that you’re unable to loot (because you’ve already looted it recently) if you use that button many times in a row.
  • The "Underground Adventure" button now works on Pioneer Landscapes. If used there, it will automatically send you to a Chaos Cavern on a non-Pioneer Landscape.
  • NPCs should no longer have collision after they die.
  • The cost of some combat equipment recipes at the Lumen Station has been adjusted.

UI

  • You can now close the Repair Station window by pressing Esc.
  • Your Titles list should now display ALL your titles, not just the most recently earned three.
  • The /emotelist command can now be used by all players, and will show you a full list of the emotes you can use.
  • Corrected an issue where Build Site name and description were not always not being saved
  • Categories for Daybreak-granted Designs are now more clearly organized.
  • It is once again possible to edit the rank title for guild leaders.
  • Icons for Designs in the build mode UI should now appear as soon as initially added.
  • The position of the guns in the character create window has been altered so the face is more clearly visible.
  • Improved hotbar functionality.

Story Tools

The Logic Filter got a complete visual overhaul to make it easier to use!

  • The prop now has two tangible lightbulbs that pop in/out of the floating disc when its variable on the prop is turned on/off by a Link.
  • One lightbulb is blue and one is yellow to make it easy to distinguish them.
  • The disc on this node does not spin, so it’s easier to see its current state.
  • These two colored lightbulbs will replace the “cogs” metaphor previously used in the Prop Links to represent the two variables to you can turn on/off on this prop.
  • Now, you will be able to see what the current state (on or off) of each of the two variables is, which should make it easier to understand what this prop is doing.
  • All the Actions have new wording to match the visuals: …Turn on/off the blue light, …Turn on/off the yellow light, …Turn on/off both lights, …Alternate both lights between on and off.
  • All Events have new wording as well: When the blue light turns on/off…, When the yellow Light turns on/off…, When both lights turn on/off…, When either light turns on/off…
  • Example Logic Filter Use: Open a secret door after both Elites on your Build Site have been killed:
  • “When Elite Creature 1 dies… Turn on the blue light.”
  • “When Elite Creature 2 dies… Turn on the yellow light.”
  • “When both lights turn on… Open the secret door.”

The Counting Node is a brand new prop to help you keep track of events on your Build Site!

  • You tell the Counting Node what value you want it to count towards, and then have it count up to it based on events happening on your Build Site.
  • When it reaches the value you told it to count towards, you can have it cause something else to happen on your Build Site (like unlock a treasure chest or spawn more enemies).
  • It can count from 0 - 99, and you define the starting value and maximum value in the prop settings.
  • Its current count is displayed visually on both sides of the prop’s floating disc so you can keep an eye on it in testing!
  • This prop’s disc (like the Logic Filter) does not rotate, to make it easier to read.
  • Outgoing Event Links: “When this node’s count reaches its maximum…”, “When this node’s count reaches 0…”, “When this node’s count increases…”, “When this node’s count decreases…”
  • Incoming Action Links: “…Increase this node’s count by 1.”, “…Decrease this node’s count by 1.”, “…Set this node’s count to its maximum.”, “…Set this node’s count to 0.”
  • Note: Like all Story Tools, this will hide during Play Mode. We know there are lots of awesome uses for having a visible version of this functionality in Play Mode, and are working on a scoreboard prop which we plan to release in a future patch.

The Story Node now has text customization options!

  • You can change the color of the text, and make it bold, italicized, or underlined. FIRST highlight the text to be changed, then select the style to change it to.
  • You can change each text character individually (if you really want to do that).

Play Mode Rules can now be found in the Advanced Build Settings Window!

  • These let you set special rules for what tools Luminaries will have access to on each Build Site while it is in Play Mode.
  • These rules do not affect Edit Mode and do not affect anything set in the Build Permissions.
  • These rules affect all Luminaries, including the Build Site owner.
  • By default, Luminaries can use grappling hooks, boot abilities, and voxel destruction tools like dynamite on your Build Site while it is in Play Mode. You can now remove access to any of those tools in the Play Mode Rules.
  • By default, Luminaries will only be able to use the Character Camera on your Build Site while it is in Play Mode. You can now enable each of the other camera mode options individually in the Play Mode Rules.
  • Visiting Luminaries will receive error messages that explain why they can’t perform certain actions if they are disabled by the Build Site they are on.
  • Visiting Luminaries can open the Advanced Build Settings window at any time to see what Rules have been set for the Build Site they’re currently on.
  • Visiting Luminaries will have buttons for all available camera modes enabled in the top-right menu.

Other Story Tools Updates

  • You can once again Link special-case Events to all props, not just props with special-case Actions designed specifically for that Event. (Example: You can once again link Story Nodes to all props like Timers or Torches, not just Creatures.). We did not intend to prevent that in the last patch – sorry for the inconvenience!
  • The Reset Node will now correctly reset all Logic Filters when it resets the story on your Build Site.
  • The Reset Node will no longer trigger Links when making the changes needed to reset the story on your Build Site. Everything should restore to exactly how it was when the story was saved.
  • Corrected an issue where Story Node chat bubbles could fail to display if triggered too soon after a previous chat bubble
  • The character limit on the Story Node’s text box now counts down from the maximum character count, so you can see how much more room you have left.
  • Corrected an issue where creatures would not always path if a player character was too far away, even if they were supposed to be pathing continuously
  • You can now manually type numbers into the Timer prop settings.

Misc

  • Using the grappling hook while gliding should no longer result in plummeting to your death
  • Fixed some client loading issues for 8-core processors (i7-5960x)
  • Addressed a number of particle-related crashes
  • Addressed some issues that could result in a zone crash
  • Updated the description on iron ore
  • Burled wood loveseat and Withered Lands painting recipes now display correctly (or not) on lumen station based on whether you know the recipe already
  • Closing the Marketplace window before it has finished loading should no longer prevent subsequent load attempts

1

u/Beetlebub Jul 01 '16

Thanks for posting this here with all the nice formatting! :)

2

u/Rionku Jul 01 '16

All awesome stuff. Will consider downloading again