Game Updates/Graphics

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 ◄  Game Updates

List of general graphics updates.


Game Development

  • Gongalong! (2026-05-27) >"Reworked the crafting input selector a bit. Input slots are now highlighted in red if they lack input. You can hover over an input slot to highlight the item currently selected for it. You can left-click an input slot to get a cursor with which you can point at the input you would like to use for the slot. Noticed that e.g. alchemy recipes were quite unwieldy to craft."
  • Onion Marker (2026-04-02) >"Scaled animal animations normspeed settings should scale with them. TL;DR, e.g. walking animations should look better on scaled versions of animals, e.g. calves/cows."
  • Onion Marker (2026-04-02) >"Added the ability for (your, client local) map marker flags to also be displayed as in-world objects, by checking a box in their map gui. You can also now place the map markers in the normal game viewport. Felt this could be useful e.g. when planning base layouts and such. The placement mode could improve. Currently using a version of the land survey flag."
  • Onion Marker (2026-04-02) >"Fixed the bug by which, if carrying a sled or corcacle on the "Shoulders" equipment slot, capes would spazz out a bit. The fix is a general fix for the problem that certain animations have not combine with certain other animations, e.g. chopping wood while on a horse."
  • Onion Marker (2026-04-02) >"Fixed the bug by which animation sound and FX tracks would be split off to leg animations only, causing you to e.g. not play butchering sounds when butchering an animal while sitting on a horse (since that uses another leg animation/pose). We now have support for splitting them explicitly to particular groups, or, by default, including them in all animation split groups."
  • Polar Crocus (2026-02-11) >"Character now plays the lighting animation when lighting "Kiln"s and "Tar Kiln"s. "Tar Kiln"s will tell you how full they are if inspected."
  • Polar Crocus (2026-02-11) >""Tidepool"s should now appear visually on the lowest point under them where they are standing. Noticed a couple of mildly floating ones. Hope they don't bleed too badly into the ground in places, and that it looks better. Report your mileage, and other objects with same problem."
  • Polar Crocus (2026-02-11) >"Land Surveys now indicate their area with the same li'l construction-site ropes used for buildings under construction. Do note that they may/will pop a bit when you approach them if larger than client render distance. Will hopefully fix later."
  • Polar Crocus (2026-02-11) >"Hopefully improved the readability of the default client's quality overlay for items, by adding a black, semi-transparent, background, and using a more saturated color."
  • Polar Crocus (2026-02-11) >"The Construction Object sign should now be properly hidden when inspecting building previews, so as to not obscure the preview. Reported somewhere around here."
  • Narwhal Study (2026-01-22) >"Redrew icons for "Travel Weariness", "Oyster", and "Opened Oyster" in 4x resolution. Redrew the icon for "Realm Management" in 4x resolution, and also use a variant of that icon for the buff recieved upon entering a Realm."
  • Narwhal Study (2026-01-22) >"Added object icons to "Rat's Chest", "Giant Cheese" and "Giant Spool", all from the Rat Dungeon, can now be placed in object stashes with a GUI e.g. Knarr/Wagon."
  • Grammophone Crane (2026-01-14) >"Player Characters should now attempt to face fires when crafting over them. The vicious exploit party of (appearing to be) cooking meat over open stockpiles confirmed for over."
  • Tansy Ridge (2024-11-30) >"Added variable materials to "Chest". This may be performance controversial, but I felt compelled for the mad ÆSTETHICS."
  • Tansy Ridge (2024-11-30) >"Added some visual light and sound on the "Smelter", building. The fire sound only plays if the hatch is open. Cute, huh?"
  • Tansy Ridge (2024-11-30) >"Added a visual lining to the top of ridges to make them apparent when approached from the "behind" side. May need some more art:ing, but on the whole I didn't hate the new look, and it serves a practical purpose."
  • Swinish Alchemy (2024-11-24) >"Added light sources and/or polished up Casting Molds, Stack Furnace, Alchemy Table/Tripod Burner, Crucible and Firebrands. Also added some fire/pumping bellows sound."
  • Swinish Alchemy (2024-11-24) >"Snakes now lean visually with the ground they are on, which should make them look slightly better when crawling up a hillside."
  • Leaning Tooltip (2024-11-16) >"Redrew "Wall Shelf", "Frying Pan", "Retort", "Mortar & Pestle", "Alchemy" and "Clothes & Equipment" icons in 4x resolution."
  • Leaning Tooltip (2024-11-16) >"Added/extended support for allowing items held on the cursor to affect the character model, thus, when holding "Branding Irons" or "Firebrands" on the cursor, the character will now visually appear to hold those. Likewise, holding a "Torch" or "Lantern" on your cursor will make those visually appear, or remain, equipped on the player model."
  • Color Wheel (2024-05-27) >"Redrew several icons, primarily under the "Workstations & Utilities" submenu, in 4x resolution, thereby completing the redrawing of the entire "Build" submenu. Yay!"
  • Pickling Brine (2024-03-15) >"Redrew several icons, primarily under the "Production & Processing" and "Siege Equipment" build submenus, in 4x resolution."
  • Pickling Brine (2024-03-15) >"Minimap icons for most animals now reflect their being alive or dead, and display and notification settings can be configured for either such state of being. (Requires an up-to-date client.)"
  • Pickling Brine (2024-03-15) >"The status of toggles are reflected in their icons, both in the action menu and if put on the hotbelt. (Requires an up-to-date client.)"
  • Bullfinch Falls (2023-11-14) >"Added an effect to flowing/leaning water tiles, aka waterfalls. Note that this is a pretty WIP effect, but one that we felt pretty hyped about nonetheless. Do note that you need to update your client to see the effect."

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