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Latest Hotfix OUT NOW on PC, XBOX & PS5

Writer: CM Greg
CM Greg
22 hours ago
3 min read

Updated: 10 minutes ago

Ver.1.3.0 | Build#46261 | 1.3.9 | 1.003.009


We have just sent out a hotfix across all platforms. Here is what's included:


ADDED:

  • Dynamic Combat Difficulty

    • Added foundations for the Dynamic Combat Difficulty system.

    • The game can now evaluate combat difficulty more dynamically, including new combat skill rating logic and combat-related evaluation systems.

  • Technical Support

    • Added additional internal logging for vitals issue tracking.


CHANGED:

  • Performance and Optimization

    • Improved placement performance by reducing excessive overlap checks while moving or placing objects.

    • Optimized Garden interiors, catwalks and central location areas.

    • Optimized Infected Garden content.

    • Optimized Workshop content.

    • Optimized Overgrown Lift content.

    • Optimized Overgrown Ruins (biome 2) content.

    • Optimized Wind Farm content.

    • Optimized New Nature content (biome 3) buildings, fallen leaf and Waterlily landing leaf.

    • Optimized support pillars, ruins, containers, garden elements, crane elements, lift elements and Power Generator areas through draw-distance adjustments.

    • Reduced texture sizes on selected assets.

    • Reduced material complexity by sharing normal maps, using flatter normals where appropriate and replacing duplicated materials or meshes.

    • Improved several meshes and materials so they use fewer draw calls.

    • Converted scaffolding meshes into instances to improve rendering efficiency.

    • Fixed major FPS drops when moving or placing selected objects, including the Mossy Table, Mossy Double Shelf and Festive Dioramas.

    • Fixed the placing ghost performing too many overlap checks in a single tick.

    • Fixed planter and sprinkler Actor Placing Tool HUD repeatedly checking placement overlaps more often than necessary.

  • Radar and Quest Flow

    • Changed radar guidance so quest-related locations can be found more reliably even before the exact location has been generated.

    • Fixed Power Generator location progression in Overgrown and New Nature biomes so it no longer incorrectly progresses a side quest intended for the Silent City biome.

  • Locations and Visuals

    • Covered up an unattractive vine near the hypothermia flower in the first Underdust area.

    • Adjusted draw distances across ruins, support pillars, containers, garden elements and other world objects.

    • Improved visible meshes in the Overgrown Lift and Workshop areas.

  • UI / Settings

    • Improved settings navigation by fixing wrap navigation across all settings views.

    • Each settings view now uses its own scroll box for clearer navigation.

    • Removed a misplaced difficulty option from Gameplay Settings.

  • Assets and Items

    • Updated Freezer and Fishing Rod textures.

    • Updated textures for Automatic Deck Extractor, and Mine assets.

    • Removed distance fields from selected items where they were not needed.

    • Simplified collision for selected pipe assets.

  • Stability

    • Changed how Object Infos and Item Descriptions are loaded to avoid asset registry-related crashes.


FIXED:

  • Save / Load

    • Fixed Crustpede spawners not saving their state correctly.

  • Co-op

    • Fixed a co-op issue where the Weather Device’s weather selection screen showed only “Note” for clients.

    • Fixed a Colossal Lifeform Swimming location (biome 1) issue where clients had no passage.

  • Radar and Progression

    • Fixed an issue where the player could not unlock/discover the Luciferin-related location on the radar.

    • Fixed storms still appearing when Storm Frequency was set to “None” in Custom Difficulty.

  • Items and Progression

    • Fixed Memory Cards granting crafting recipes for ship modules directly instead of requiring players to obtain them from laptops.

  • Locations and Collision

    • Fixed a missing passage in the Colossal Lifeform Swimming location (biome 1) for clients.

    • Fixed a wall blocking the entrance of the UD2 location.

    • Fixed the player being unable to reach Luciferin flowers location in the Overgrown Ruins (biome 2).

  • Visuals and Materials

    • Fixed material issues on Wild Habitat landing Leaves.


KNOWN ISSUES:

  • Sometimes the vital bars, such as Hunger, Thirst, and Energy, stop decreasing. We're currently investigating this issue, but it only seems to occur under very specific and difficult-to-reproduce circumstances, making it challenging to identify the root cause. If you encounter this bug, we'd greatly appreciate it if you could send your game logs to support@farfromhome.games. Reports submitted through the in-game F6 reporting tool, on this occasion, haven't provided enough information for us to reliably reproduce the issue, so game logs are our best chance of tracking down the cause. The file path for logs: C:\Users\Admin\AppData\Local\ProjectZeppelin\Saved\Logs 

  • Night is Coming quest sometimes triggers when loading a game with a fully completed main quest line

  • Side Quests can sometimes appear at two Radio Towers

  • Sprinklers are not watering all the Garden Pots under the Sprinkler

  • Sometimes, using a ladder in co-op might turn players sideways


Thats all for today, thank you for all of your reports and feedback so far.

Team FFH

 
 
 

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