Update:08-07-24: Difference between revisions

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(Created page with "Welcome back to a small quality of life update based on feedback which we have received over the past few months. These changes show our commitment to listening to feedback while providing a customisable design for systems when a player's preferences differ from our default implementation. Please continue to provide feedback on these systems and others. Our next update will contain new systems and changes to try and and encourage playing with friends. == Change Log ==...")
 
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Welcome back to a small quality of life update based on feedback which we have received over the past few months. These changes show our commitment to listening to feedback while providing a customisable design for systems when a player's preferences differ from our default implementation. Please continue to provide feedback on these systems and others. Our next update will contain new systems and changes to try and and encourage playing with friends.  
Welcome back to a small quality of life update based on feedback which we have received over the past few months. These changes show our commitment to listening to feedback while providing a customisable design for systems when a player's preferences differ from our default implementation. Please continue to provide feedback on these systems and others. Our next update will contain new systems and changes to try and and encourage playing with friends.  
For all changes and additions in our last minor update please [[Update:27-06-24|look here]].


== Change Log ==
== Change Log ==


* Added Map Density setting
* Added Map Density setting (Requires game restart after closing settings window)
** Default - Our recommended density of the map removing multiple paths and road types. This is our curated view which is heavily managed and is close to what you have seen in the latest update.
** Default - Our recommended density of the map removing multiple paths and road types. This is our curated view which is heavily managed and is close to what you have seen in the latest update.
** Low Density - Implements multiple service roads and tracks
** Low Density - Implements multiple service roads and tracks

Latest revision as of 14:50, 8 July 2024

Welcome back to a small quality of life update based on feedback which we have received over the past few months. These changes show our commitment to listening to feedback while providing a customisable design for systems when a player's preferences differ from our default implementation. Please continue to provide feedback on these systems and others. Our next update will contain new systems and changes to try and and encourage playing with friends.

For all changes and additions in our last minor update please look here.

Change Log

  • Added Map Density setting (Requires game restart after closing settings window)
    • Default - Our recommended density of the map removing multiple paths and road types. This is our curated view which is heavily managed and is close to what you have seen in the latest update.
    • Low Density - Implements multiple service roads and tracks
    • Medium Density - Implements multiple paths and cycle paths
    • High Density - Implements multiple footways
  • Added Vibration Mode setting for entities
    • Default - Vibrates on all entity spawns
    • Near Only - Vibrates on all entities which are close to the player
    • Far Only - Vibrates on all entities which are out of range of the player
    • None - Entity spawns do not cause the device to vibrate
  • Removed old item bubble pop-up in Woodcutting and Mining encounters.