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People Playground News

1.27 patch 5

[h2]Added[/h2]
  • Better gib physics SFX


[h2]Changed[/h2]
  • Improved dripping SFX


[h2]Fixed[/h2]
[list FhofgehpgherUloevqUnyyjnl]
Minor collision issues
Excalibur issues


1.27 patch 4

Hello :)

[h2]Added[/h2]
  • Excalibur
  • Blood splats on dismemberment
  • Some new dismemberment sounds (new tear sfx and blood dripping sounds)
  • New procedural shatter masks


[h2]Changed[/h2]
  • Increased visible damage on dismember
  • Adhesive coupler no longer sticks to phase-linked objects


[h2]Fixed[/h2]
  • Objects that were previously incorrectly unaffected by time scale or volume settings are now fixed
  • Energy sword boiling effect underwater


[h2]FIRST POST OF 2024![/h2]

People Playground Person Plush from Makeship



We're doing a thing with Makeship for a human plushie. I think they look cute. The campaign launches today (27th) and I hope this means a bunch of you are going to be throwing around ragdolls in real life as well.

[h2]Get them on Makeship here![/h2]



[hr][/hr]

Anyway here's the updates I haven't yet talked about:

[h3]1.27.3 - October 25 2023[/h3]

Changed
  • Lowered pain response when shot
  • Lowered adrenaline persistence
  • Increased chance of loss of consciousness when shot
  • Minor improvements to bleeding particles
Fixed
  • Bleeding particle direction being fucked
  • Selection hover thing when laying wires
Removed
  • Foot collider extension


[h3]1.27.2 - October 23 2023[/h3]

Fixed
  • Minor bug fixes :)


[h3]1.27.1 - October 21 2023[/h3]

Fixed
  • Flamethrower and fire extinguisher recoil being wrong when flipped
  • Explosive radius flashing when spawning explosive

People Playground 1.27



[h2]If you are having issues with your camera, uninstall Cloddymod.[/h2]

1.27 - October 21 2023


[h2]Added[/h2]

  • New map: Reactor A5
  • Decoupler
  • Adhesive Coupler
  • Pointer
  • Counter
  • Office Chair
  • Office Desk
  • Office Computer
  • Office Monitor
  • Naval Mine
  • Chain
  • "Mute" context menu option to the Lagbox, Metronome, Missile Launcher, Timed Gate, and pistons
  • Blunt impact can now emit blood particles
  • Blunt impact have a chance to cut the skin open
  • Sound effects for bullet cracks and whizzes.
  • Grid and angle snap size settings with optional keybinds
  • Bus window can shatter
  • Some ambient sounds in the main menu
  • "Artery sections", where cuts and shots will emit a larger, more focused bloodstream


[h2]Changed[/h2]

  • Bullet holes age more visibly and eventually cause larger bruises
  • Casing ejection particles no longer scale with the weapon
  • Closed suspicious mod rejection loophole
  • Made tempered glass shatter quicker
  • Changed map selection buttons
  • The hand grenade now correctly loses its pin and lever when armed
  • Increased default physics iterations to 32
  • Increased maximum physics iteration count to 256
  • Increased minimum physics iteration count to 8
  • Made it easier to select objects inside other objects by prioritising the smallest object under the cursor
  • Improved fragmentation explosion crushing behaviour
  • Organisms can now fully restore their blood levels on their own
  • Missile Launcher missile will now explode when shot with a sufficiently large round
  • Increased headshot fatality rate
  • Slightly increased bullet knockback force
  • Made sentry turret AI more consistent
  • Doubled the lethality of the landmine
  • Changed water surface explosion SFX
  • Lowered wood bullet impact volume
  • Increased ricochet sfx spread
  • Reduced blood impact mist
  • The flamethrower and fire extinguisher now has slight recoil
  • Updated several item descriptions to color code different types of signals
  • Made detail view explosive killzone a vector image


[h2]Fixed[/h2]

  • Mods occasionally failing to upload
  • Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments
  • Humans could live having all their blood replaced with a tasty beverage
  • Zombies healing wounds
  • Cardiopulmonary bypass machine collision serialisation working incorrectly
  • Attachments detaching when weapon is activated using activator electrode
  • Incorrect servo description
  • Immobility field - sentry turret interaction weirdness
  • Heart rate monitor showing 70 bpm when it shouldn't
  • Broken plate debris not showing up when flipped
  • Some more safety
  • EscapeRichText loophole


[hr][/hr]

I expect a few hour-after patches lmao

Originally posted by Me

I need to remind myself to never
make updates large and infrequent. It's a lot better for everyone involved to make them more frequent and not as large. Ideally focused on a theme or single feature implementation.


... is what I said after 1.26 after which I decided to create the most elaborate map so far. I can't promise anything, but I'll try harder to make updates a little smaller and more frequent. I hope. Thank you for your patience (if you had any).

1.27 preview



Preview 1.27 is now live on the preview branch.
Please report any bugs here and follow the instructions carefully.

Note that this build does not include the activation rewrite.

This is a preview branch. It is a work-in-progress. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.


[h2]Added[/h2]
  • New map: Reactor A5
  • Decoupler
  • Office Chair
  • Office Desk
  • Office Computer
  • Office Monitor
  • Naval Mine
  • Chain
  • "Mute" context menu option to the Lagbox, Metronome, Missile Launcher, and Timed Gate
  • Blunt impact can now emit blood particles
  • Blunt impact have a chance to cut the skin open
  • Sound effects for bullet cracks and whizzes.
  • Grid and angle snap size settings with optional keybinds
  • Bus window can shatter


[h2]Changed[/h2]
  • Casing ejection particles no longer scale with the weapon
  • Closed suspicious mod rejection loophole
  • Made tempered glass shatter quicker
  • Increased default physics iterations to 32
  • Increased maximum physics iteration count to 256
  • Increased minimum physics iteration count to 8
  • Made it easier to select objects inside other objects by prioritising the smallest object under the cursor
  • Improved fragmentation explosion crushing behaviour
  • Organisms can now fully restore their blood levels on their own
  • Missile Launcher missile will now explode when shot with a sufficiently large round
  • Increased headshot fatality rate
  • Slightly increased bullet knockback force
  • Made sentry turret AI more consistent
  • Doubled the lethality of the landmine
  • Changed water surface explosion SFX


[h2]Fixed[/h2]
  • Mods occasionally failing to upload
  • Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments
  • Humans could live having all their blood replaced with a tasty beverage
  • Zombies healing wounds
  • Cardiopulmonary bypass machine collision serialisation working incorrectly
  • Attachments detaching when weapon is activated using activator electrode
  • Incorrect servo description
  • Immobility field - sentry turret interaction weirdness
  • Heartrate monitor showing 70 bpm when it shouldn't
  • Broken plate debris not showing up when flipped
  • EscapeRichText loophole