## What changed
- **Fox** — now stays closer to its territory and more accurately calculates territory boundaries
- **Fox spawn** — no longer appears at the very start of the day
- **Weeds** — will not begin growing near the ship, but can spread to it from their original location
- **Creature pathfinding** — fixed creatures not moving toward players when visible in closed elevators or when players stood on certain ledges
- **Head-mounted camera** — fixed displaying black void instead of sky when outdoors
- **Head-bobbing** — disabled while running and jumping
- **Sprint mechanic** — changed to toggle instead of hold-to-sprint
- **Vain Shrouds** — reduced spawn frequency, but guaranteed to grow weeds on current moon if player repeatedly disconnects without reaching orbit
- **Creature spawning** — now waits for the predetermined spawn order to complete before spawning additional creatures when deaths create space
- **Old Birds** — can no longer spawn without warning
- **Ship landing/departure** — improved visuals and audio
## Balance
- **Fox** — buffed territorial behavior accuracy
- **Vain Shrouds** — nerfed rarity with exploit prevention
## Bug Fixes
- **Fox spawn timing** — removed early-day spawns
- **Creature AI** — fixed pathfinding failures in elevators and on ledges
- **Head-mounted camera** — fixed sky rendering
- **Old Birds** — prevented spontaneous spawning
## Overall
Lethal Company improved creature AI reliability, fixed camera and spawn issues, and adjusted fox and Vain Shroud behavior while refining ship animations.
The fox is now more afraid to leave its territory and more accurately determines the size of its territory.
The fox cannot spawn at the very beginning of the day.
Weeds will never begin growing nearby the ship, though they can spread to the ship from the place where they started.
Also fixed some creatures not moving towards the player even when they could be seen in the closed elevator and were still technically in chase. This may also fix cases where creatures did not move towards players if they were standing on certain ledges.
Fixed the head-mounted camera not displaying the sky and instead just a black void outdoors.
Disable head-bobbing when running and jumping
Enable toggle-to-sprint.
The Vain Shrouds are more rare than before. However, the weeds will always begin growing on the current moon if you repeatedly "savescum" by disconnecting while not in orbit.
When creatures die, which would normally open up space for different creatures to spawn early, it now waits until the determined spawn order has been finished to begin spawning extra creatures.
Also made it so the Old Birds cannot spawn from thin air.
The visuals and audio of landing the ship and leaving in the ship have been improved and embellished.
## What changed
### New Content
- **March exterior** — completely reworked
- **Three new creatures** — added to forest moons (two can spawn elsewhere)
- **Kidnapper Fox** — readded to the game
- **Sigurd log "Work"** — new audio log added
- **Three new factory interior rooms/halls** — added to increase variety
- **Mineshaft interior** — redesigned with more cave pockets along the main network, limited generation distance from entrance for more interconnected layout
- **Utility slot** — new inventory slot for non-scrap shop items
### Balance Changes
- **Forest Keepers** — crouching, standing still, or walking is now more effective at avoiding detection at distance; they cannot see you past a certain far distance
- **Coilhead collision** — increased distance at which they disable collision when stopping on top of a player, preventing them from pushing players through walls
- **Night vision range** — slightly lowered to increase danger without light sources
- **Drowning time** — increased by about one second
- **Monitor camera framerate** — lowered indoors to reduce performance costs
- **Camera head-mounted** — turned around and draw distance increased
- **Forest Keepers and Old Birds** — can now break bridges when walking on them
- **Old Birds** — players can now stand on them while moving; scrap can be placed on their heads
- **Player collision** — running into employees shoves them aside; mutual running collisions occur; crouching or carrying heavy scrap makes you harder to push
### Bug Fixes
- **Memory allocations** — reduced frequent heavy allocations across the game to eliminate lag spikes
- **Creature AI memory** — optimized to share pools when appropriate
- **Paycheck UI** — fixed scroll
Completely reworked March's exterior
Added three new creatures native to the three forest moons (though two of them can be found elsewhere).
Added a new Sigurd log: "Work"
Switched to a version of the game's main shader that renders in a single rendering pass (more performant) and allows the usage of foliage and better terrain. (This could not have been done quite as well without help from members of the modding community, so thank you very much.)
Readded the Kidnapper Fox
Added proper foliage to the forest moons.
Reduced frequent, heavy memory allocations in many areas across the game to reduce lag spikes
Optimized memory usage regarding all creature AI so that they share the same pool of memory when appropriate
Added functionality to creature AI and settings for creature AI to prevent land creatures from walking deep underwater when outside.
Fixed the paycheck UI not scrolling properly through all the sold scrap.
Fixed the player's hand and fingers not quite matching the lever of the ship when pulling the lever to land.
Added a proper, satisfying animation and sound for the player pushing the lever to leave the moon.
Added a visual animation for the main entrance door to the interior of all moons and overhauled the sound effects for it. Animations can be seen from inside and outside when another player is entering or leaving.
Fixed interactions where creatures could collide with and damage players from outside the mineshaft elevator while it was closed and the player was inside (or vice-versa)
Fixed creatures setting their destination unnecessarily, which would cause them to stop and 'jitter' on very large maps (mostly just Titan).
Turned the head-mounted camera around and increased its draw distance.
Cameras on the monitors indoors now display at a lower framerate to save costs on performance.
The interiors now have basic distance culling to save on performance especially in large interiors; only rooms near you are rendered.
Old Birds can now break bridges when walking on them as well as Forest Keepers.
Lights indoors now have basic "indirect" lighting. This can be toggled off in the settings.
Added a setting to decrease the game's pixel resolution, which should save GPU performance significantly if needed. This is also fun.
Added accessibility options:
Fixed company advertisements displaying an inverted sale percentage for a shop item (that is on a sale) for clients vs host.
Fixed desync between when the "collected ___" hologram would display for different players; now they only display when players drop their scrap in the ship, not all at once when entering.
Increased time it takes to drown by about a second.
Baboon hawks dropping scrap will now properly drop it on the cruiser
Players dropping their items as a result of death, etc. will now properly drop it on the cruiser and mineshaft elevator (and other moving objects.)
Old Birds can now be stood on while moving, and scrap can be placed on their heads.
Added three new rooms/halls to the factory interior type.
When loading while landing the ship, the game loads the interior asynchronously, meaning that instead of a single lag spike, there is a longer but more pleasing loading sequence in which you can mostly use voice chat like normal.
Fixed Hygrodere not properly morphing to accomodate the environment
Fixed Hygrodere not changing size based on variables
Fixed Hygrodere camping the main entrance when it would follow a player to the main entrance.
Added the utility slot, which can only be used for (most) non-scrap, shop-purchased items.
Running into your fellow employees will shove them aside; if both employees are running at each other, they will both collide. Crouching or carrying heavy scrap makes you harder to get around.
Fixed cases where spray paint, etc. would not work when facing up while someone is watching you on the map monitor.
Added a diversity meter to some moons which limits the amount of unique species that can spawn in a single day, to keep from overwhelming new players especially. This is to prepare for adding more creatures.
Fixed the game's randomness so that creatures will always spawn in the same order on Challenge Moons.
The game now detects if your client is running a mod loader and uses this to indicate to other players browsing the server list. This does not mean that mods are officially supported or recommended, but I understand the value they add to the game for many players.
Fixed Tulip Snakes causing lag spikes for the host player when they would walk the interior.
Indoor creature spawn curves, which are based on the time of day, now round up as well as down when determining the number of creatures to spawn, meaning that the creature spawn curve defined for each moon is represented more accurately. Spawn levels have all been adjusted down slightly by the same amount to compensate. (This might require rebalancing or I may revert it.)
Slightly lowered night vision range to make the dark more dangerous without a light source
Increased the distance at which Coilheads will not enable their collision if they stop while ontop of a player, to prevent Coilheads from pushing players through walls
Fixed cases where Forest Keepers could be "charged up" by almost seeing one player and then use that charge on another player, causing it to immediately see the other player.
Crouching or standing still or just walking is now more effective on Forest Keepers when at a distance, and past a certain, far distance they cannot see you at all.
Starting a new file now sets a random seed initially, instead of always defaulting to zero, which means the furniture on sale will always be different on the first quota.
Optimized creature search algorithms to perform better and more quickly, making creatures slightly less dumb and slow on large maps (specifically Titan) where creatures have to calculate longer paths.
Mineshaft interior now has more pockets of caves along with the main cave network, which should make it easier to find scrap. It also limits the generation to a certain distance from the entrance, making the interior more bendy and interconnected.
Scrap can now spawn at the end of normal hallways in the factory interior.