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Patch 613977f

Archival

Hello Agents!

This is a small patch to address some of the issues players have been seeing with Boss dragon on the City map!

  • Refined Boss Dragons possible interaction points, they should now spend most of their time on the upper floor looking for workers to grab

    [/*]
  • Updated the positioning of some interaction points to prevent cases where NPC's could become stuck when attempting to pathfind to them or on them when attempting to path past them.

    [/*]

Hotfix 57e6a7e7

sales.gatordragongames

  • Updated Unity version to patch recent Unity Exploit.

Hotfix ad7dca2

Archival

Quick hotfix to address the camera issues that the latest updated introduced, thanks to everyone for reporting that one!

  • Changed how the player character is treated when inside a breeding stand NPC to keep them separate from the NPC, this should fix the camera issues that were happening when said NPC was vored.

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  • Updated the boss dragons possible interaction spots on the City map, this should prevent them getting stuck with nothing to do if there are no other NPC's nearby

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  • Replaced one of the breeding stand possums on the city map with a rat

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Update b8afc65

Archival

Hello agents, It's time for another update!

Today we bring some long requested features to the game, a bunch of bug fixes and a music track thats been hidden for quite some time!

Before getting into the changelist we just wanted to give a special thank you to Fiszore who did the groundwork for the main feature of this update over on the Churn Vector SDK! You're wonderful!

With that said, todays main feature is that NPCs can now use breeding stands once they are done with their prey (this includes the player) meaning you can be recumbobulated and continue your mission instead of having to start over if you get caught by them!

You also have some mobility once churned so should you find yourself sitting far away in some empty room its time to roll over to the nearest worker and have them drag you to a recum machine!

Being able to roll around also opens up some interesting traversal options should you want to be deliberately caught...

List of changes:

  • Predator NPC's can now use breeding stands and will actively seek them out once full (Thanks Fiszore!)

    [/*]
  • The player now has the ability to roll themselves around after being left at a breeding stand

    [/*]
  • A long lost audio track has returned and will now play once more should you complete your main objective while unseen

    [/*]
  • Audio reverb zones, NPC groups and some object placements have been improved on the Tower, Station and Warehouse maps

    [/*]
  • The camera has been updated to fix some clipping issue that could occur in tight spaces

    [/*]

List of bug fixes:

  • Recumbobulated characters would have their physics disabled, this now updates on respawn

    [/*]
  • The primary objective completed music is back and now correctly plays when you do so undetected

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  • The dragons on the Tower map no longer have broken orbs between their legs

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  • NPC's now forget the players last location when the player is churned

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  • Breeding stand usability now respects NPC groups, this includes the player

    [/*]

Update 3d3158a3

Archival

Hello agents! Today's update is a bunch of audio enhancements and bug fixes! The games maps should now feel more alive with the addition of many point sounds and updated reverb zones as well as the return of the plapping audio effects! The new audio component is available to mod makers in the SDK to help bring sounds to your maps without impacting performance when a large number of them are used, check out the Wiki on the SDK Github to learn about it! List of changes:
  • Added ambient point sounds to all maps
  • Added plapping and slimy sounds when using a penetrable
  • Fixed some audio stingers not playing consistently or at all
  • Fixed first use of penetrables sometimes not initializing properly
  • Minor fixes to some interactable positions on Tower and Warehouse

Patch 8a6f324b

Archival

Happy 2025 agents!

This update (ontop of a bunch of bugfixes) includes a major change to how jiggle physics works under the hood which should hopefully result in a performance boost for anyone on lower end hardware.
  • Added the finished icon artwork for the Maned Wolf and Muscle Dragon!
  • Fixed issue where occlusion culling caused flickering. Solved by making the camera snap instantly to near obstacles rather than slowly lerp.
  • Fixed issue with NPCs trying to run away and failing to sample the navmesh. This should prevent NPCs from preferring to panic in place.
  • Fixed issue where NPCs might try to open a door that was already opened on Tower due to misplaced navmesh links.
  • Fixed issue where getting tazed on Tower caused a softlock.
  • Vastly improved performance of jiggle physics.
  • Jiggle physics no longer solves if the renderer it represents is occluded or not on-screen.
  • Jiggle physics no longer solves if the renderer is over 20 meters away. It's noticeable, but the performance gain is significant.

Modding Update

  • MODDING: Fixed issue where perfectly valid penetrator data was considered invalid. Making it difficult to create unique penetrators.
  • MODDING: Fixed issue where prefabs with penetrators would get modified during OnValidate, causing Unity errors and warnings.
We've also continued updating the modding documentation in the Churn Vector SDK! All of the pages relevant to importing a custom character are now finished and the map making guide has had its FAQ section expanded on.

Hotfix 3f6828f

Archival

  • Fixed poster materials that were rendering incorrectly in some maps
  • Fixed NPC's clipping into the floor on the tower maps first floor
  • Fixed the console prop, agents shouldn't get stuck in them now
Modding docs also got some TLC on the Churn Vector SDK repository!

Hotfix 9ae07df1

Naelstrof

  • Updated DPG, fixing various issues with penetrator analysis for modded characters.

Patch 188ab9db

Archival

We have a small update for you all agents. This ones not a big content patch but it contains some new stuff and a lot of under the hood changes for better modding support (see the end for details)

Patch Notes

  • Added some new NPC animations for vending machines, computers and other electrical devices
  • Fixed some existing animations not looping
  • Corrected some NPC interaction points being offset from the floor or objects nearby
  • Updated some breeding stations to better position the player
  • Some minor tweaks with NPC starting positions and grouping

Modding changes

Some of this updates changes are about fixing bugs that we found while making and helping others to make mods for CV. While we don't have an exhaustive list, some extra goodies have been added to the SDK and a bunch of problems modders were running into should now be solved. We've also fixed the game itself as this was causing rendering issues with modded maps being loaded under the wrong graphics config. And lastly the modding wiki on github (naelstrof/ChurnVectorSDK/wiki) now contains a complete set of pages on how to make a custom map from start to finish, exactly the way that we made the original set of maps for the base game! If you've ever wanted to get into making maps for unity, these docs cover everything from HDRP fog and lighting to localizing your cutscenes.

Hotfix c6688e38

Naelstrof

  • Fixed issue where penetrators could turn inside out. (Whoops!)

Hotfix ee136835

Naelstrof

  • Penetrators now spawn their jiggle rig at the correct scale, even when armatures have non-neutral scales.
  • (Modding) Foliage no longer requires Blender 4.1 to import.

Hotfix 61e24a03

Naelstrof

  • Fixed mods being built with clashing builtinshaders bundles, preventing them from being loaded properly.
  • Fixed issue with Penetrators that weren't part of the "root" armature. (Fixes the Altea mod).
  • Deleted an invalid audio file, and moved missing prefabs to the SDK. (Fixes some modding errors).

Hotfix 889d3f56

Naelstrof

  • Fixed issue where the Dragon on City would automatically select the player as a usable and perfectly track them.
  • Fixed elevator on tower having overlapping navmeshes.
  • Fixed City being too bright in general.
  • Fixed some idle stations on Tower being misplaced.
  • Fixed button placement on tower upper floors.
  • Fixed SDK missing the glory hole animation assets.

Spring update!

Naelstrof

Hello agents, it's spring time here and what better way to celebrate than with a new update! We've been hard at work on some new content for you to sink your teeth into as well as a bunch of tweaks to how characters see and move within the game world. Happy spring hunting agents! 8d9b39de changes:
  • Added a new map, Tower! (Surely this will be a simple mission, right?)
  • Added a new pred enemy, the Maned Wolf! (Find them within the new map.)
  • Added foliage to some maps. It's spring!
  • Added a new visibility indicator to the HUD.
  • Visibility is now in discrete levels. From 1x to 4x. Sprinting while holding someone gives you max visibility. Having larger balls permanently increases your visibility.
  • There is now a small buffer before NPCs begin to notice you. This prevents the audio/VFX "tickling" that happens when just briefly being visible.
  • Minimum and maximum detection time for NPCs has been drastically shortened. To help overcome the buffer, and to make them more predictable.
  • NPC count has been reduced for most maps because they are now much better at seeing the player
  • Characters now face where they're sprinting rather than where they're looking.
  • Moved the Player's spawn on City, and made the objective more obvious with some lighting.
  • Fixed audio VFX from not spawning due to not being included in the build.
  • Loading a level quickly renders 60 frames of various locations to reduce stutter while playing.
  • Characters now lean into which way they're moving. This negatively affects FPS mode a bit, but overall feels worth it.
  • Jumping no longer temporarily breaks NPC pathfinding.
  • NPCs will now turn left and right while searching for the player.
  • Fixed a few cases where NPCs would get softlocked trying to path to an unreachable area. (Staying at a high alert level.)
  • Fixed issue with splurting inside of objects causing clipping.
  • Fixed a bunch of broken NPC idle/sit stations on most maps
We know that some of you will be disappointed in the NPC count reduction and while we are still figuring out how to maximize the fun, we're hopeful this can be addressed in a future update.

Hotfix 61161dc5

Naelstrof

  • Fixed clothing rip VFX from not appearing in build.
  • Fixed one of the player vore animations from not having any expressions.

Hotfix b4dc0622

Naelstrof

  • Fixed possums not moving and being in the floor.

Patch 146f3d32

Naelstrof

  • Fixed characters not properly getting inflated when they're capable of vore.
  • Added some lighting tools to assist with map development for modders (Found under Tools->ChurnVector).

Patch 99517f52

Naelstrof

  • Fixed shark being inflated by default.

Patch d5045fcb

Naelstrof

  • Fixed instances where characters could rotate when they weren't supposed to.
  • Characters that don't specify a vore container type, or a vore type, will get generic versions assigned.
  • Characters that don't specify any penetrables will get some automatically generated when necessary.
  • Nerfed NPC detection speed by about 15%, as it was still overtuned.

Patch 2e5a24b3

Naelstrof

  • Added a water shader for modded maps.
  • Bulges are no longer configurable, and are automatically configured via math.
  • Removed a vast amount of redundant options for both materials and penetrator inputs for modding.
  • Added some generics for vore types and vore containers. It's not quite ready yet but technically OV is possible with modding now.