Update: press Update, then Set up again once. It rebuilds the game code for the shoulder camera's new hook, a few minutes. Your shaders and saves are kept; no shader is translated again.
The Newt hotfix fixes a start-up crash on some AMD graphics, loading screens fast-forwarding, camera aim picking the wrong block and the launcher's Quality preset, and adds an over-the-shoulder camera, AMD FSR 3.1 frame generation, six button icon themes and a Gameplay tab in the game's own Settings.
Highlights
- Fixed the game closing at start with 0xC0000409 on some AMD graphics (#487)
- Fixed loading screens and the boot screen fast-forwarding above 60 fps
- Added an over-the-shoulder camera and AMD FSR 3.1 frame generation
Display
- New Frame generation (AMD FSR 3.1): an extra frame between the game's own, made from the 3D picture only, so the HUD is not touched. Off by default: switch it on in Settings > Display (the launcher offers to download AMD's
amd_fidelityfx_framegeneration_vk.dll), in the game's own Settings, or on the F1 Display page. It takes effect the next time the game starts- The frame-rate counter then reads
FPS 60 | FG 120: the frames the game renders, and the frames on the screen - Needs the render resolution to be Match window, or to have the window's shape. Update only: no shader rebuild
- The frame-rate counter then reads
Gameplay mods
- Every gameplay mod now has its switch in the launcher's Settings > Gameplay, built from the game's own list of mods, so a new mod shows up there by itself
- Search in the crafting screen is now optional: off by default, switch it on in Settings > Gameplay. If you already set it yourself, your choice is kept
- Camera aim has a new Extra reach in blocks setting under it (Off, 1 to 4). Extra reach is now off by default, so abilities and tools use the game's own range; pick a number to reach farther, as 0.10.x did with 2
- Sort each time the bag opens stays under the Sort button, off by default
- Quit Game on the title screen stays on, without a launcher switch (
title_quitin pkp.ini still turns it off)
- Settings: a Gameplay tab in the game's own Settings screen, with the same switches as the launcher's Settings > Gameplay (and how much speed a running jump keeps); a change is saved to
pkp.iniand applies at the next start
Launcher
- Fixed Quality preset in the launcher leaving Shadow quality and Anti-aliasing as they were
- Before: picking High, Ultra or Desktop PC in Settings > Graphics set only the texture settings (and the render resolution and frame limit for the device presets), so the game kept the old shadows and anti-aliasing
- Now: the preset sets them too, as it does in the game: High gives High (2x) shadows and SMAA High, Ultra gives Very High (3x) and SMAA Ultra, Desktop PC gives Very High (3x) and SMAA High; the other presets give the game's own shadows and no anti-aliasing
Game
- Added an over-the-shoulder camera: move the view to the side and up so your character no longer blocks it
- Two distances in blocks in the game's Settings > Gameplay tab: Shoulder camera: side (right is positive, left negative, -2 to 2) and Shoulder camera: height (-1 to 2), saved as
camera_shoulder_side/camera_shoulder_heightinpkp.ini; both are 0 by default, which is the game's own camera. A change takes effect as soon as you leave the Settings screen, no restart. The view stops short of walls and eases back out, and camera aim still hits what the crosshair points at. Needs Set up again once (new game hook)
- Two distances in blocks in the game's Settings > Gameplay tab: Shoulder camera: side (right is positive, left negative, -2 to 2) and Shoulder camera: height (-1 to 2), saved as
- Fixed camera aim's selection jumping between the block you aim at and the way you walk, with Rock Smash, Cut and the other swing tools, when the aimed block went in and out of reach while moving
- Now: without a block in reach the selection stays in front of you in the camera's direction, at the game's own distance
- Camera aim reaches up and down as far as it reaches sideways: a block above or below you under the crosshair is selected within the same range (1 block plus the extra reach), also past the two rows up and one row down the game itself allows
- Fixed camera aim sometimes selecting a block next to the one under the crosshair, at some camera angles and heights
- Before: for a block right next to you the game still picked the cell one straight step ahead, so a block diagonal to you (or at an angle that rounded the other way) wasn't the one selected
- Now: the selection is the block the crosshair's ray hits, next to you or farther with extra reach
- Fixed the game closing at start ("pkp.exe exited with code -1073740791 (0xC0000409)") on some AMD graphics (#487)
- Before: every compute shader asked the driver to run 32 wide, even one with a workgroup too big for that on AMD; Vulkan doesn't allow the request then, and AMD's driver could close the game while preparing it
- Now: a compute shader whose workgroup doesn't fit at 32 wide runs at the driver's own width; the others still run 32 wide
- Fixed the boot screen and some loading screens fast-forwarding above 60 fps
- Before: while the game loaded, the frame limit was dropped, so the loading animations ran as fast as the PC could draw (300 fps or more on a fast PC) and the game's 60 fps hold for loading and events was skipped
- Now: loading screens keep the frame limit and the 60 fps hold, so they play at normal speed. A world load takes under a second longer. To bring the old behaviour back, turn on Fast loading screens in the launcher (Settings > Game > Experimental), or set
[display] unpaced_loading = 1inpkp.ini
- Added six Button Icons themes: Nintendo Switch, Nintendo Switch 2, Wii U, Steam Frame, Valve Index and Touch, and the Steam Deck theme now uses real Steam Deck art
- Before: the prompts could show the game's own icons, Xbox, PlayStation, Steam Controller, Steam Deck (the Steam Controller's art with Xbox View and Menu symbols) or keyboard and mouse
- Now: pick any of them in the game's Settings (Button Icons), on the F1 Controller tab, in the launcher's Controls tab or with
[prompts] styleincontrols.ini(switch1,switch2,wiiu,steamframe,index,touch). All are the white Kenney icons and follow your button remapping. Steam Deck shows the Deck's own L1/R1, L4/L5/R4/R5 back buttons and trackpads. Valve Index shows A, B, the triggers and the trackpad (its left stick stands for the d-pad); Touch shows gestures (tap, two-finger tap, swipes, pinch) - Also: the launcher's Controls tab (under Button icons) and the F1 Controller tab now show a preview of the chosen theme: each Switch button with the icon it gets. F1 follows your current remapping and key bindings; the launcher shows the default ones
- Still not: Automatic never picks the new themes on its own (a Switch pad still shows the game's own icons); buttons a controller doesn't have keep the game's icon