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Ahoy Wasters! Mr. Podunkian here with a quick patch.
I wasn't planning on pushing this update up, but it's come to my attention that a change in the Unity's underlying UI systems was causing the inventory to spam the output file with error messages every time it was closed, which could cause it to balloon up in filesize pretty quickly, and in some cases, could crash the game outright after awhile (Thanks to Richard Huang for the tip!). Since game crashes are pretty gnarly, especially for permadeath games, I've decided to fast-track this update and to push it in its current state.
That also means that this update also includes an experimental new feature I'd been quietly working on for awhile -- signs. Yes, at long last, a feature nobody really asked for! Certain rooms in the Cooler will now have signs to guide you towards the floor exit, as well as any major points of interest (for instance, the cafeteria that occasionally pops up in the Dorms areas). Originally, this was going to be pushed as part of a larger content update, including new room layouts, but considering the potential severity of the UI bug I mentioned before, I've decided to just push the game out as is, signs and all. Signs!
Thanks again to Richard Huang for his help in tracking down the bug, and apologies for any problems this bug might've caused you all!
- Arthur "Mr. Podunkian" Lee
Changelog for build 982:
Hey Wasters! Mr. Podunkian with a brank spankety spanking new update, if you can believe it!
I've really, really been wanting to do a huge content update on the game with new weapons, buffs, and room layouts, but between other projects I'm being paid actual cash money (the real kind, not the buttwipe variety) to not ignore, I haven't been able to sit down and really dig in.
With that said, I wanted to give back the community something a little bit more substantial than the normal bug-fix build, so I decided to hunker down and just slam out a bunch of highly-requested Quality of Life improvements to the game.
Probably the biggest of these changes is a new New Game+ feature, which lets you take your character and start the campaign over from the beginning.
While putting NG+ together, I also had an idea for an easy-to-implement, optional harder difficulty mode, which can only be accessed in New Game+. It doesn't make the game that much harder, but it should at least mix up the encounters you've gotten so used to this past year.
Lastly, I've been making a concerted effort to improve game performance as much as I can. Unity engine being what it is, the game will never be as performant as games on higher end engines, but dang if I'm not giving it my all! In addition to adding some optimizations to the AI routines -- allowing them to be throttled when enemies are a little further away, I've also decided to bake in the lighting for some of the more static scenes (i.e. the Ony Express interior), meaning shadows and stuff won't have to be calculated in realtime. This has only been done in a few of the scenes so far, but I'm planning on giving each of the areas a major optimization pass. Hopefully this'll be able to curb some of the complaints I've gotten about game performance.
So that's it! Thanks for sticking with me all this time, I know it's been a long time since I last updated you guys. I'll be trying to push towards a content update in the near future, but in the meantime, enjoy these other new features and let me know what kinda stuff you want to see in the WASTED discussion boards!
- Arthur "Mr. Podunkian" Lee
Changelog for build 968:
“So adorable, I could just shoot you in the bad place”
“It has that roguelike and dungeon-crawling charm that I'm quite fond of”
“So drunk with humor that it's impossible not to enjoy”
Den of Geek
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