Sir, You Are Being Hunted - Mr Rossignol
Welcome to the December update! And here's a video:

<iframe width="600" height="360" src="/www.youtube.com/embed/7FT1qI3LGSs" frameborder="0" allowfullscreen></iframe>


IMPORTANT NOTES:
* This update will break your saves. Also, savegames now version controlled. The game won't try to load incompatible saves (this does not mean every new update will break saves, but will stop the game just hanging IF the save is incompatible).

Changes

Axe impact logic totally reworked. Much easier to land a hit now.
- NEW – Alarm Clock timer now settable with Right Mouse (default key).
- NEW – Volume slider for overall game volume added.
- NEW – Controller support for player control. Menus/Inventory still require mouse.
- Scanner now creates noise AI can hear when turned on. You have been warned...
- NEW – Pheasants. Can be shot and cooked. Startle easily.
- NEW – Rabbits. Can be shot and cooked. Or just cuddled.*
- NEW – AI 'State' indicators. Can be toggled on/off in Game Options. Show the current behavioural state of an AI. - This will be anathema to many, but we urge you to try them for a while if only to give us feedback. NOTE: "Used Indicators" will be logged on your stats even if you only have them on for a second.
- Increased despawn timer to 500 seconds. You now have lots of time to find those bodies...
- Reworked Cooking fire spawning. Fires may appear in slightly different positions than you are used to now.
- New lootable items added to certain locations where previously there were none.
- Axe Impact now creates noise AI can hear.
- Pub origin lowered. No more huge step up into pub (was a trip hazard for the inebriated).
- NEW – Wild mushroom gathering. Mushrooms now spawn and respawn periodically in certain locations on the ground.
- NEW – Blunderbuss. New equippable item.
- NEW – Poacher NPC.
- Changed spawn logic for scarecrows to prevent them dropping on top of telepieces.
- NEW – Professions. You can now select a Profession at the start of a new world. This defines your starting equipment and will be logged on your stats screen.
- NEW – Added more infographic tooltip thingers.
- Tweaked some loot distribution values.
- Broken Shotgun/Blunderbus now labelled 'Junk' not 'Dubious'.
- Some AI-hearable volumes for a number of items tweaked (bottles made a bit louder, etc).
- Sundry tweaks to the “release schedule” for AI, bot state variables.
- Reworked LOS scanning for more reliable cover detection in wooded areas.


Fixes

- Fixed potential crash issue on Linux
- Text for a number of books de-typoed.
- Slag heaps in Industrial given foundations
- 'Network Adapter/Hamachi bug' fixed
- Can now use “Interact” key on a trap you are caught in to access pliers (previously had to open inventory with - “Inventory” key while looking at trap...
- Fixed several issues with dog-pinning event. Can no longer kill dogs with axe while pinned, being pinned with a window open no longer breaks...
- Fixed issue where bots fighting could shoot ravens off camera, throwing errors.
- Fixed issue where LODed AI were trying to access deactivated objects.
- Fixed issue with Trombone loot failing to spawn.
- Fixed an issue where Bog Monster took forever to depsawn...
- Fixed issue where Scarecrow loot not being saved could prevent a saved game from loading.
- Fixed issue where dying did not always drop the camera to the ground.
- LODing added to various elements that had non. Deployables, mushrooms, ragdolls etc...
- Fixed serious issue with some object not blocking pathing grid during generation.
- Fixed issue where bots could spawn inside chapels.
- Fixed issue where bots could go off pathing grid and into water.
- Fixed issue where scarecrows could tele-follow you into water.
- Fixed issue where traps and other deployables could fall through bridges.
- Clamped impact camera wobble to prevent crazy swinging when taking massive damage.
- Fixed pixel lines on several textures (barbed wire, menus etc).
Sir, You Are Being Hunted - Mr Rossignol
Welcome to the December update! And here's a video:

<iframe width="600" height="360" src="/www.youtube.com/embed/7FT1qI3LGSs" frameborder="0" allowfullscreen></iframe>


IMPORTANT NOTES:
* This update will break your saves. Also, savegames now version controlled. The game won't try to load incompatible saves (this does not mean every new update will break saves, but will stop the game just hanging IF the save is incompatible).

Changes

Axe impact logic totally reworked. Much easier to land a hit now.
- NEW – Alarm Clock timer now settable with Right Mouse (default key).
- NEW – Volume slider for overall game volume added.
- NEW – Controller support for player control. Menus/Inventory still require mouse.
- Scanner now creates noise AI can hear when turned on. You have been warned...
- NEW – Pheasants. Can be shot and cooked. Startle easily.
- NEW – Rabbits. Can be shot and cooked. Or just cuddled.*
- NEW – AI 'State' indicators. Can be toggled on/off in Game Options. Show the current behavioural state of an AI. - This will be anathema to many, but we urge you to try them for a while if only to give us feedback. NOTE: "Used Indicators" will be logged on your stats even if you only have them on for a second.
- Increased despawn timer to 500 seconds. You now have lots of time to find those bodies...
- Reworked Cooking fire spawning. Fires may appear in slightly different positions than you are used to now.
- New lootable items added to certain locations where previously there were none.
- Axe Impact now creates noise AI can hear.
- Pub origin lowered. No more huge step up into pub (was a trip hazard for the inebriated).
- NEW – Wild mushroom gathering. Mushrooms now spawn and respawn periodically in certain locations on the ground.
- NEW – Blunderbuss. New equippable item.
- NEW – Poacher NPC.
- Changed spawn logic for scarecrows to prevent them dropping on top of telepieces.
- NEW – Professions. You can now select a Profession at the start of a new world. This defines your starting equipment and will be logged on your stats screen.
- NEW – Added more infographic tooltip thingers.
- Tweaked some loot distribution values.
- Broken Shotgun/Blunderbus now labelled 'Junk' not 'Dubious'.
- Some AI-hearable volumes for a number of items tweaked (bottles made a bit louder, etc).
- Sundry tweaks to the “release schedule” for AI, bot state variables.
- Reworked LOS scanning for more reliable cover detection in wooded areas.


Fixes

- Fixed potential crash issue on Linux
- Text for a number of books de-typoed.
- Slag heaps in Industrial given foundations
- 'Network Adapter/Hamachi bug' fixed
- Can now use “Interact” key on a trap you are caught in to access pliers (previously had to open inventory with - “Inventory” key while looking at trap...
- Fixed several issues with dog-pinning event. Can no longer kill dogs with axe while pinned, being pinned with a window open no longer breaks...
- Fixed issue where bots fighting could shoot ravens off camera, throwing errors.
- Fixed issue where LODed AI were trying to access deactivated objects.
- Fixed issue with Trombone loot failing to spawn.
- Fixed an issue where Bog Monster took forever to depsawn...
- Fixed issue where Scarecrow loot not being saved could prevent a saved game from loading.
- Fixed issue where dying did not always drop the camera to the ground.
- LODing added to various elements that had non. Deployables, mushrooms, ragdolls etc...
- Fixed serious issue with some object not blocking pathing grid during generation.
- Fixed issue where bots could spawn inside chapels.
- Fixed issue where bots could go off pathing grid and into water.
- Fixed issue where scarecrows could tele-follow you into water.
- Fixed issue where traps and other deployables could fall through bridges.
- Clamped impact camera wobble to prevent crazy swinging when taking massive damage.
- Fixed pixel lines on several textures (barbed wire, menus etc).
Sir, You Are Being Hunted - Mr Rossignol
Hello folks,

You'll notice another minor update patching in at the moment. This fixes the ammo stack bug, and also changes some code to address the "Loading Regions" bug. If you still get this after the update then please, we need your logs over on the forum: http://www.big-robot.com/forum/forumdisplay.php?5-ALPHA-FEEDBACK-The-No-Longer-Secret-Early-Access-Forum

And this is how to find your logs on various OS: http://www.big-robot.com/forum/showthread.php?871-Where-to-Find-Your-Debug-Logs

It'll be a few weeks before another major content update, but it's going to be a big one. Stay tuned!

-BR
Sir, You Are Being Hunted - Mr Rossignol
Hello folks,

You'll notice another minor update patching in at the moment. This fixes the ammo stack bug, and also changes some code to address the "Loading Regions" bug. If you still get this after the update then please, we need your logs over on the forum: http://www.big-robot.com/forum/forumdisplay.php?5-ALPHA-FEEDBACK-The-No-Longer-Secret-Early-Access-Forum

And this is how to find your logs on various OS: http://www.big-robot.com/forum/showthread.php?871-Where-to-Find-Your-Debug-Logs

It'll be a few weeks before another major content update, but it's going to be a big one. Stay tuned!

-BR
Sir, You Are Being Hunted - Mr Rossignol
Hey Everyone!

Just a quick patch today to fix some of the issues listed below. The most important of these is that we fixed a crash bug on Linux and OSX systems. If you were having trouble with the game please try again now!

Cheers.

Hotfix changlelog 0.6.4586 "Pumpkin+"

Changes

* Randomised starting Biome set
* Guns now reload fully, rather than simply loading whatever was in the ammo clip (which may have only had 1 round left). Will now take additional round from other clips if available.
* Slight loot tweak to pubs.
* Bog creature attack intervals tweaked


Fixes

* Fixed loading crashes on some Linux and OSX systems
* Scarecrow Lootbox now take only (could deposit loot in his disappearing corpse!)
* Maps now no longer maintain old makers between worlds
* Jetties now have fewer ramps (attempt to fix vert limit which causes invisible jetties on some machines)
* Tiny magenta log removed from back gardens...
Sir, You Are Being Hunted - Mr Rossignol
Hey Everyone!

Just a quick patch today to fix some of the issues listed below. The most important of these is that we fixed a crash bug on Linux and OSX systems. If you were having trouble with the game please try again now!

Cheers.

Hotfix changlelog 0.6.4586 "Pumpkin+"

Changes

* Randomised starting Biome set
* Guns now reload fully, rather than simply loading whatever was in the ammo clip (which may have only had 1 round left). Will now take additional round from other clips if available.
* Slight loot tweak to pubs.
* Bog creature attack intervals tweaked


Fixes

* Fixed loading crashes on some Linux and OSX systems
* Scarecrow Lootbox now take only (could deposit loot in his disappearing corpse!)
* Maps now no longer maintain old makers between worlds
* Jetties now have fewer ramps (attempt to fix vert limit which causes invisible jetties on some machines)
* Tiny magenta log removed from back gardens...
Sir, You Are Being Hunted - Mr Rossignol
IMPORTANT NOTES:
* This update will break your saves.
* The option for 32-bit version on x64 Windows is now on right click context in your Steam client.

Hello.

Another big content update this month! This phase is all about adding in loads of cool new stuff, so we hope you're enjoying it. Pumpkin contains an entire new environment, and two NPCs. As ever, though, we want feedback.

We're up to our sixth release already, and we need you guys now more than ever. Test the new stuff. Talk to us on the forums. We really need your help to get all the new content from these last couple of updates properly integrated and balanced.

The changelog is below and is clearly somewhat shorter than last months epic, but that's largely due to the sheer effort involved in producing the main highlights this month, namely: two new enemy types and a whole new biome to play in. There were, of course, myriad bugs associated with adding these features that were squashed but don't appear on this list...

But that's not all we've done! Veterans may find the switcheroo we've performed with Inventory and Loot window positions a bit of a shock, but it's definitely a better layout. We've noticed a lot of people on Youtube (and at the Eurogamer Expo, yeah we crammed a huge, four-day game show in this month too...) assumed the window on the left is the Loot they've just accessed, and the window on the right their inventory. Probably because Westerners tend to read left to right. So we've switched 'em. Once you get used to the switch it's much better, for slotting equipment if nothing else!

Other than that the loot tables have once again had a total reworking. Loot is now much more in keeping with pre-Haggis levels. If your first experience of the game was last month's “Dead Haggis” update you'll probably find food and good loot seem terribly rare by comparison, but it's much closer to the balance we want. Hoard those bandages, stockpile that food...

Finally there are the usual clutch of bugfixes and tweaks to explore, so get stuck in and get posting!

<iframe width="640" height="480" src="/www.youtube.com/embed/009PYdZjr4A" frameborder="0" allowfullscreen></iframe>



CHANGES

* NEW – Balloon spotlight can now be shot out. Repairs after X time.

* NEW - Industrial Biome

* NEW – Scarecrow enemy type

* NEW – Bog Creature enemy type

* Inventory/Loot window positions reversed.

* Scanner Range increased

* Loot tables reworked

* NEW – Loot items now have additional tooltip info. Items now colour-coded for quick reference.
* Deployable/Throwable items no longer appended with nonsensical “with x rounds” tooltip.

* Fires should now drop to terrain surface rather than appear buried or hovering...


FIXES

* Fixed binding issue with keys and drop down menus.

* The “Use” key can now close the boat menu as well as open it...

* NPC's now investigate 'continuous' sound sources (train, alarm clock, fires, squeaky signs) without freaking

out when they get there...

* Squire should no longer be found flying next to big tree in village centres.

* Fixed issue with aiming accuracies not applying properly when zoomed.

* Fixed an issue where bots could spawn in very close to your starting position and insta-murder you.
Sir, You Are Being Hunted - Mr Rossignol
IMPORTANT NOTES:
* This update will break your saves.
* The option for 32-bit version on x64 Windows is now on right click context in your Steam client.

Hello.

Another big content update this month! This phase is all about adding in loads of cool new stuff, so we hope you're enjoying it. Pumpkin contains an entire new environment, and two NPCs. As ever, though, we want feedback.

We're up to our sixth release already, and we need you guys now more than ever. Test the new stuff. Talk to us on the forums. We really need your help to get all the new content from these last couple of updates properly integrated and balanced.

The changelog is below and is clearly somewhat shorter than last months epic, but that's largely due to the sheer effort involved in producing the main highlights this month, namely: two new enemy types and a whole new biome to play in. There were, of course, myriad bugs associated with adding these features that were squashed but don't appear on this list...

But that's not all we've done! Veterans may find the switcheroo we've performed with Inventory and Loot window positions a bit of a shock, but it's definitely a better layout. We've noticed a lot of people on Youtube (and at the Eurogamer Expo, yeah we crammed a huge, four-day game show in this month too...) assumed the window on the left is the Loot they've just accessed, and the window on the right their inventory. Probably because Westerners tend to read left to right. So we've switched 'em. Once you get used to the switch it's much better, for slotting equipment if nothing else!

Other than that the loot tables have once again had a total reworking. Loot is now much more in keeping with pre-Haggis levels. If your first experience of the game was last month's “Dead Haggis” update you'll probably find food and good loot seem terribly rare by comparison, but it's much closer to the balance we want. Hoard those bandages, stockpile that food...

Finally there are the usual clutch of bugfixes and tweaks to explore, so get stuck in and get posting!

<iframe width="640" height="480" src="/www.youtube.com/embed/009PYdZjr4A" frameborder="0" allowfullscreen></iframe>



CHANGES

* NEW – Balloon spotlight can now be shot out. Repairs after X time.

* NEW - Industrial Biome

* NEW – Scarecrow enemy type

* NEW – Bog Creature enemy type

* Inventory/Loot window positions reversed.

* Scanner Range increased

* Loot tables reworked

* NEW – Loot items now have additional tooltip info. Items now colour-coded for quick reference.
* Deployable/Throwable items no longer appended with nonsensical “with x rounds” tooltip.

* Fires should now drop to terrain surface rather than appear buried or hovering...


FIXES

* Fixed binding issue with keys and drop down menus.

* The “Use” key can now close the boat menu as well as open it...

* NPC's now investigate 'continuous' sound sources (train, alarm clock, fires, squeaky signs) without freaking

out when they get there...

* Squire should no longer be found flying next to big tree in village centres.

* Fixed issue with aiming accuracies not applying properly when zoomed.

* Fixed an issue where bots could spawn in very close to your starting position and insta-murder you.
Sir, You Are Being Hunted - Mr Rossignol
Here's a video that covers a small fraction of the new update, or you can read on below for the full lowdown:    
<iframe width="640" height="480" src="/www.youtube.com/embed/cV28O8819w4" frameborder="0" allowfullscreen></iframe>

We've changed and added a massive amount for this, so we're going to need you to get stuck in and let us know how it all feels.

The other big change is a total reworking of the equipment management The new system allows you to drag and drop equipment to 'slots' which you can then bind to whatever key you like, rather than being hard bound to a key.

On top of that we've done a lot of AI tweaking for the hunters. This has mainly been about making distraction more reliable. It's also allowed us to bring back interbot combat. Listen out for distant gunfire, because their duels are fun to watch!

We really, really need your feedback to knock the new loot tables into shape this month. Help us by posting your thoughts on loot distribution in the official feedback forums.

IMPORTANT NOTE:
* This update will break your saves. Sorry! We had to do it.

Changes

* Hunter Investigate and Searching State viewcones are reduced. Bots now have less peripheral vision when investigating stuff . This makes distraction more reliable, and bots also won't be able to see you out of their ears anymore...

* NEW - Equipment Handling redesign. Slot-based equipment assignment.

* NEW – Toy Train deployable.

* NEW – Alarm Clock deployable.

* NEW – Map Item. You can mark three waypoints on the map and they will show on your compass. Click on the map to set the markers. By defauly M is the map key.

* NEW – Scanner Item. Guides you to nearby telepieces.

* Compass now shows 180 degrees, not 360. Waypoints stack at edges if they go behind you.

* Some bots have quit smoking.

* NEW – Playable Trombone. Change the pitch of your warbling with the mouse scrollwheel.

* Increased Inventory size by one column. Experimental to accommodate all the new kit.

* NEW – Sir/Madam now receives a Visibility bonus during night hours.

* NEW – Idling hunters can now drink tea, show off trophies to each other.

* Camera no longer sways when crouched and static.

* NEW - Dramatic skies. Or is that melodramatic?

* Braver ravens. Less cowardly corvids.

* NEW - Loads of new food and bric-a-brac items.

* Loot tables totally redone from scratch. Will be a bit unbalanced this update.

* NEW - Inter-bot combat. Occasional fisticuffs between bot factions.

Fixes

* Fixed some Z fighting on House2 model

* Cursor no longer locked to centre on end game stats screen.

* Fixed issue where clicking Continue on non existant worlds could hang hang the game.

* Fixed issue where you could charge up a megajump while in water.

* Fixed issue where having anything other than Mouse 1 as your Drop Down menu button broke those menus...

* Squire ragdoll doesn't start in T pose anymore.

* Getting pinned by a dog now closes any open loot windows.

* Fixed issue where leaning would stop you moving, but the Vis meter did not register the change in speed.

* Leaning no longer rotates the moon. :(

* Dying with a window open (reading a book/letter/tooltip) no longer messes up the death screen.

* Fixed issue where falling into water delayed the fall damage until after you reached dry land.

* Player Health/Vit stats are now displayed correctly when you change islands or load.

* Fixed issue where graphics options were resetting on load for some users.

* Pub sign pulled in a bit to stop clashing with some walls.

* Attempted fix for centering issue in windowed mode on multi-monitor setups.

* If you kill a dog just as it pins you, you should no longer remain pinned.

* Telepieces now all have sound effect.

* Trapped camera wobble now correct length

* Squires no longer aggro when you collect a trap

* Fixed serious glitch with Hunter sound investigation. Bots should now investigate sounds much more reliably.
Sir, You Are Being Hunted - Mr Rossignol
Here's a video that covers a small fraction of the new update, or you can read on below for the full lowdown:    
<iframe width="640" height="480" src="/www.youtube.com/embed/cV28O8819w4" frameborder="0" allowfullscreen></iframe>

We've changed and added a massive amount for this, so we're going to need you to get stuck in and let us know how it all feels.

The other big change is a total reworking of the equipment management The new system allows you to drag and drop equipment to 'slots' which you can then bind to whatever key you like, rather than being hard bound to a key.

On top of that we've done a lot of AI tweaking for the hunters. This has mainly been about making distraction more reliable. It's also allowed us to bring back interbot combat. Listen out for distant gunfire, because their duels are fun to watch!

We really, really need your feedback to knock the new loot tables into shape this month. Help us by posting your thoughts on loot distribution in the official feedback forums.

IMPORTANT NOTE:
* This update will break your saves. Sorry! We had to do it.

Changes

* Hunter Investigate and Searching State viewcones are reduced. Bots now have less peripheral vision when investigating stuff . This makes distraction more reliable, and bots also won't be able to see you out of their ears anymore...

* NEW - Equipment Handling redesign. Slot-based equipment assignment.

* NEW – Toy Train deployable.

* NEW – Alarm Clock deployable.

* NEW – Map Item. You can mark three waypoints on the map and they will show on your compass. Click on the map to set the markers. By defauly M is the map key.

* NEW – Scanner Item. Guides you to nearby telepieces.

* Compass now shows 180 degrees, not 360. Waypoints stack at edges if they go behind you.

* Some bots have quit smoking.

* NEW – Playable Trombone. Change the pitch of your warbling with the mouse scrollwheel.

* Increased Inventory size by one column. Experimental to accommodate all the new kit.

* NEW – Sir/Madam now receives a Visibility bonus during night hours.

* NEW – Idling hunters can now drink tea, show off trophies to each other.

* Camera no longer sways when crouched and static.

* NEW - Dramatic skies. Or is that melodramatic?

* Braver ravens. Less cowardly corvids.

* NEW - Loads of new food and bric-a-brac items.

* Loot tables totally redone from scratch. Will be a bit unbalanced this update.

* NEW - Inter-bot combat. Occasional fisticuffs between bot factions.

Fixes

* Fixed some Z fighting on House2 model

* Cursor no longer locked to centre on end game stats screen.

* Fixed issue where clicking Continue on non existant worlds could hang hang the game.

* Fixed issue where you could charge up a megajump while in water.

* Fixed issue where having anything other than Mouse 1 as your Drop Down menu button broke those menus...

* Squire ragdoll doesn't start in T pose anymore.

* Getting pinned by a dog now closes any open loot windows.

* Fixed issue where leaning would stop you moving, but the Vis meter did not register the change in speed.

* Leaning no longer rotates the moon. :(

* Dying with a window open (reading a book/letter/tooltip) no longer messes up the death screen.

* Fixed issue where falling into water delayed the fall damage until after you reached dry land.

* Player Health/Vit stats are now displayed correctly when you change islands or load.

* Fixed issue where graphics options were resetting on load for some users.

* Pub sign pulled in a bit to stop clashing with some walls.

* Attempted fix for centering issue in windowed mode on multi-monitor setups.

* If you kill a dog just as it pins you, you should no longer remain pinned.

* Telepieces now all have sound effect.

* Trapped camera wobble now correct length

* Squires no longer aggro when you collect a trap

* Fixed serious glitch with Hunter sound investigation. Bots should now investigate sounds much more reliably.
...

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