Hardland - Kimmo Vihola

Beta (May 28, 2019) is here. The update is pretty extensive: it includes a long list of fixes and improvements. The game has been updated to 64 bits, because it was starting to run out of memory for many people.

Is anyone playing on a Radeon, by the way? Is the game working alright for you guys?

CHANGES:
  • Two new locations. (See the extreme spoilers section for more info)
  • Generated Merchants walk the wilderness roads, three three unique Northern Guards, unique Elder Guardian and unique Wood Elf.
  • "Fearful" Wolves next to Snow Peak roads that evade patrolling guards.
  • New location to make the game flow clearer. (details in the extreme spoiler section)
  • Sound effects for all player equipped weapons.
  • Weapon trail height automatically calculated from weapon height.
  • Added weapon trails for all weapon.
  • Use stamina cost defined for all weapons (does not yet affect items in old save games).
  • Map screen shows place names. Names become visible at different zoom levels.
  • Display the map indoors.
  • Only show landmark names that you have uncovered on the map.
  • Fixed a bug where the fog of war texture was not correctly reset when the game was loaded.
  • Map border fog.
  • Dialogue for Ico in the Mountain Sheep tavern.
  • Added two more clues for the elves in Port Pulgar.
  • Empty landmark weather doesn't override LandmarkId weather.
  • Unique names for the different graveyards.
  • Medium and Small purses weren't visible in inventory when picked up.
  • Goblin corpses drop purses in addition to weapons and hearts.
  • Opening chests and outhouse no longer show damage numbers.
  • Some ground objects are 8 meters tall to prevent characters from getting stuck into them when jumping. Fixes for Goblin Cathedral, Port Pulgar, Snow Peak, Town of Fortuna and Whiteknuckle Wharf.
  • Fixed a bug where the inventory would show wrong values for all stamina-related variables.
  • Weapon trail colors adjusted on several weapons to match the particle effects.
  • Fade in & and out when teleporting with the altars.
  • Darting component has support for random angular velocity.
  • Von Mayerling cycle bug fixed.
  • Fixed a bug where General Lupus would get duplicated sometimes.
  • Fixed a small typo that made Brother Tibert unable to speak.
  • Fixed a bug where you could ride wild boars without the mask.
  • Fixed a bug where the healing sound for the Barry's Field altar, as well as other sounds, would play every the player stepped out of a building into the main world.
  • Fixed a bug where the player cone on the map would get drawn in the wrong place sometimes.
  • Imp Guardian labels were inheriting wrong offset.
  • Sober Sam, Jane, Jorma and Mary's labels are attached to head bone for nicer movement.
  • Sitting Merchant base template has label attached to head bone.
  • Inconspicuous Monk label height improved.
  • Ted Barry label height improved.
  • Dropping sounds were missing from marble material.
  • Added more silent fire sound for non-player torch.
  • Ghouls have sound effects when they hit player or other objects.
  • Blue Ghoul wasn't able to strike because it was missing Weapon_R bone.
  • Outhouse model round parts are higher resolution and added wood detail normal map.
  • Merchant called "Sleepy Crumpet" has sleepy eyes to match his name.
  • Custom clover particles for Olga's wand.
  • Introducing a new PhaseComponent, which makes the whole sequence of character transformations in Snow Peak more understandable and robust.
  • Moved Snow Peak Castle interior poles so player can access the back door without jumping.
  • Wolf standing up animation.
  • Added support for positionOffset to map labels.
  • Burned paper asset wasn't using transparent alpha texture.
  • LadderTall_Silver template added.
  • Key04 wasn't spawning as often as needed.
  • Fixed a floating rock and plank in Whiteknuckle Wharf.
  • Some Whiteknuckle Wharf roads were going through solid objects.
  • Removed random labels from intro graves as the fox cannot dig for treasure.
  • Removed label from "Broken Sword" as it shouldn't go into the inventory. "Risky Sword" is the correct player weapon.
  • - Adventurers' Guild debris doesn't float in the air.
  • Removed world "kill plane" that removed objects when they were 100 meters below the origin of the world.
  • Added three weather variants for landscapeId grass. (randomizing not yet plugged in)

SPOILERS!
- Dialogue for the three patrolling Sleepless Knights and the patrolling Elder Guardian.
- Connected wolf dream to wolf recipe.
- Intro funeral scene polished with custom character assets.
- Blue-Lighty Bayou gambling area polished.
- Mrs Dunyazad and her pig walk back to Root Hall after the player has talked to her.
- Fixed situtations where there could be two instances of Mrs Dunyazad and her pig.
- Fixed dialogue menu for Mistress Tamara in the Horned Lodge so that her initiation branch will trigger correctly.
- Fixed dialogue menu for Ivan the Big Criminal so that his conversation advances properly after the first stage.
- Fixed bugs in Linus's quest. Abbot Cotton didn't, for example, correctly acknowledge Linus was back after sabotaging the shipment, and Linus didn't ever disappear from the Town of Fortuna.
- Linus sabotage scene is a bit more polished - the shipment cannot be attacked until Linus is distracted.
- New bonfire at Eastern Port shore near the deserter. You can acquire the boar shield there.
- Text for the two books in the Witch's garden.
- New FarText for the talking pumpkins.
- Modified recipe for the Curious Pumpkin.
- Give a discount for lock picks once you're in the Grimaldi Ring.
- Wounded Merchant scene tweaks. He stands up after being healed.
- Eastern Port Commander mentions dialogue if you're wearing her shield.
- Lucas tables scene fixes and polish. He now stands after the table is destroyed.
- Music area for "Lord Cross" and "Madam Bucket" undead combat encounter.
- Music area for Town of Fortuna undead encounter.
- Tamara's house has extra lighting so it is easier to find during the night.
- Slight tweaks for von Mayerling and the thief at the Diamond Door to mention "night" as a window of opportunity.
- Adventurers' Guild exterior polish: Flowers at entrance, flowers at Olga's grave, mushrooms at the hill on the back.
- Olga's Wand made unique.
- Fixed a bug where Von Sparkle's head could be destroyed making his mask unobtainable.
- Fixed a bug where the Unhealed Wound was always visible when teleporting from an altar.
- Publican's diary table scene is more robust.
- Holy book scene in Goblin Cathedral is more robust.
- Rackham cannot be pushed into the Snow Peak moat.
- Decreased the number of cheese chunks that Ezekiel asks you to eat.
- New dialogue branches for Ulf outside his villa, so that you can give him a Union Ring to re-enter the Gooseberry quest if you reject it at first.
- Remove labels from Merchant Union interior clerks.
- Tweaked Strudel dialogue.
- Animal Party villager label heights fixed as they're using head bone attachment.
- Fixed a bug where the King's Western Eye from Rotgerius would duplicate upon save game migration.
- Added one "spy pumpkin" that player can acquire without crafting.
- A bit more reasonable beer prices at St Fortuna's Rest.
- FarText for the Witch's well.
- Fixed exploit where you could get infinite money by giving Great Hearts to the Harlequin One. He didn't actually take the hearts - just gave you the money.
- The interaction text "Place Item" for Father Holloway sleeping.
- Transfer the attachment information for Praakh's purse when transforming it.
- Fixed a bug where the pumpkins planted in outhouses would have the wrong FarText appear.
- Outhouse area at the house of the Witch had wrong pivot point making it not work properly.
- Tweaked Belmont's Trial weather.



EXTREME SPOILERS!
- "Boiler Room" Healing Altar interior that enables fast travel between Snow Peak and the other altars.
- Fixed a bug where you couldn't sabotage the teeth of the Lion's Mouth.
- Lucas death sequence overhauled. You can acquire three personal items from him.
- Tweaked Merchant Union massacre weather.
- Port of Palms Walking Merchant and Patient Mendel disappear if the boars attack.
- Kazik at Merchant Union is carrying a torch.
- Torches are scattered all over the floor at Merchant Union to give the impression of carnage.
- Skeleton King Tomb hatch could get spawned in a random rotation.
- Text for the Instructions/Warning in the Boiler Room.
- Edited dialogue menus for the three wizards, to eject the player from conversation instead of creating a loop.
- Praakh's purse interaction becomes depleted after depositing the Parasite.
- Bartok the Boatman leaves with his ship after the letter is delivered and player is out of sight.
- Giant Maudey Dhu dream.
- New dialogue for the Witch about the Wound in the World.
- Always allow teleporting to the Limbo Guild once it's open.
- Changed chapter names in The Three Leaves to mirror the cauldron names.
- Miniature Altar of Healing with a small bonsai and tiny Knight Of the Clover figurine at Limbo Guild.
- New location & scene that takes place between the transition from Altar of Healing and Limbo Guild.
- Phantom knights fade out as you get closer to them.
- Short text sequence to transition from the Eldest Eye to the Limbo Guild.
- Don't collapse player to the ground when entering the Limbo Guild from the King's Passage.
- Less cramped LimboGuild interior entrance.
- Eldest King puppet is animated and 10x scaling is removed. The label is attached to the head bone for nicer movement.
- Eldest King puppet has a more accurate collision shape.
- The Eldest King disappears from the altar after entering the Limbo Guild.
- The Eldest King now really requires three jars of Tappen.
- The Eldest King destruction sequence.

About one half of the dynamic weather system was done during this update. We'll plug the rest in and enable it in the next update.

How to play the new beta
  • Go to your Steam Library.
  • Right click on Hardland, and go to Properties, then Betas.
  • Enter the beta access code WhereTheFoxIs, hit check code, and select full_beta from the drop-down list.
That's it! Steam will download the beta for you.

The reason this beta is behind a branch and password is that new critical issues are still being uncovered, and I'd like those issues to bubble up to the forums instead of people being left alone with them. That's more likely if you are jumping into the beta through this announcement. So, if you encounter things that prevent you from progressing in the game, be sure to let me know on the forums.

Your thoughts
I'm really interested to hear reactions about the game itself. If you are feeling really adventurous, a very rough timeline of your playthrough (when you discovered what) would be super cool. If you get stuck and simply have no idea of what to do or where to go, I'd like to hear about that, too. Something that's off? Let me know. Something you particularly like? Yep. Just create your own individual topics on the forums so I won't miss your feedback.

I want to point out a couple of much-requested features which aren't yet part of the beta:
  • Controller hints i.e. letting you know which keys do what in various situations.
  • In-game controller remapping.
  • Proper gamepad support for the inventory and the menus.
  • Where did my new items go in the inventory?
These and many more bug fixes and improvements are all things we'll be working on next. In the meanwhile, here is a lo-fi version of the controller hints for keyboard + mouse to get you started:

Game: WASD to move, E to interact, Shift to run, Ctrl to sneak, Alt+WASD to dodge, Space to jump, M for the map, I for the inventory.
Inventory: Left button drag to move items around, right button drag to move all items of a type around, right click to eat/drink.
Map: Left button drag to pan, left click to use the altars, right click to set a waypoint, mouse wheel to zoom in/out.

Enjoy the update.

Kimmo
Hardland - Kimmo Vihola


Beta (May 14, 2019) is out. I expect the first players to be getting to the end of the game in this version. What this means is the next release could already be available to all Early Access players by default (instead of having to go through a branch).

Changes
  • New character which opens a shortcut between Barry's Field dead end in the south and Town of Fortuna.
  • Eating food recovers stamina.
  • New mammal.
  • New scene at the beginning to help players find the first thread to follow in the game.
  • Text popup is shown in inventory after you eat or drink something to make it clearer that you've used an item.
  • Animation for messages to help distinguish that you've eaten things multiple things of the same type in a row.
  • Added a credits area.
  • View cone is shown on map.
  • Waypoint marker is shown on map.
  • Additional set dressing in the intro area.
  • Fixed a bug where you would get the money from a trader when consuming an item.
  • Don't spend stamina for dodging if you're already dodging.
  • All the UI messaging talks about "you" instead of "me" or "I". Added a message for eating a Tender Heart.
  • It's easier to climb out of the open grave at Snow Peak.
  • Activating an altar takes you to the morning instead of night.
  • You can find beer from haybales.
  • Fixed a bug where piano would start playing, and never stop, after entering the Root Hall court a second time.
SPOILERS!
- Fixed bugs where the King's Eastern Eye (Rackham's relic) and the King's Bezoar (Elven Citadel relic) wouldn't go into the inventory.
- Fixed a bug where Gus's quest for Holloway wouldn't if you placed the Priest's Gift into Holloway's pocket during the night.
- Fixed a bug where the player in old saves didn't get enlightenment.
- Fixed a bug where the Baron's mask would never get made.
- Fixed a bug where you could talk to the ghouls without wearing a ghoul mask.
- Don't say "pint of" when drinking, because not all alcoholic drinks come in pints.
- Fixed bug a where the open-interaction wasn't classified correctly. This caused a bug where Master Pumpkin would say "Pick Up" instead of "Poke".
- A sermon for Holloway after you deposit the parasite.
- Gus Grimaldi tavern scene is more robust.
- The Witch's instructions for locating the three jars of tappen made easier to follow.
- When dissolving items with the Cobolds, all items of that type become dissolved.
- In dreams, the player is now transformed into a version specified in each dream world's file.

In addition to these changes, we did some preliminary testing with dynamic weather, and it appears enough code support is in place from before that it could be implemented without terribly much effort. Having the weather occasionally change from sunny to foggy or rainy might add to the atmosphere. What do you guys think, is that something you would like us to spend a few days on?



How to play the new beta
  • Go to your Steam Library.
  • Right click on Hardland, and go to Properties, then Betas.
  • Enter the beta access code WhereTheFoxIs, hit check code, and select full_beta from the drop-down list.
That's it! Steam will download the beta for you.

The reason this beta is behind a branch and password is that new critical issues are still being uncovered, and I'd like those issues to bubble up to the forums instead of people being left alone with them. That's more likely if you are jumping into the beta through this announcement. So, if you encounter things that prevent you from progressing in the game, be sure to let me know on the forums.

Your thoughts
I'm really interested to hear reactions about the game itself. If you are feeling really adventurous, a very rough timeline of your playthrough (when you discovered what) would be super cool. If you get stuck and simply have no idea of what to do or where to go, I'd like to hear about that, too. Something that's off? Let me know. Something you particularly like? Yep. Just create your own individual topics on the forums so I won't miss your feedback.

I want to point out a couple of much-requested features which aren't yet part of the beta:
  • Controller hints i.e. letting you know which keys do what in various situations.
  • In-game controller remapping.
  • Proper gamepad support for the inventory and the menus.
  • Where did my new items go in the inventory?
These and many more bug fixes and improvements are all things we'll be working on next. In the meanwhile, here is a lo-fi version of the controller hints for keyboard + mouse to get you started:

Game: WASD to move, E to interact, Shift to run, Ctrl to sneak, Alt+WASD to dodge, Space to jump, M for the map, I for the inventory, 1-4 for the quick slots.
Inventory: Left button drag to move items around, right button drag to move all items of a type around, right click to eat/drink.

Enjoy!

Kimmo
Hardland - Kimmo Vihola


Beta (May 1, 2019) is now available for download. This update puts even more finishing touches on the game world, but also contains a whole host of critical bug fixes.

Anyone suffering from one particular showstopper bug related to enlightenment, please note, however, that (MAJOR SPOILER) the dream for getting the flute is still broken in this version. It will be fixed in the next update, because the fix will touch many systems in the game, and it needs to be tested thoroughly to make sure nothing else breaks. With that out of the way, here's the complete changelist.

Changes
  • Fixed a bug where sometimes the terrain would stop loading and you would see holes in the world.
  • Text sequence triggers are correctly remembered across saves. This should also fix a bug where the player keeps seeing the introductory dream over and over again.
  • Area water takes object's real height into account. Mostly affects Elven Citadel and Village of Vonsmark.
  • Eating effects for the Tender Heart and Drowned Heart.
  • Reordered the quest items to be in more logical order in the inventory.
  • Town Well level geometry cannot be climbed out of.
  • Added sound effects for the dropped relics.
  • Start player stamina increased 1.6x.
  • The stacking whistle effect disabled.
  • Dream weathers don't look broken on the low graphics settings.
  • Goblin Bomber combat gameplay and effects polished.
  • Have the merchants not look at you when stealing from them.
  • Player could collide with some dummy objects: FoxTeeth, PigTeeth and WildBoarTeeth.
  • Wild boars would drop their head collision shapes after death and those would collide with all characters.
  • Biome "SnowRoadMain" has "SnowRoad" as it's materialName instead of "Road". (Includes unique particle effects)
  • Outhouse_Closed take damage action fixed.
  • Fixed a bug where you could eat directly from someone else's inventory.
  • Fixed a bug where the entity cycling wasn't allowed to run to a sufficient degree after loading a game or transitioning to a new world. This caused bugs like all states of the Town of Fortuna church appearing all at once.
  • Fixed a bug where the cycling took place, not against the black screen, but during fade-outs, as well.
  • Fixed a bug where only one campfire sound plays, because the sound was wrongly classified as unique. This applied to all spot sounds.
  • The player starts slightly wounded.
  • Place name display system improved: landmark and area display names recognize if the same name was already shown previously.
  • Some picked up carrots wouldn't show up in the inventory.
  • Fixed a bug where requiredAllItemsOnShow didn't work correctly.
  • Fixed a bug where isWorldTransitionRequired in entity transformations did not work in all cases.
  • "Step Upstairs" dialogue at Root Hall works properly.
  • Fixed a bug where the player messages were not displaying correctly. (Quest rewards, grave digging info and several other helpful messages were not being shown)
  • Tomb_01 collision shape added.
  • Added Tomb_02 and Tomb_03 objects.
  • New hires assets for Royal Garden: giant cabbage, carrot, blue & brown mushrooms.
  • Elder Guardian label attached to head bone for more accurate placement.

[WARNING: SPOILERS!]
  • Snow Peak "Maudey Dhu" side door cannot be opened from the outside as long as the guard is alive.
  • Fixed a bug where you couldn't get the King's Eye to talk with the Apple of the Eye.
  • Made the treasure-finder pumpkin talk a little less about roots to avoid confusion.
  • New character by a campfire.
  • The headless Northern Guard has dropped the Northern Helmet next to his body.
  • Added an area behind the abbey called "Area_SnowPeak_SpoiledAleDiscovered".
  • The Great Heart dream is the second dream that the player sees.
  • Gooseberry transformation into his saved form works.
  • Arrested elves don't float in the air at the Glass Passage.
  • Better light angle for the dream with Elves in a circle.
  • Snow Peak Castle mirror has Rackham's true reflection.
  • Monk's cloth works with the special player.
  • Rackham cannot be pushed off the pedestal.
  • Fixed some holes in the Wine Cellar walls.
  • Rackham quest fixes and polish.
  • Tamara's house crash fix.
  • Fixed the glitch that was causing the "forbidden side" of the Elven Citadel to be unreachable even if player had done everything correctly.
  • Starting area has a new character introducing the eating mechanics / recipes.
  • Town Well walls have torches so it's easier to navigate.
  • Old Toby's journal moved away from his inventory. It can now be found by breaking into his house. (new interior)
  • Fixed an intersecting barrel outside Old Toby's home and moved him a bit so he doesn't quite see you sneak into the house.
  • Goblin Tavern properly connected to the game world.
  • Goblin Tavern has a tavern sign.
  • The large goblin in front of St Orfeo's Close, "Buttercup the Brute", has a working combat state & scenario if approached.
  • 4 tender hearts required for a level up. (used to be 10)
  • Chestmaker's chest moved to an empty area east of Snow Peak.
  • Mask thief can be arrested.
  • Death Dealer campfire scene polished.
  • Fixed stairs at Limbo Guild where player could get stuck.
  • Skeleton King scene freeze fix and overall polish.
  • All endings improved & polished.
  • Implemented a more generous version for matching consumed food items to dream recipes.
  • New playable dream.
  • Dhulac Pillars area set dressing and weapon & armor spots.
  • Physics shape for Elder King corpse.

How to play the new beta
  • Go to your Steam Library.
  • Right click on Hardland, and go to Properties, then Betas.
  • Enter the beta access code WhereTheFoxIs, hit check code, and select full_beta from the drop-down list.
That's it! Steam will download the beta for you.

The reason this beta is behind a branch and password is that the likelihood of uncovering new critical issues is still fairly high, and I'd like those issues to bubble up to the forums instead of people being left alone with them. That's more likely if you are jumping into the beta through this announcement. So, if you encounter things that prevent you from progressing in the game, be sure to let me know on the forums.

Your thoughts
I'm really interested to hear reactions about the game itself. If you are feeling really adventurous, a very rough timeline of your playthrough (when you discovered what) would be super cool. If you get stuck and simply have no idea of what to do or where to go, I'd like to hear about that, too. Something that's off? Let me know. Something you particularly like? Yep. Just create your own individual topics on the forums so I won't miss your feedback.

I want to point out a couple of much-requested features which aren't yet part of the beta:
  • Controller hints i.e. letting you know which keys do what in various situations.
  • In-game controller remapping.
  • Proper gamepad support for the inventory and the menus.
  • Understandability of the inventory i.e. "Where did my new items go?" and "Did I just use an item?"
These and many more bug fixes and improvements are all things we'll be working on next. In the meanwhile, here is a lo-fi version of the controller hints for keyboard + mouse to get you started:

Game: WASD to move, E to interact, Shift to run, Ctrl to sneak, Alt+WASD to dodge, Space to jump, M for the map, I for the inventory.
Inventory: Left button drag to move items around, right button drag to move all items of a type around, right click to eat/drink.

Enjoy the update!

Kimmo
Hardland - Kimmo Vihola


Beta (April 19, 2019) update is now available for download. We've added more hints around the starting area related to leveling up, but more substantial changes are coming in the next update, including (WARNING: MINOR SPOILERS!) a playable introductory dream. All melee weapons that you can pick up should show up in the inventory now, too, but some ranged weapons do not, and some weapons don't have a weapon trail or sound effects.

Changes
  • Improved eating effecs for the Great Heart. (The effect will be added for the other hearts too)
  • 3 new bonfires at Barry's Field.
  • 2 new bonfires around Town of Fortuna.
  • 2 new bonfires in the Wilderness.
  • The north side of the Barry's field starting area changed.
  • Info boards next to certain roads.
  • "HEARTS WANTED" posters near imps.
  • Allow save games that are in an unplayable state to proceed without crashing.
  • Melee weapon grid has two new entries; it's a tidier 9x5 grid.
  • Fixed a bug where entities in the interiors would get messed up when saving, because an unloaded entity factory synced entities with a live entity database when it should just use its own entities directly. They have already been synced during unloading.
  • Fixed a bug where entities in the spawn queue could be deleted, but not removed from the spawn queue, causing all kinds of potential trouble, including items picked up by the player not correctly removed from a world after save game migration in all cases.
  • Improved the collision shape at Town of Fortuna's tavern stairs.
  • Optimization: HideComponent was missing from dozens of objects, and as a result they would get drawn from the other side of the map.
  • Optimized several particle and point light effects.
  • Attached villager labels to head bones so the labels move nicely with the character head movement. (WARNING: SPOILERS!)Also for Northern Guard, Sleepless Knight, Solicitors, Boris the Butcher, Colonel Lutz and General Lupus.

    [WARNING: SPOILERS!]
  • Snow Peak band members spawn and despawn properly according to the siege status.
  • Town of Fortuna tavern has a new scene setup before the Snow Peak band moves there.
  • Enchanted Hammer wasn't handed to Smithy after the quest was completed.
  • Fixed a bug where the Raving Lunatic could fall through his pedestal.
  • New description for the Drowned Heart.
  • More clues for the Ghouls.
  • Little Mitten polish.
  • Mayor Marquardt table scene is more robust.
  • Priest Holloway sleeping scene is more robust.
  • Queen Ingrid quest experience bug fixed.
  • Dream Desert gear particle glitch fixed.
  • King puppet cannot be destroyed by accidentally striking it.
  • Significant items are categorized correctly with the Cobolds. Made the categorization more robust: it is now directly written in the significant item's template.
  • Fixed a bug where the Death Dealer removed free-standing items from the game, but didn't put them in his inventory.
  • Fixed a bug where the Death Dealer took items from altars and cauldrons. Now it is only allowed to take them from corpses.

How to play the new beta
  • Go to your Steam Library.
  • Right click on Hardland, and go to Properties, then Betas.
  • Enter the beta access code WhereTheFoxIs, hit check code, and select full_beta from the drop-down list.
That's it! Steam will download the beta for you.

The reason this beta is behind a branch and password is that the likelihood of uncovering new critical issues is still fairly high, and I'd like those issues to bubble up to the forums instead of people being left alone with them. That's more likely if you are jumping into the beta through this announcement. So, if you encounter things that prevent you from progressing in the game, be sure to let me know on the forums.

Your thoughts
I'm really interested to hear reactions about the game itself. If you are feeling really adventurous, a very rough timeline of your playthrough (when you discovered what) would be super cool. If you get stuck and simply have no idea of what to do or where to go, I'd like to hear about that, too. Something that's off? Let me know. Something you particularly like? Yep. Just create your own individual topics on the forums so I won't miss your feedback.

I want to point out a couple of much-requested features which aren't yet part of the beta:
  • Controller hints i.e. letting you know which keys do what in various situations.
  • In-game controller remapping.
  • Proper gamepad support for the inventory and the menus.
  • Understandability of the inventory i.e. "Where did my new items go?" and "Did I just use an item?"
These and about 150 other bug fixes and improvements are all things we'll be working on next. In the meanwhile, here is a lo-fi version of the controller hints for keyboard + mouse to get you started:

Game: WASD to move, E to interact, Shift to run, Ctrl to sneak, Alt+WASD to dodge, Space to jump, M for the map, I for the inventory.
Inventory: Left button drag to move items around, right button drag to move all items of a type around, right click to eat/drink.

Enjoy the update.

Kimmo
Hardland - Kimmo Vihola


Beta Iteration 2 is now available for download. There are a few of critical fixes in there. A special thanks to Charleston for the detailed bug reports.

This is also the first time save games are migrated to a new update. Any killed hostiles will come back alive during save game migration, but all your inventory, conversation topics with NPCs, and character stats should remain intact.

Changes
[WARNING: MINOR SPOILERS!]
  • Smoother running for the fox in the intro.
  • Fixed a bug where the introductory text dream didn't work.
  • Much more accurate damage shapes for WildBoar and WildBoarFodder.
  • Fox Mask neck part aligns with the player's neck.
  • Wild Boar Mask texture fixes.
  • Goblin King Mask has sideburns and looks more unique.
  • Barry's Field cavalier hat is visible in the inventory if picked up.
  • Added mini-boss fight to Desert Graveyard.
  • Particle point light flickering bug fixed.
  • Added "Hearts Wanted" posters at Root Hall.
  • Catodon Key couldn't be obtained under specific conditions.
  • Apple Special shows up in inventory.
  • Added growth component for mushrooms.
  • Frozen Lake portal takes player to the correct entrance.
  • Adventurers' Guild set dressing and character placement tweaked. Fixed floating characters.
  • Added atmospheric point light effects to several landmarks: Healing Altars, Goblin Treasure, Animal Party, Adventurers Guild, Cursed Mansion exterior and Root Hall gate and the Hall of Kings.
  • The Root Hall gate opening -sequence was missing.
  • Entering the Root Hall staircase -sequence was missing.
How to play the new beta
  • Go to your Steam Library.
  • Right click on Hardland, and go to Properties, then Betas.
  • Enter the beta access code WhereTheFoxIs, hit check code, and select full_beta from the drop-down list.
That's it! Steam will download the beta for you.

The reason this beta is behind a branch and password is that the likelihood of uncovering new critical issues is fairly high, and I'd like those issues to bubble up to the forums instead of people being left alone with them. That's more likely if you are jumping into the beta through this announcement. So, if you encounter things that prevent you from progressing in the game, be sure to let me know on the forums.

Your thoughts
I'm really interested to hear reactions about the game itself. If you are feeling really adventurous, a very rough timeline of your playthrough (when you discovered what) would be super cool. If you get stuck and simply have no idea of what to do or where to go, I'd like to hear about that, too. Something that's off? Let me know. Something you particularly like? Yep. Just create your own individual topics on the forums so I won't miss your feedback.

I want to point out a couple of much-requested features which aren't part of this first beta:
  • Controller hints i.e. letting you know which keys do what in various situations.
  • In-game controller remapping.
  • Proper gamepad support for the inventory and the menus.
  • Understandability of the inventory i.e. "Where did my new items go?" and "Did I just use an item?"
These and about 150 other bug fixes and improvements are all things we'll be working on next. In the meanwhile, here is a lo-fi version of the controller hints for keyboard + mouse to get you started:

Game: WASD to move, E to interact, Shift to run, Ctrl to sneak, Alt+WASD to dodge, Space to jump, M for the map, I for the inventory.
Inventory: Left button drag to move items around, right button drag to move all items of a type around, right click to eat/drink.

As always, enjoy the update.

Kimmo
Hardland - Kimmo Vihola


The whole game is now available for playing in a branch called full_beta. This is how you activate it:
  • Go to your Steam Library.
  • Right click on Hardland, and go to Properties, then Betas.
  • Enter the beta access code WhereTheFoxIs, hit check code, and select full_beta from the drop-down list.
That's it! Steam will download the beta for you.

The reason this beta is behind a branch and password is that the likelihood of uncovering new critical issues is fairly high, and I'd like those issues to bubble up to the forums instead of people being left alone with them. That's more likely if you are jumping into the beta through this announcement. So, if you encounter things that prevent you from progressing in the game, be sure to let me know on the forums.

Your thoughts!
But bugs aside! I'm really interested to hear reactions about the game itself. If you are feeling really adventurous, a very rough timeline of your playthrough (when you discovered what) would be super cool. If you get stuck and simply have no idea of what to do or where to go, I'd like to hear about that, too. Something that's off? Let me know. Something you particularly like? Yep. Just create your own individual topics on the forums so I won't miss your feedback.

I want to point out a couple of much-requested features which aren't part of this first beta:
  • Controller hints i.e. letting you know which keys do what in various situations.
  • In-game controller remapping.
  • Proper gamepad support for the inventory and the menus.
  • Understandability of the inventory i.e. "Where did my new items go?" and "Did I just use an item?"
These and about 150 other bug fixes and improvements are all things we'll be working on next. In the meanwhile, here is a lo-fi version of the controller hints for keyboard + mouse to get you started:

Game: WASD to move, E to interact, Shift to run, Ctrl to sneak, Alt+WASD to dodge, Space to jump, M for the map, I for the inventory.
Inventory: Left button drag to move items around, right button drag to move all items of a type around, right click to eat/drink.

I'll let you know when the next batch of improvements is ready to go. Enjoy the beta!

Kimmo
Hardland - Kimmo Vihola
The changes for the beta are in the bag. The week will start with a few days of playtesting to ensure everything runs fine without showstoppers, after which I'll upload the first full version of the game to Steam for you to play. Pretty excited for that! From there it's all about seeing how you guys react to the game, clearing lower priority bugs and compatibility issues, as well as improving controller support and the understandability of the game where it's lacking. I'm particularly looking forward to hearing about your experiences of the game's structure and the perceived level of difficulty. But that is all for the next post.

Kimmo
Mar 31
Hardland - Kimmo Vihola
Fingers crossed being sick is done for the spring. It took more time than I hoped to get over what turned out to be two different real-world bugs, but this week I finally got a full week of coding in. I didn't get everything finished for today, but I got about 50% through the last two big things I'm working on for the beta: combat and saving. The changes to saving, in particular, are pretty important; previously we've just wiped all progress when a new update comes out, but from here on all progress will be retained between updates.

Once all that is done, presumably sometime next week, we'll take a few days to test the game to make sure everything is ready to go before finally launching the beta. I'll talk to you more in a couple of days!
Hardland - Kimmo Vihola
I have been sick from right after the last post. While I'm starting to feel ok again, the rest of the family is getting hit now, which means it will likely be another full week before I can really start working on the game again. The new ETA for the full beta is at the end of the month. Sorry about this!
Hardland - Kimmo Vihola


The full changelist for the update I've now uploaded is some 250 items long, and although most items are related to things outside the demo, I'll list about 150 of them here so that you can get a better picture of what went into it. The next milestone is the first full game beta version. I'll post news about how to access it at the end of next week, once we've completed some additional work for combat and saving, as well as done that ever-so-crucial extra round of playtesting.


FIXED CRASHES

- Don't reload the entity templates each time the player enters a new world. This may or may not help with players running into a bug where the game crashes when templates can't be found.
- A possible fix for a bug where the game crashes in PhysX after loading a new world, because query caches were not correctly deleted.
- Fixed a bug where query cache shape pointers were left hanging if a physics object was first de-activated in updateHide() and later destroyed. This is a possible cause of crashing in PhysX.

OTHER CHANGES (Warning: Spoilers ahead!)

- "King's Stake" relic can be acquired from WizardStone landmark.
- "Sleep won't come with enemies nearby." + removed the sleep button if sleeping's not allowed.
- 4 new rock assets for decorating roads: RockFlat01 - 03. Rocks_Grey_Tiny_Multiple_02.
- A few clues about Erp. The ingredients for his recipe are also now in his inventory, to spill when he dies.
- A new interaction type FocusOnly which allows the player to look at secondary targets if there are no primary targets to interact with.
- Accurate collision shape for "Your Mask".
- Added Skeleton, Undead and Goblin encounters to the world map.
- Added activation flags for Healing altars.
- Added hat, fork and knife for Father Bunion.
- Admiral Rodriquez ships appear when boars leave.
- All possible items are visible in the player's inventory container. All the items are in fixed positions. If the player doesn't have an item, it will be only faintly visible. This gives a completionist aspect to the game, and improves the layout and understandability of item equipping and use.
- Area_EasternPort_Goblins defined for Goblin music.
- Barry's Field Shipwreck area polish.
- Brief dialogue for Rodriguez in the northern harbor, after Ulf kills everyone in the Port of Palms. A few more little clues. Finalized dialogue for thieves selling Lock Picks.
- Brief dialogue for the Witch about the Death Dealer's relic. Edited the note on Ishmael's door, and the FarText for the Stone Wizard (now the relic inside the wizard is the voice speaking). Description for the Knight's Key.
- Capra's Book Chest in Limbo Guild corridor.
- Capra's Journal Chest in Interior-CapraWindmill in Barry's Field.
- Cathedral Cliff path decorated.
- CellarGrimaldi has custom chest called "Grimaldi Treasure" which contains random heirlooms and an Union Ring that player can pick up.
- Changed any interactions that are currently non-actionable because you're missing for example a key to open a door, to be focused and highlighted correctly, but their interaction button hidden.
- Changed stacked shovels in CellarHolloway and SkeletonKingTomb to Shovel_Prop with only one as a pickup.
- Cobold Forest has more plants growing, some biome changes and custom weather.
- Concert flute is the "definite" elven flute, made matching textures for the three variants.
- Cork assets on bottles should react properly to scale changes and some of them were missing hide component.
- Custom hat for Tanya.
- Custom inventory icons for Baron's Key, Battered Shield, Catodon Key, Coffin Key, Domovoi's Fork, Forbidden Key, Knight's Key, Mangled Shield, Mayor's Key, Monk's Key.
- Custom texture and inventory icon for Great Cross Shield.
- Custom texture for GoblinStrong helmet.
- Damage animations are played back as regular additive animations instead of actions for all the NPCs.
- Desert area road side grass.
- Dialogue for the goblin king Erp, and a new dream recipe for him. Edited dialogue for the monks guarding the relic in St Fortuna's Rest. Changed "Goblin Healer" to "Goblin Priest."
- Disable cycling when the player is in the Fortuna Church area. Cycling is still allowed when sleeping inside the area, however.
- Disable motion blur for one frame when a camera cut takes place.
- DisableDeathSpawnPositionOrientationRandom and DisableDeathSpawnImpulseRandom base templates.
- Don't pre-simulate the Eldest King to fix a bug where it might float away when teleporting to an altar. Will not happen in the real game, but added to the confusion in dev builds.
- Doubled the transform buffer size for instanced rendering to stop meshes from disappearing. NOTE: Potential performance implications -- CL39735 refers to long spikes as the reason for keeping this buffer small. An error gets output in the error stream if the transform buffer is full.
- DreamDesert indirect lighting and fog fix.
- EjectInventory inner spawn radius increased to prevent tangled objects when opening chests. Also biased it towards top as there's usually more room above chests.
- Elven Citadel uses WoodElf_ElvenCitadel_Generated template that doesn't accept stones.
- Emmeline the Mistress in Cursed Mansion exterior.
- Enemy labels attached to head bones. A more casual idle aggro pose.
- Extensive set dressing near roads and next to Animal Party house.
- Extensive world map decoration. Additional bonfire near Wizard Stone and some other new areas.
- Fern can be cut down. (and it grows back)
- Fixed a bug where "everyone" was called Halli; names and descriptions and stats are now generated based on a random seed from a timer as opposed to fixed one.
- Fixed a bug where animations were not immediately updated after spawning resulting in the T-pose being displayed for the first frame.
- Fixed a bug where any characters brought in using CharacterTransformationComponent could fall through the environment, because the spawner entities get run from far away, and thus the characters are allowed to go through one step in the physics simulation without anything underneath them before being pulled out by the hide system. The hide update for an object is now run right after a transformation or when being cycled in.
- Fixed a bug where incorrect fade durations were applied in transitions after coming out of the intro. Fixed a bug where landmark weather would not have an effect after the weather was changed by TimeAndWeatherChangerComponent. Removed the weather template from Mods.txt as unneeded.
- Fixed a bug where item descriptions can be partially outside the screen.
- Fixed a bug where new entities were not initialized during the first frame causing the characters' gear to appear a frame late.
- Fixed a bug where real interactions were not prioritized correctly over FocusOnly. Fixed a bug where entities with labels could get real interactions which would not, then, be shown. Allowed FocusOnly to work through obstacles.
- Fixed a bug where switching from windowed to full screen would not correctly re-create the world textures.
- Fixed a bug where the default UserConfig didn't set the shader define HIGH_QUALITY.
- Fixed a bug where the menu master volume was not applied to all GUI widget sounds.
- Fixed a bug where the mesh opacity of mesh particles was random.
- Fixed a bug where the player came out dead from inside the Goblin King.
- Fixed a bug where the player's equipment showed up a frame late after teleporting.
- Fixed a bug where the transition from the intro to Hardland didn't work.
- Fixed a bug where the weather particles came in a frame late after teleporting.
- Fixed a bug where the weather particles were both saved and created from scratch with each loading of a world, quickly bringing the number of particles up.
- Fixed a bug where the world textures were not getting re-created when the resolution was changed.
- Fixed a bug where two Goblin King's near each other would play the eating sound every other frame. The memory for the event sound previous frame information was shared between instances of an animation, which was wrong. The implementation also gradually consumed more and more memory.
- Fixed a bug where you could always steal from Baron von Sparkle and Ulf the Wolf. Fixed another bug where Baron von Sparkle wouldn't attack you if you snuck up on him to talk.
- Fixed a bug where you could interact with things from inside a dead Goblin King.
- Fixed a bug where you couldn't get out of Ingrid's tower after the Dream Desert. Portal information is transferred upon entity transformation. Removed unused code.
- Fixed levitating Bonfire at Adventurers' Guild and some additional polish.
- ForkSilver_Prop.
- Freja has a piece of meat.
- Functional version of Chestmaker's chest.
- GoblinTreasure landmark music area defined. Changed some objects.
- Grand Jester's scepter is a golden replica of Elder King's fist.
- GrassLow01_Filler that doesn't remove CPU grass.
- If you go into the Inner Citadel without being enlightened, you will be gated by a dream that takes you back to a campfire on the public side of the Elven Citadel.
- Improved food lists in generator.
- Improved wooden chest behavior.
- Inconspicuous Monk's mission works. Added support for setting animations based on flags. Added support for dealing damage to specific factions only.
- Increased the number of regions created around the starting position.
- IngridEnding and Bonfire Intro road set dressing.
- Inventory icons for broken standard shield, broken round shield. Commander's Shield asset and icon updated to make it more distinct.
- Ishmael's house on top of the cliff in North East corner of the map.
- Key_WitchCoffin on Holloway's table. Some set dressing in his room, moved gold below bed, added book to the nightstand.
- Lady Capra's camp below Ishmael's house.
- Larry's House template warnings fixed, removed obsolete data.
- Linus will be in Snow Peak when the beer delivery to the Mountain Sheep has been completed or sabotaged. Fixed a bug where Isolde, the old lady, would be in her demo main menu position when the demo was not enabled.
- Lorelei dialogue tweaked to from "behind the windmill" to say "in the windmill".
- Made "low settings" look closer to the ground truth.
- Map Markers for Cobold Cave Rocks.
- Map colors for healing altar names are the same as other HUD text colors.
- Markers for harbors. (Eastern Port, Merchant Union, Northlands Harbor)
- MerchantCorpses have Union Rings.
- More detailed textures in Giant Fish and Giant Tavern. Some additional set dressing.
- Most main landmarks have descriptions. TextSequences has a new watermelon dream. Kuolema's Armor and the Secret Key have descriptions. Edits to Gus's dialogue and the generic thief vending menu.
- Papakha can be acquired from Snow Peak.
- Particles can be rendered to offscreen buffer to so it's possible to change their resolution.
- Player damage effects changed.
- Praakh doesn't fall through the docks.
- Pre-simulate the snow falling down.
- Put the Wish of [Whatever] in a chronological order. Added an inventory slot for the Old Diary Page (Elena's mother's diary page).
- Reformatted dialogue menus for Rodriguez, to make him respond differently if you've already spoken to him at another port when you book a voyage. FarText for the Raving Lunatic. New description for the Death Dealer's relic. Minor edits.
- Removed all old style shouts and reactions.
- Removed expiration component from bone props.
- Road leading to Village Vonsmark cleaned up so it's not possible to fall into the crack between the road and the wall.
- Rolling cloud shadow popping fix.
- Separated ports and altars from each other as teleporters.
- Shortcut between Town of Fortuna Cathedral and Town Well.
- Simple terrain radiance for low TerrainRadiancePS_LowQuality.
- Sir Kuolema scene polished in Village Vonsmark.
- Skeleton King Tomb ghouls are sleeping at first, they wake up when "VergerMet" flag is set.
- SkeletonKingTomb polish, added custom ghoul brain chests.
- Skip expensive lighting calculations on low settings.
- Some additional set dressing in Snow Peak.
- Sort point lights according to view distance to reduce flickering in Cobold Cave and other scenes with more than 32 point lights.
- SpoiledWatermelon pieces scale according to parent size.
- Terracotta Vases don't need label.
- The 500 gold is used when the player actually teleports with Rodriguez, not when the map screen opens up. Make the teleport markers usable directly in the exported files.
- The Fortuna Church relic-stealing sequence works. The worshipping monks act as relic guards, too.
- The Harlequin One has new dialogue about relics (replacing the dialogue about the staff). The monks in St Fortuna's have edits to their dialogue about stealing the relic. The Provider, Prophet, Miser, and Mystic masks in the Glass Passage have two sets of FarText: one before the stolen mask is returned, one after. New description for the Silver Fork; moved two-pronged Pitchfork description to three-pronged Pitchfork.
- The foliage appears on the frame after teleporting.
- The relic guards in the Fortuna Church talk about the evening instead of midnight.
- The scene with Ingrid at Fortuna's grave will reset if you start running away from it. Sleeping at the campfire after talking to her will function correctly, and turn the campfire into an unlit one again.
- Town of Fortuna cathedral book stand no longer breaks when kicked.
- Town of Fortuna wizard area polished.
- TownWell landmark polished.
- Traveling with Rodriguez no longer takes you through the dock into the water at the destination.
- Unhealed Wound (Limbo Guild) can be accessed in all situations.
- Unified map screen text colors with inventory screen.
- Unique Goblin King "Erp the Knightcrusher" at Goblin Treasure.
- Unique asset and icon for Lucretia's hourglass.
- Unique inventory icon and mesh for King's Western Fist.
- Unique inventory icons and meshes for 3 King's Splinters. (arc, bent, branch)
- Unique inventory icons for the three flutes.
- Unique items and their icons for Sir Kuolema: left and right spaulders, armor, spear and two shields (player can equip the other).
- Unique marker for the ship to improve harbor readability.
- Wave animation fades out with distance.
- Weapon icons unified and added missing HammerSmithFortuna.
- Weather changes immediately after teleporting.
- Weather tweaks, better implementation of MoonHalf template.
- When unmounting Freja or any ridable wild boars, the player won't disappear anymore. Furthermore, any items collected will be correctly retained.
- Windmills are visible on the map.
- Witch Mathilda despawns and appears correctly in her house after the town well scene. Improved her coffin special effects.
- You can teleport out of Altar Malpris to three individual healing altars (001-003). Fixed what appears a bug in teleport visibility evaluation.
- You talk to the Commander automatically inside Ulf's villa after sabotaging the Merchant Union vault gate to ensure certain information is passed and the quest activated correctly. Kazik won't stop you from getting out of the vault after having the final conversation with Ulf (he didn't stop it before either, but acted as though he would). You don't have to go through the entire final conversation with Ulf to get the Catodon Key; he'll leave it behind for you to collect if you didn't get it from him, and you'll also get the relic. Various bug fixes related to the final conversation.
- You won't spend the ticket with Rodriguez if you select the same port.


P.S. At least a few people have requested that the old version be made available alongside the demo to scratch the open-world itch while waiting. The old version is playable right now by right-clicking Hardland on Steam, selecting properties, and pointing to "release_26" in the dropdown menu of the beta tab.
...

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