After quite a long time a new update has at last been completed. This took a lot of work and has improvements in a large variety of areas, so I hope you enjoy.
To start with, as I'd imagine you'd have worked out by now, is the new procedural houses. These are houses that are generated randomly and thus are different each time you play. Each house will have a random exterior and a random set of rooms each joined together. Take a look:
Another feature that I worked very hard on implementing is one you may not notice, even though this feature took more time and effort than any other to date. I am talking about the networking rewrite. Most of the networking code in the game was from the original game and thus had some issues. Thankfully I have rewritten the entire way the game handles multiplayer which should result in greater stability and less bugs.
As part of this voice chat has been made more consistent, especially with low frame rates or poor connections. You can also now join a server mid game, and you will be loaded into the game. Items now also sync properly in all situations and should be very hard if not impossible to desync. I have also made players drop all their items when they disconnect allowing for a more consistent multiplayer experience, no more having someone disconnect with the ghost trap and soft locking the game.
Unfortunately their are no screenshots to show for those improvements, but here's something I can show: There is now a connecting to server screen and if you fail to connect it will handle it gracefully and send you back to the lobby, you can also cancel at anytime. As you can see I had some fun with this one.
Now, definitely the most notable addition is the revamp of the lobby. As you can see a lot of work went into making the lobby a good experience and making it feel like it belongs in the game.
As you level up you will unlock more and more areas in the lobby and it will evolve, giving you a changing experience as you progress. Here is one such room that will unlock at level 10: Unfortunately, due to the size of the new lobby a loading screen was needed to ensure that no one freezes for long enough to be disconnected from multiplayer, but this should result in a smoother experience anyway so it's not all bad. And on fast drives the loading screen in very quick.
The XP system has not changed but look out for a potential change in the future.
As for standout features there is one last, and highly anticipated one. Namely, rebindable controls. Take a look: Not only can you rebind any of your controls, you can now add as many as you would like, and also bind controllers, this means analogue movement is now supported.
Okay now for some more minor improvements.
There are a heap more pictures that can be randomly in every picture frame:
The ghost trap model has been remade completely:
The underlying engine (Godot) has been updated to the latest version, This should mean greater stability, performance, and quality overall. It also improves my ability to develop the game. Directly as a result of this the following changes were made: - Physics interpolation - Better physics engine for reliability and performance (Jolt) and plenty more minor changes in the background.
And finally, performance. Performance has been a growing concern of mind for quite a while. So I bit the bullet and spent a couple weeks optimising everything I could find. Some things I couldn't change without degrading the visuals of the game, so I've put some things behind graphics settings: So if the game still doesn't run well then have a play around until it runs okay.
Just before I finish up, here are some quick minor changes and bug fixes:
Ghost now spawns in random spot in house
Model optimisation was reverted for some broken models
Fixed server disconnect causing crash
Fixed dead players colliding incorrectly
Made player look follow adjacent players within range
Fix animations and particles displaying on server join
Increased breaker capacity on all maps
Fix breaker flicking all switches
Fix typing E closing the current GUI
Fix dead players have walking particles
New ambience for dead players
Fix ghost camera timer overflow at 100 minutes
Make username update without clicking enter in text field
Smith & Dungeon: Crafting the Legendary Weapons - Zoo Corporation
* Added key configuration support. * Added support for button display with DualShock controllers. (If not functioning, please try disabling Steam Input.) * Fixed a bug in the guild tutorial explanation. * Fixed a bug in the blacksmith rank-up tutorial explanation. * Corrected typos in the UI and equipment names. * Added guide display to the list of craftable equipment.
* Fixed the issue that Coodesker could not drag files after enabling QQ Quick Transfer * Resolved the issue where the smart box was not displaying correctly * Fixed the issue that blank files appeared on the desktop * Fixed some other bugs
Dear Players, The demo for “Dracula: End of Days” is live! Experience Chapter 1: Outbreak as researcher Henry escaping a contaminated lab, with gameplay featuring: - 30-min story-driven survival - Branching choices system - Hidden clues about future mutations
[Fixed] -Water bill seems higher than necessary -Keybindings not working -While changing keybinds change button not clickable after changing the bind -Sometimes computer parts appear to be incomplete even though they are complete -When more employee upgrade refunded additional employees can be hired -Some characters not recognizing on fonts -You can hire workers while in tutorial
*I'm sorry you've had to deal with these bugs since the update, if you encounter any other bugs please let me know on our discord server or here
I just found a terrible bug that was introduced by the new graphics update. Region-clicking and thumbnail generation were terribly broken, but now has been fixed.