There was a bug causing the wrong character portraits to briefly appear next to the textbox on rare occasions.
The way we had been using character portraits during some choice menus was causing this to happen, and we've removed all instances of this.
NOTE: If you have a save file where you were experiencing this issue, that particular file may still have the bugged character portrait saved as part of its game state, because that save still has in its history that it was exposed to the bugged menu portrait setting before the fix. Saves that never experienced this bug, as well as new saves, should remain unaffected by it. The fastest way to get back to where an affected save left off would be to use the Skip button to fast-forward up to that point. Apologies for the inconvenience!
I don't want to say to much because of recent months but we have a good majority of day 6 the morning rendered, Can't say yet if we will include any of this in the December 1st update.
Day 5 female route content is moving along as well, and baring any issues should be fine for December 1st.
I am still aiming to get day 6 done by the end of 2023(we know its possible, we've done it before), and we can't apologize enough for all the delays with day 5.. but with that said, actions speak louder then words, so we are just doing what we can to get things back on track and get these updates out in a timely manor.
Thanks to everyone who has stuck around and supported us even with the delays.
Thanks again and we look forward to a productive end of 2023 and 2024.
We've now officially shifted our focus to polishing, balancing, and adding more features to shopkeeping.
This patch brings a total refactor of a lot of AI, along with additional tweaks to make shopkeeping more consistently fun.
We have a larger shopkeeping patch in the works, so keep an eye out for that soon!
📜v0.12.3 Changelog
⭐New
Crouching will now hide the player name that hovers over the player's head, so that players can sneak up on other players... 👀
Added button to "Help" ESC menu that parses your save file for potentially lost data to use if your shop disappears (back up your save first!)
Added more item equip and destroy sounds
🏪 Shopkeeping Changes
There should now be a cool new track that plays when you hit 5 stars in your shop!
Added ability for customers to queue up at ATMs
Refactored AI pathfinding for more consistent results and removal of some duplicate calls
When an employee is not performing any task, they are not allowed on generic tag and will try warp to closest shop plot position, which will prevent them stuck on roof
Customers will now prefer cash registers that are powered instead of non-powered, instead of displaying the no register emote
Increased employee wandering radius to make them feel more alive when not performing any task
Foundation pieces no longer take damage from melee hits, to make for a smoother experience should a fight break out in your shop/home
(English) Reduced mean-ness and fixed a typo in customer request rejection dialogue
Rebalanced cost to purchase shop plots
Rebalanced which resources are attainable per shop plot
Customers will now look at the cash register when they are waiting at the register instead of whenever they're standing in the queue
Fixed employees not traversing on correct graph when not performing any tasks, which could cause some scenarios of employees being stuck
Fixed customers stuck on waiting in queue due to the person in front leaving the queue in some cases
Fixed a case where customers would teleport to needs items
Fixed stairs updating tags on a bigger bound than it should, causing nearby objects like handrails to have tags on them
Fixed some cases where generic tile type could wipe shop tile type internally in the nav mesh
Fixed items placed on staff tile being considered as a plot items instead of shop items
Fixed some prefabs with multiple room item references, causing some shop and plot references to be wiped
Fixed scenario where placing a prop on top of a plot (shop sign on top of a dresser, for example) will not consider the prop to be part of the shop
Fixed one case of items being duplicated or floating when interacted with by customers or employees
Fixed several display containers taking self damage when customers browse from them (this was an old mechanic that we decided not to have and it looks like it was still dormant on a few containers)
Fixed case where employee can be stuck due to incorrect nav mesh tags surrounding them
Updated the shop plot Realtor dialogue to fix errors and improve clarity
➡️ Changes
Swapping item slots will now immediately swap the two items, hopefully making inventory management require fewer clicks (you can have the old behavior if you hold shift)
Increased number of slots in Dumpster
Adjusted totems that were too close together in the desert and moved one to fill a gap in the desert
Changed electrical wiring tool to look like a soldering mesh instead of stone hammer
Added slight rotation to hitmarker
Several VFX tweaked to be more subtle for better immersion (weapon swing trail, weapon impact FX, rain)
Polished VFX/SFX for Gulper turrets in tutorial
(Extremely experimental and not fully playable yet, so please don't use gamepads yet) Added more gamepad support throughout the game
Dead grass now casts shadows, to improve visual fidelity in the desert regions
Changed anti-tiling rock shader to look more natural
Removed waterfall near Golf Cart Shop for better fidelity
Farming and baking quests are now global, for more consistent lore per save
Reduced Copper respawn timer in the Crater to make it more fun
Updated build UI to not have overlapping UI elements
Updated main menu to give better information about patches and reduce confusion of whether you're on the right patch or not
Updated Pop Pop's quest HUD text to teach the player to use TAB to place items better
Changed Journal UI to a darker color for better readability
⚙️ Optimizations
Fixed large FPS hitch when purchasing nodes from the research tree
Fixed large FPS hitch when swapping items with an expanded player inventory
Removed a class instantiation that occurred every frame with game zone calculations, reducing the amount of garbage collection and reducing chance of memory fragmentation over time
Reduced garbage collection allocation for pooling system and attribute system, which should free up RAM and reduce hitches
Refactored how items are saved to chunks for better performance and consistency
Reduced amount of storage save files use
Removed unnecessary expensive raycast that was occurring every frame for items that are hung on walls, which should improve framerate and garbage collection allocation if you have a lot of hung up items in your shop
🛠️ General Fixes
Fixed various disconnect to main menu situations
Fixed really bad bug where if you stood in a shop plot, invaded that shop plot in another server, then placed an item, you would lose your shop in your own save (sorry!)
Fixed invaders being able to damage buildings of newly hosted lobbies
Fixed being able to interact with Bellcoat Weapon when you shouldn't be able to
Fixed Western furniture shop stock not having correct items
Fixed melee hitbox spawning at the feet incorrectly sometimes
Fixed ending credits not playing special music
Fixed being unable to throw Kitchen Shelf
Fixed scenario where some save keys in the master game system weren't being loaded properly
Fixed Western Piano breaking shop nav mesh data
Fixed one scenario where quitting would take a long time due to some nav mesh calculations
Fixed Zipline anchors missing ziplines in Canyon area
Fixed some wells not having water in Kazai Settlement area
Fixed glass mat rendering over water
Fixed edge case where save could potentially be wiped if some item saved in a chunk that was not loaded in yet
Fixed item destroy SFX playing twice
Fixed collision on tent that could get the player stuck
Fixed bushes emitting yellow gas particle
Fixed electrical lights emitting dark smoke every time you turn around
Fixed snowstorm VFX playing near the Snowville shop plot
Fixed Invasion game mode not properly adding new player to the correct team when they join late
Fixed case in Invasion game mode where invading player failed to join an invasion
Fixed several core issues with invasions not working as expected
Fixed case where quitting the game would take too long
Fixed various issues with Make it Grain quest
Fixed research nodes not unhovering after Researcher appears or when save is loaded
Fixed issue in Cassandra's quest that didn't allow players to turn in the repeated part of her quest after quest is complete
Fixed items not staying inside Coastal Bookcase on save/load
Fixed Wheat not requiring water to grow
Fixed edge case where if you left an invasion mid-way that an exception with save file meta data could occur
Fixed "Ancient Core" item being available when it should be "Shepherd Core"
Fixed floating stairs in splash screen
Fixed longswords having wrong combo
Fixed being able to connect to lobbies of different versions through the right click -> Join Steam Friends feature
Patch Title Naming Convention
You also may have noticed that our patch title has changed from the usual 0.12.3 to "Update 12 v.3".
This is to simplify and streamline the patch numbers better, especially once we cross the 3 digit threshold as we plan to have a lot of patches.
(Check your version number at the top left of the main menu for v0.12.3 and restart Steam if you don't see the right number!)
It's November already! Next week (and some change) will mark the one month anniversary of Twofold's release. Thank you so much everyone for reading, sharing, and talking about these characters and their stories. We're hopeful this will be the last major polish and touch-up pass of the game so we can get the game built into discs and sent off to everyone who pre-ordered the physical edition!
I'll use this space to also say if you create any fanart or media, we'd love if you would either tag us in social media or put it here in the Steam community page! Anyway, onto the notes.
Mrow.
An attempt has been made to fix Steam achievements not syncing if you purchased the game elsewhere. If it still doesn't work, we can always send you a fix manually. Fair's fair and we'd want you to collect those shiny cheevos!
ATL adjustments and fixes, like characters being half-ghost if you click too fast.
Fixed an error in the History screen where you couldn't scroll up.
Auto-continue indicator! The CTC now changes to properly show that you have auto mode on, and the Auto button in the quick menu is lit up.
Asset optimization! A couple darker backgrounds have been uncompressed to reduce image artifacting. A diner background variation has also been heavily cropped and optimized to prevent extremely large images from rendering out.
Lots of tiny fixes to dialogue to match the voice lines. We also standardized punctuation inside of quotes for real this time.
GEOTRA v1.0.1 is out with some small fixes and a new class to play!
Archer
The Archer is ranged class that focuses on lining up that perfect shot (or a homing shot if you need help aiming!). Draw your bows, and let the arrows fly!
Changes/Bugfixes
Base Game:
changed the aesthetics of waves 20 and 25 to be consistent with the rest of the groups of 5
swords are now only disabled for 1 second when blocked by an enemy shield (halved from 2)
gunner is slightly faster by default (the speed boost for the first two upgrades has been altered to compensate)
Wave Editor:
re-added the ability to change the time when a spawner appears in the wave editor (this was absent on launch due to an error on my part; whoops!)
fixed a bug involving upgrade points carrying over between playtesting and regular campaigns