Sep 5, 2013
Betrayer - CombatJack
Update #2: Thanks for supporting Betrayer!
The next playable area is almost ready, but in the meantime, we have some new features, tweaks, and fixes.

The big news for this update is a color slider for those who requested it. Note that the original look is completely unchanged, so this is a purely optional alternative. The finished game will allow you to restore the default values, but for the time being you can find them listed in the pinned Contrast Settings topic on the Steam community forums.

Please see the changelist for a complete summary of tweaks, fixes, and optimizations, but beware that it may contain some minor spoilers! And as always, let us know what you think!

New Features:
-Added a color slider. Accessible from the Main Menu or in the Pause Menu while in-game.

Gameplay Changes:
-You now move at aim speed with the bow drawn, making you more vulnerable to enemy fire while lining up a shot.
-Melee stealth kills should be working again.
-Opened chests will no longer glimmer.
-Toned down the cicada sounds.
-Re-added the missing dialogue that discloses William Eastgrove's name. Oops.
-Characters will now always say something to you even if you've exhausted all topics.
-Added a reminder to Listen if you haven't done so at least twice in 80 seconds. It will also be displayed the first time you enter the otherworld after gaining the Listen ability and displays if you continue from a saved game in which you hadn’t listened at least twice.
-Adjusted shortbow arrow speed and gravity.
-Reduced the damage of the ghost enemies’ ranged attack.
-Examining a health barrel will now drink from it so that you don’t have to activate it a second time.
-You now collect the arrows from the sentry towers in Fort Henry when examining them.

Fixes:
-Fixed issue with not being able to buy arrows.
-Added a custom file to prevent user settings from getting wiped between builds.
-Additional navmesh cleanup to try to fix some problem areas southwest of Fort Henry.
-Fixed a potential progression blocker if you quit too soon after examining a crime scene.
-Fixed an issue with enemies not always appearing in correct numbers after you die and respawn.
-Fixed ammo refill exploit in Coastal Path.
-Fixed issue with wind not gusting in Coastal Path.
-Fixed issue with birds singing cheerfully in the otherworld.
-Fixed some collision issues and inconsistencies with crates, barrels, and chests on the beach.

Visual Improvements:
-Turned off ambient occlusion by default to reduce flickering and artifacts.
-Made the light gray rocks less bright and swapped out some rock materials in the FortHenry region.
-Dirtied up the rocky pebbles texture to blend into the underlying landscape texture better.
-Added new custom “store” asset.
-Smoothed out some layer blending and bumpiness around structures in the Fort Henry area.
-Adjusted the exit gate to not be so dark.
-Addressed some issues with ferns not casting shadows.
-Slightly scaled down foliage directly beside the path in Coastal Path to keep the player from feeling too small.
-Removed a small rock that was completely in shadow.
-Removed a couple of cliff rocks along the coast that weren't useful/visible anymore.
-Set the crates on the beach to cast shadows.

Optimizations:
-Added switch to disable color variation for leaves when it's not used as well as a low quality switch when it is used.
-Added switches to disable ~100 vert instructions of branch motion that's not needed on tree far LODs.
-Updated landscape to support low quality materials.
Sep 5, 2013
Betrayer - CombatJack
Update #2: Thanks for supporting Betrayer!
The next playable area is almost ready, but in the meantime, we have some new features, tweaks, and fixes.

The big news for this update is a color slider for those who requested it. Note that the original look is completely unchanged, so this is a purely optional alternative. The finished game will allow you to restore the default values, but for the time being you can find them listed in the pinned Contrast Settings topic on the Steam community forums.

Please see the changelist for a complete summary of tweaks, fixes, and optimizations, but beware that it may contain some minor spoilers! And as always, let us know what you think!

New Features:
-Added a color slider. Accessible from the Main Menu or in the Pause Menu while in-game.

Gameplay Changes:
-You now move at aim speed with the bow drawn, making you more vulnerable to enemy fire while lining up a shot.
-Melee stealth kills should be working again.
-Opened chests will no longer glimmer.
-Toned down the cicada sounds.
-Re-added the missing dialogue that discloses William Eastgrove's name. Oops.
-Characters will now always say something to you even if you've exhausted all topics.
-Added a reminder to Listen if you haven't done so at least twice in 80 seconds. It will also be displayed the first time you enter the otherworld after gaining the Listen ability and displays if you continue from a saved game in which you hadn’t listened at least twice.
-Adjusted shortbow arrow speed and gravity.
-Reduced the damage of the ghost enemies’ ranged attack.
-Examining a health barrel will now drink from it so that you don’t have to activate it a second time.
-You now collect the arrows from the sentry towers in Fort Henry when examining them.

Fixes:
-Fixed issue with not being able to buy arrows.
-Added a custom file to prevent user settings from getting wiped between builds.
-Additional navmesh cleanup to try to fix some problem areas southwest of Fort Henry.
-Fixed a potential progression blocker if you quit too soon after examining a crime scene.
-Fixed an issue with enemies not always appearing in correct numbers after you die and respawn.
-Fixed ammo refill exploit in Coastal Path.
-Fixed issue with wind not gusting in Coastal Path.
-Fixed issue with birds singing cheerfully in the otherworld.
-Fixed some collision issues and inconsistencies with crates, barrels, and chests on the beach.

Visual Improvements:
-Turned off ambient occlusion by default to reduce flickering and artifacts.
-Made the light gray rocks less bright and swapped out some rock materials in the FortHenry region.
-Dirtied up the rocky pebbles texture to blend into the underlying landscape texture better.
-Added new custom “store” asset.
-Smoothed out some layer blending and bumpiness around structures in the Fort Henry area.
-Adjusted the exit gate to not be so dark.
-Addressed some issues with ferns not casting shadows.
-Slightly scaled down foliage directly beside the path in Coastal Path to keep the player from feeling too small.
-Removed a small rock that was completely in shadow.
-Removed a couple of cliff rocks along the coast that weren't useful/visible anymore.
-Set the crates on the beach to cast shadows.

Optimizations:
-Added switch to disable color variation for leaves when it's not used as well as a low quality switch when it is used.
-Added switches to disable ~100 vert instructions of branch motion that's not needed on tree far LODs.
-Updated landscape to support low quality materials.
Aug 27, 2013
Betrayer - CombatJack
NOTE: You'll need to start a new game with this update!

We're hoping to release some new content soon, but in the meantime we wanted to push out an update to address some of the requests and suggestions you've been posting and emailing.

First off, you can now adjust the dark and light intensity to suit your tastes!

We've also added initial gamepad support. There are still some kinks to iron out with menus and other UI elements, but it's feeling like a solid foundation.

There are numerous other gameplay tweaks, optimizations and fixes outlined below and plenty more on the way! Thanks for all your feedback and please keep it coming!

CHANGELIST:

New Features:
  • Added sliders to allow adjustment of dark and light intensity. Accessible from the Main Menu or the Pause Menu while in-game.
  • Added initial gamepad support. Controls can be remapped, but only while in-game. If keyboard and mouse controls are displayed in the keybindings, back out and try again. Also, menus aren’t navigable by gamepad, so keep a mouse handy!

Gameplay Changes:
  • Added gravity to arrows.
  • Melee speed with bow equipped now matches other weapons.
  • Reduced melee damage for player and Conquistadors.
  • Compass markers now don't turn on until you discover the corresponding location.
  • You can no longer sprint backward.
  • Dead enemies leave behind any projectiles stuck in them when removed.
  • Musket now zooms in tighter when aimed.
  • Musket rounds travel slightly faster.
  • Conquistador musketeers and chargers move a little faster by default. Their sprint speed is unaffected.
  • Separated shortbow and longbow ammo.

Optimizations:
  • Post processing runs twice as fast.
  • Object cull distances updated in the levels to better fit each detail setting.
  • Dynamic shadows adjusted for better performance in each detail setting that uses them.
  • Characters now display shadows in Low detail setting.
  • Fort Henry level now has higher static shadowmap quality for Minimum and Low settings.
  • All ground foliage temporarily removed from Minimum detail setting.
  • Grass now visible in Low detail setting.

Fixes:
  • Vsync is now selectable and works as expected.
  • Fixed issue for all modifier keys like Shift, Alt and Ctrl than prevented right keys from binding correctly.
  • Fixed issue with not being able to bind mouse buttons.
  • Fixed issue with Smoothing and Invert Y changes not getting saved.
  • Fixed issue with Restore Defaults not affecting Sensitivity, Smoothing, or Invert Y in the Controls menu.
  • Fixed issue with pressing keys on controls screen sometimes saying "XXX binding moved to XXXX"
  • Esc now backs out of pause menu screens. Not working in the main menu yet.
  • Fixed a hard lock caused by toggling quickly between performance settings.
  • Fixed missing materials on Conquistador and bell when changing detail level.
  • Fixed issue with space bar restarting the credits instead of skipping them. Esc also skips.
  • Lowell Vaughan and Steven Walker now called out in the special thanks. Sorry, guys!
  • Removed anticlimactic countdown timer when selecting the Fullscreen option.
  • Fixed issue with counters for certain events not getting reset properly if you died prior to completing them.
  • Fixed issue with not being able to interact with two of the totems if you died after activating them.
  • Fixed crate item randomizer not getting reset.
  • Fixed issue with talking skulls being recollectable after loading a saved game.
  • Fixed issue with red death screen appearing after fast travel.
  • Fixed issue with the world not being fully streamed when the level starts.
  • Fixed looping fire issue with musket and pistol.
  • Fixed issue with arrows and tomahawks disappearing when destroying crates.
  • Hitting R while running no longer causes the weapon to come up.
  • Drawing the bow correctly aborts sprint.
  • Fixed issue with AIs not playing their idle animations.
  • Maple leaves no longer block projectiles.
Aug 27, 2013
Betrayer - CombatJack
NOTE: You'll need to start a new game with this update!

We're hoping to release some new content soon, but in the meantime we wanted to push out an update to address some of the requests and suggestions you've been posting and emailing.

First off, you can now adjust the dark and light intensity to suit your tastes!

We've also added initial gamepad support. There are still some kinks to iron out with menus and other UI elements, but it's feeling like a solid foundation.

There are numerous other gameplay tweaks, optimizations and fixes outlined below and plenty more on the way! Thanks for all your feedback and please keep it coming!

CHANGELIST:

New Features:
  • Added sliders to allow adjustment of dark and light intensity. Accessible from the Main Menu or the Pause Menu while in-game.
  • Added initial gamepad support. Controls can be remapped, but only while in-game. If keyboard and mouse controls are displayed in the keybindings, back out and try again. Also, menus aren’t navigable by gamepad, so keep a mouse handy!

Gameplay Changes:
  • Added gravity to arrows.
  • Melee speed with bow equipped now matches other weapons.
  • Reduced melee damage for player and Conquistadors.
  • Compass markers now don't turn on until you discover the corresponding location.
  • You can no longer sprint backward.
  • Dead enemies leave behind any projectiles stuck in them when removed.
  • Musket now zooms in tighter when aimed.
  • Musket rounds travel slightly faster.
  • Conquistador musketeers and chargers move a little faster by default. Their sprint speed is unaffected.
  • Separated shortbow and longbow ammo.

Optimizations:
  • Post processing runs twice as fast.
  • Object cull distances updated in the levels to better fit each detail setting.
  • Dynamic shadows adjusted for better performance in each detail setting that uses them.
  • Characters now display shadows in Low detail setting.
  • Fort Henry level now has higher static shadowmap quality for Minimum and Low settings.
  • All ground foliage temporarily removed from Minimum detail setting.
  • Grass now visible in Low detail setting.

Fixes:
  • Vsync is now selectable and works as expected.
  • Fixed issue for all modifier keys like Shift, Alt and Ctrl than prevented right keys from binding correctly.
  • Fixed issue with not being able to bind mouse buttons.
  • Fixed issue with Smoothing and Invert Y changes not getting saved.
  • Fixed issue with Restore Defaults not affecting Sensitivity, Smoothing, or Invert Y in the Controls menu.
  • Fixed issue with pressing keys on controls screen sometimes saying "XXX binding moved to XXXX"
  • Esc now backs out of pause menu screens. Not working in the main menu yet.
  • Fixed a hard lock caused by toggling quickly between performance settings.
  • Fixed missing materials on Conquistador and bell when changing detail level.
  • Fixed issue with space bar restarting the credits instead of skipping them. Esc also skips.
  • Lowell Vaughan and Steven Walker now called out in the special thanks. Sorry, guys!
  • Removed anticlimactic countdown timer when selecting the Fullscreen option.
  • Fixed issue with counters for certain events not getting reset properly if you died prior to completing them.
  • Fixed issue with not being able to interact with two of the totems if you died after activating them.
  • Fixed crate item randomizer not getting reset.
  • Fixed issue with talking skulls being recollectable after loading a saved game.
  • Fixed issue with red death screen appearing after fast travel.
  • Fixed issue with the world not being fully streamed when the level starts.
  • Fixed looping fire issue with musket and pistol.
  • Fixed issue with arrows and tomahawks disappearing when destroying crates.
  • Hitting R while running no longer causes the weapon to come up.
  • Drawing the bow correctly aborts sprint.
  • Fixed issue with AIs not playing their idle animations.
  • Maple leaves no longer block projectiles.
...