Thanks for supporting Betrayer and all the feedback you've been posting!
We are still investigating the UI crash and the "out of video memory" issue some players are encountering, but wanted to get some other fixes and features out in the meantime.
We also want to encourage players to check the Reminders entry of the Notes screen periodically, as it summarizes gameplay tips and tutorial information in case you miss the pop-ups.
New Difficulty Options:
There are now three difficulty options instead of two. The default, Deadly Enemies, is similar to Normal difficulty in a traditional single player game. The original, more punishing default setting is now called Deadlier Enemies. There's also a new Less Deadly Enemies that is intended for players who are more interested in an adventure than a challenge.
Loot dropping on death is now optional and defaults off. We recommend that players who want a greater challenge and heightened tension enable it in the general options. The reason for defaulting it off is that we assume more hardcore players will have an easier time finding and enabling the option than less hardcore players would have finding and disabling it. Note that enemies still repopulate areas with either setting.
Game Balance:
Enemy perception has been tweaked to make Conquistadors more perceptive and certain other enemies less so.
Enemy vision ranges have been reduced in general.
The Listen HUD option now defaults on.
Bug Fixes:
Fixed issue with several treasure chests in the Fort St. George region losing their red color and chime sound when loading a saved game or returning to the area at a later time. Note that depending which chests you've found, there may be some that still show the issue, but they should be the easier ones to find.
Fixed a treasure chest in Outlying Settlements not switching to the dull material when opened.
Fixed an issue that could cause player loot to become unrecoverable in certain situations.
Fixed skeletons sometimes playing the wrong attack animation.
Additional navmesh cleanup to help with enemy pathfinding in some areas where they were struggling.
Fix for certain enemies not being present if you fast traveled to certain destinations in Outlying Settlements.
Wall check removed for player loot drops. Should reduce instances of not being able to recover loot.
Fix for not being able to get the All Graves Found announcement (and Achievement) in Forbidden Wilds in certain cases.
Reduced the volume of the corrupted totem sound cue.
Fixed issue with a dragged inventory item showing the wrong detail.
Fixed a visible seam on the musket powder horn.
Fixed an issue with a couple of ash figures getting set to the wrong collision type when destroyed.
Fixed an issue with those same ash figures playing the chime sound when they shouldn't.
Fixed a case where you can get the "nothing more to hear" message too soon in Outlying Settlements if you completed things in a certain order.
Beware of potential spoilers below!
Fixed issues with the Tabitha Markley and Maiden in Red investigations not completing. The fix will prevent the issue from occurring but won't retroactively update the journal if you've passed the point where each occurs.
Updated the description for one of the victims to match the dialogue.
Fixed a post-completion issue where you're directed to return to the Forbidden Wilds.
Fixed issue with Maiden in Red being present at Fort Hope if you die during the assault.
Fixed issue with Listen leading you to James Markley after he's been released.
Fixed issue with the fire being relit if you return to Forbidden Wilds after completing the game.
Fixed a topic that shouldn't display if you've already learned the name of the Maiden in Red.
Thanks for supporting Betrayer and all the feedback you've been posting!
We are still investigating the UI crash and the "out of video memory" issue some players are encountering, but wanted to get some other fixes and features out in the meantime.
We also want to encourage players to check the Reminders entry of the Notes screen periodically, as it summarizes gameplay tips and tutorial information in case you miss the pop-ups.
New Difficulty Options:
There are now three difficulty options instead of two. The default, Deadly Enemies, is similar to Normal difficulty in a traditional single player game. The original, more punishing default setting is now called Deadlier Enemies. There's also a new Less Deadly Enemies that is intended for players who are more interested in an adventure than a challenge.
Loot dropping on death is now optional and defaults off. We recommend that players who want a greater challenge and heightened tension enable it in the general options. The reason for defaulting it off is that we assume more hardcore players will have an easier time finding and enabling the option than less hardcore players would have finding and disabling it. Note that enemies still repopulate areas with either setting.
Game Balance:
Enemy perception has been tweaked to make Conquistadors more perceptive and certain other enemies less so.
Enemy vision ranges have been reduced in general.
The Listen HUD option now defaults on.
Bug Fixes:
Fixed issue with several treasure chests in the Fort St. George region losing their red color and chime sound when loading a saved game or returning to the area at a later time. Note that depending which chests you've found, there may be some that still show the issue, but they should be the easier ones to find.
Fixed a treasure chest in Outlying Settlements not switching to the dull material when opened.
Fixed an issue that could cause player loot to become unrecoverable in certain situations.
Fixed skeletons sometimes playing the wrong attack animation.
Additional navmesh cleanup to help with enemy pathfinding in some areas where they were struggling.
Fix for certain enemies not being present if you fast traveled to certain destinations in Outlying Settlements.
Wall check removed for player loot drops. Should reduce instances of not being able to recover loot.
Fix for not being able to get the All Graves Found announcement (and Achievement) in Forbidden Wilds in certain cases.
Reduced the volume of the corrupted totem sound cue.
Fixed issue with a dragged inventory item showing the wrong detail.
Fixed a visible seam on the musket powder horn.
Fixed an issue with a couple of ash figures getting set to the wrong collision type when destroyed.
Fixed an issue with those same ash figures playing the chime sound when they shouldn't.
Fixed a case where you can get the "nothing more to hear" message too soon in Outlying Settlements if you completed things in a certain order.
Beware of potential spoilers below!
Fixed issues with the Tabitha Markley and Maiden in Red investigations not completing. The fix will prevent the issue from occurring but won't retroactively update the journal if you've passed the point where each occurs.
Updated the description for one of the victims to match the dialogue.
Fixed a post-completion issue where you're directed to return to the Forbidden Wilds.
Fixed issue with Maiden in Red being present at Fort Hope if you die during the assault.
Fixed issue with Listen leading you to James Markley after he's been released.
Fixed issue with the fire being relit if you return to Forbidden Wilds after completing the game.
Fixed a topic that shouldn't display if you've already learned the name of the Maiden in Red.
We are very happy to report that the game is finished and will be released on March 24th for a retail price of $19.99. The $14.99 Early Access price will still be available until then.
We're grateful for all the feedback and suggestions the community provided during our Early Access. Your involvement resulted in many new features and refinements and helped us make a better, richer game experience.
We are very happy to report that the game is finished and will be released on March 24th for a retail price of $19.99. The $14.99 Early Access price will still be available until then.
We're grateful for all the feedback and suggestions the community provided during our Early Access. Your involvement resulted in many new features and refinements and helped us make a better, richer game experience.
We apologize for the lack of news lately, but it’s only because of how busy we’ve been!
After the last update, we decided to shift our focus to getting the rest of the game done instead of continuing with staged releases. One reason was that preparing each update took a lot of time away from moving the game forward and making it better. Another was that we didn’t want to keep resetting everyone’s progress over and over. We also feel Betrayer will be best enjoyed by playing at your own pace instead of being at the mercy of our release schedule.
We apologize for the lack of news lately, but it’s only because of how busy we’ve been!
After the last update, we decided to shift our focus to getting the rest of the game done instead of continuing with staged releases. One reason was that preparing each update took a lot of time away from moving the game forward and making it better. Another was that we didn’t want to keep resetting everyone’s progress over and over. We also feel Betrayer will be best enjoyed by playing at your own pace instead of being at the mercy of our release schedule.
NOTE: YOU’LL NEED TO START A NEW GAME IF YOU HAVEN’T PLAYED SINCE UPDATE #2!
Update #4 adds some new features and fixes. You might want to avoid reading them if you’re a first time player or haven’t checked out Update #3 yet, as they contain some minor spoilers.
As always, let us know what you think!
Update #4:
Firearms now do significantly more damage and are balanced more directly by range and reload speed.
Dropped items are more visible on the ground, reducing the need to rely on the compass to find them.
Your input is no longer paused by the Cannot Fast Travel message.
Adjusted senses and fortitude of the new enemy type.
Equipment descriptions now show when mousing over equipped item slots.
Bell now animates when rung.
Reverted the script font used on notes while we figure out a more legible solution.
Fixed issue with Listen not always firing off.
Fixed Crouch Toggle getting reset to “C” on startup, taking the binding away from other controls.
Fixed certain skulls becoming unretrievable if you quit the game after talking to their owners but before recovering the skull.
Fixed issue with color values less than 0.4 getting clamped to 0.0.
Fixed issue where you could respawn with the knife in hand instead of the equipped weapon if you die while performing a melee attack.
NOTE: YOU’LL NEED TO START A NEW GAME IF YOU HAVEN’T PLAYED SINCE UPDATE #2!
Update #4 adds some new features and fixes. You might want to avoid reading them if you’re a first time player or haven’t checked out Update #3 yet, as they contain some minor spoilers.
As always, let us know what you think!
Update #4:
Firearms now do significantly more damage and are balanced more directly by range and reload speed.
Dropped items are more visible on the ground, reducing the need to rely on the compass to find them.
Your input is no longer paused by the Cannot Fast Travel message.
Adjusted senses and fortitude of the new enemy type.
Equipment descriptions now show when mousing over equipped item slots.
Bell now animates when rung.
Reverted the script font used on notes while we figure out a more legible solution.
Fixed issue with Listen not always firing off.
Fixed Crouch Toggle getting reset to “C” on startup, taking the binding away from other controls.
Fixed certain skulls becoming unretrievable if you quit the game after talking to their owners but before recovering the skull.
Fixed issue with color values less than 0.4 getting clamped to 0.0.
Fixed issue where you could respawn with the knife in hand instead of the equipped weapon if you die while performing a melee attack.
This is a major update featuring a new area, a completely new enemy type, new things to do, and numerous improvements and fixes.
Please see the summary for more information, although note that many entries are left intentionally vague so as not to ruin any surprises. That said, first-time players should beware that the list may still contain some minor spoilers. As always, let us know what you think!
Summary:
A new area!
A new enemy type!
Additional notes, clues, etc.
Revised the “talking skull” element.
Lots of new or refined enemy behaviors.
Added a save prompt when exiting the game and an autosave after shopping.
Massive AI refactor for more consistent behavior with fewer “thoughtful pauses”.
Massive enemy navigation and navmesh overhaul for better pathfinding and handling of situations where the player is unreachable.
Improved enemy encounters in the otherworld.
Various stealth refinements.
Reworked some tutorial messages and added a couple of new ones to explain game mechanics people seem to consistently overlook.
Enemy weapons no longer go flying when dropped.
Charms are now auto
equipped in empty slots.
Audio sliders are hooked up now.
Lots of balance adjustments. Be warned the game got harder.
Shortbow quiver works properly.
Lots of visual tweaks, optimizations, and polish.
Notes now use a script font.
Esc key now works in the main menu.
Equipped items are now marked in the Inventory menu.
Scrollbars should look better and work more reliably.
Bow animation polish.
Fixed an issue where lightmaps could become irreversibly black in certain cases, causing shadows to appear pitch black and the otherworld to become featureless and very hard to navigate.
Fixed potential issue where otherworld enemies could spawn in the normal world.
Fixed a related issue where progression could get blocked in certain save/load situations.
The South Gate will now only open in the normal world.
Longbow now starts with 12 arrows instead of 20.
Fixed issue where you could get the "nothing more to hear in this region" notice prematurely.
This is a major update featuring a new area, a completely new enemy type, new things to do, and numerous improvements and fixes.
Please see the summary for more information, although note that many entries are left intentionally vague so as not to ruin any surprises. That said, first-time players should beware that the list may still contain some minor spoilers. As always, let us know what you think!
Summary:
A new area!
A new enemy type!
Additional notes, clues, etc.
Revised the “talking skull” element.
Lots of new or refined enemy behaviors.
Added a save prompt when exiting the game and an autosave after shopping.
Massive AI refactor for more consistent behavior with fewer “thoughtful pauses”.
Massive enemy navigation and navmesh overhaul for better pathfinding and handling of situations where the player is unreachable.
Improved enemy encounters in the otherworld.
Various stealth refinements.
Reworked some tutorial messages and added a couple of new ones to explain game mechanics people seem to consistently overlook.
Enemy weapons no longer go flying when dropped.
Charms are now auto
equipped in empty slots.
Audio sliders are hooked up now.
Lots of balance adjustments. Be warned the game got harder.
Shortbow quiver works properly.
Lots of visual tweaks, optimizations, and polish.
Notes now use a script font.
Esc key now works in the main menu.
Equipped items are now marked in the Inventory menu.
Scrollbars should look better and work more reliably.
Bow animation polish.
Fixed an issue where lightmaps could become irreversibly black in certain cases, causing shadows to appear pitch black and the otherworld to become featureless and very hard to navigate.
Fixed potential issue where otherworld enemies could spawn in the normal world.
Fixed a related issue where progression could get blocked in certain save/load situations.
The South Gate will now only open in the normal world.
Longbow now starts with 12 arrows instead of 20.
Fixed issue where you could get the "nothing more to hear in this region" notice prematurely.