Mar 12, 2018
Overgrowth - kavika
We're back with another update for Overgrowth. This is the second large patch we've released since leaving early access.
https://youtu.be/zuAllyymbM4
This time we focused on AI and combat improvements on hardcore and expert difficulty settings.

Enemies are now more cautious, and their attacks are bit less predictable. They are better at evading jump kicks, and will roll away when they see them coming.

We've also reduced the attack magnet, and made the maximum shoulder-throw distance shorter. These make it harder to land hits (especially the jump kick).

Last, cats are a bit more tactical about throwing their off-hand weapon. They use to just throw it at random times. Now they throw it to intercept jump kicks, when you're running away, and when you're far away from them.

We've also made many bug fixes, some performance optimizations, and a bunch of improvements to the editor and to mod scripting.

Changelog:
Here's a summary of all the changes in the 1.2 release. The points listed here are just a summary of all the changes. You can find the full change log here: https://docs.google.com/document/d/1P3LbKGFhbj5-wv6akSjnmBxxGVskLq-BB6wiPm8wjBA/edit?usp=sharing

Gameplay:
- Added back per-character aggression setting (only applies in hardcore or higher), and made AI a bit more cautious on higher difficulty levels
- Disabled attack “magnet” in anything but "casual" mode
- Made AI roll away from jump kicks
- Made it harder to hit large characters as the difficulty increases
- Made shoulder throw require you to be closer at higher difficulty levels
- Made cat offhand throwing more fair

Performance:
- Improved script performance of ragdolled NPCs
- Added setting to disable Depth of Field

Reliability:
- Added better error messages for many game launch failures
- Added file backup system while while saving a map (at "../Overgrowth/Data/Levels/backup/")
- Print progress on loading screen when nav mesh is generating (if no loading screen image is present)
- Fixed error when showing nav mesh on OSX
- Improved non-english language file system support
- Fixed some problems with texture atlas bleeding when texture sizes changed (decals, mostly)
- Enabled stack trace error logging on OSX
- Fixed many crash bugs, especially when working with mods

Modding/editor:
- Improved vignette and depth of field behavior in split screen mode
- Improved error messages in Mods menu
- Bumped up supported mod count to 256
- Added "Species" character script param (just affects behavior, not other script params or appearance)
- Added ability to specify character controller script per-character-instance or per-level
- Many editor UI improvements
- Many additions to Angelscript interface, including split screen controls, and hotspot->object connections
- Added angelscript debugger
- Made "press any key to continue" pulse, so you know level load finished
- Fixed problems setting sky texture
- Fixed issues with character eye target in the dialogue editor
- Fixed File -> New, File -> Open, and File -> "Save Level As..." hotkeys
- Fixed several editor bugs with grouped objects

Overgrowth story:
- Made some enemies in Level 1 and Level 2 more aggressive, and more navigation clean up
- Fixed a few small bugs in other levels

Therium 2 story:
- Fixed progress unlock and story completion icons
- Made it impossible to bypass Jairo's dialogue on Begin
- Made it impossible to slide up fences on Prologue
- Improvements to collision/stairs
- Made it so you can't pick up enemy weapon scabbards
- Fixed infinite Prologue meeting dialogue loop
- Replaced most static spikes with impaling spikes

Known issues
- There is an issue for some people where you try to launch the game and both the game and Steam crash. We're still investigating the cause of this, but we believe this is due to the Steam shader pre-cache feature. To work around this, Steam -> Settings -> Shader Pre-Cache -> uncheck Enable Shader Pre-Cache. Then delete this folder: C:\Program Files (x86)\Steam\steamapps\shadercache\25000

If you find any bugs, and the instructions in "known issues" do not help, please email a full description along with your system specs to bugs@wolfire.com

To download the update, use Steam, or log into your Humble Bundle account.

Thanks as always for all the support. See you guys in Discord!
Mar 12, 2018
Overgrowth - kavika
We're back with another update for Overgrowth. This is the second large patch we've released since leaving early access.
https://youtu.be/zuAllyymbM4
This time we focused on AI and combat improvements on hardcore and expert difficulty settings.

Enemies are now more cautious, and their attacks are bit less predictable. They are better at evading jump kicks, and will roll away when they see them coming.

We've also reduced the attack magnet, and made the maximum shoulder-throw distance shorter. These make it harder to land hits (especially the jump kick).

Last, cats are a bit more tactical about throwing their off-hand weapon. They use to just throw it at random times. Now they throw it to intercept jump kicks, when you're running away, and when you're far away from them.

We've also made many bug fixes, some performance optimizations, and a bunch of improvements to the editor and to mod scripting.

Changelog:
Here's a summary of all the changes in the 1.2 release. The points listed here are just a summary of all the changes. You can find the full change log here: https://docs.google.com/document/d/1P3LbKGFhbj5-wv6akSjnmBxxGVskLq-BB6wiPm8wjBA/edit?usp=sharing

Gameplay:
- Added back per-character aggression setting (only applies in hardcore or higher), and made AI a bit more cautious on higher difficulty levels
- Disabled attack “magnet” in anything but "casual" mode
- Made AI roll away from jump kicks
- Made it harder to hit large characters as the difficulty increases
- Made shoulder throw require you to be closer at higher difficulty levels
- Made cat offhand throwing more fair

Performance:
- Improved script performance of ragdolled NPCs
- Added setting to disable Depth of Field

Reliability:
- Added better error messages for many game launch failures
- Added file backup system while while saving a map (at "../Overgrowth/Data/Levels/backup/")
- Print progress on loading screen when nav mesh is generating (if no loading screen image is present)
- Fixed error when showing nav mesh on OSX
- Improved non-english language file system support
- Fixed some problems with texture atlas bleeding when texture sizes changed (decals, mostly)
- Enabled stack trace error logging on OSX
- Fixed many crash bugs, especially when working with mods

Modding/editor:
- Improved vignette and depth of field behavior in split screen mode
- Improved error messages in Mods menu
- Bumped up supported mod count to 256
- Added "Species" character script param (just affects behavior, not other script params or appearance)
- Added ability to specify character controller script per-character-instance or per-level
- Many editor UI improvements
- Many additions to Angelscript interface, including split screen controls, and hotspot->object connections
- Added angelscript debugger
- Made "press any key to continue" pulse, so you know level load finished
- Fixed problems setting sky texture
- Fixed issues with character eye target in the dialogue editor
- Fixed File -> New, File -> Open, and File -> "Save Level As..." hotkeys
- Fixed several editor bugs with grouped objects

Overgrowth story:
- Made some enemies in Level 1 and Level 2 more aggressive, and more navigation clean up
- Fixed a few small bugs in other levels

Therium 2 story:
- Fixed progress unlock and story completion icons
- Made it impossible to bypass Jairo's dialogue on Begin
- Made it impossible to slide up fences on Prologue
- Improvements to collision/stairs
- Made it so you can't pick up enemy weapon scabbards
- Fixed infinite Prologue meeting dialogue loop
- Replaced most static spikes with impaling spikes

Known issues
- There is an issue for some people where you try to launch the game and both the game and Steam crash. We're still investigating the cause of this, but we believe this is due to the Steam shader pre-cache feature. To work around this, Steam -> Settings -> Shader Pre-Cache -> uncheck Enable Shader Pre-Cache. Then delete this folder: C:\Program Files (x86)\Steam\steamapps\shadercache\25000

If you find any bugs, and the instructions in "known issues" do not help, please email a full description along with your system specs to bugs@wolfire.com

To download the update, use Steam, or log into your Humble Bundle account.

Thanks as always for all the support. See you guys in Discord!
Overgrowth - kavika
This is a small hotfix (on top of 1.1.3) that has only a few changes. This patch is a fix to the freezing issues people were experiencing on Intel 5xx and 6xx (520, 630, etc) GPUs.

The next large patch is still in progress and on the way.

Bug fixes:
- Worked around GPU driver crash/hang on Intel 5xx and 6xx GPUs (Intel's driver was crashing when calling glEnable(GL_FRAMEBUFFER_SRGB))

Settings:
- Added ability to disable occlusion query in Debug -> Graphics
- Added config file setting to enable more verbose OpenGL error prompts

If you find any bugs, please email a full description, steps to reproduce the problem, and your system specs to bugs@wolfire.com
Overgrowth - kavika
This is a small hotfix (on top of 1.1.3) that has only a few changes. This patch is a fix to the freezing issues people were experiencing on Intel 5xx and 6xx (520, 630, etc) GPUs.

The next large patch is still in progress and on the way.

Bug fixes:
- Worked around GPU driver crash/hang on Intel 5xx and 6xx GPUs (Intel's driver was crashing when calling glEnable(GL_FRAMEBUFFER_SRGB))

Settings:
- Added ability to disable occlusion query in Debug -> Graphics
- Added config file setting to enable more verbose OpenGL error prompts

If you find any bugs, please email a full description, steps to reproduce the problem, and your system specs to bugs@wolfire.com
Overgrowth - kavika
Here's a hotfix to solve critical problems we found after the 1.1 patch. Some random improvements made their way in as well. More of those on the way, as we continue working on the next patch!

Bug fixes:
- Fixed problem with "fragment shader" errors on level load
- Fixed 0xc000007b error at launch on 64 bit build (or launch without error message)
- Fixed crash when deleting groups in editor
- Fixed error messages in some mod campaigns
- Fixed hot reload file change detection on Windows
- Fixed crash when hitting "enter" key while slider UI component selected
- Made selected mods list save earlier, in case a crash wipes them out

Modding:
- Added ability to enable/disable items from editor (In object properties, "U" menu)

Therium 2 improvements:
- begin: Improved shadows and jump nodes
- s1/b3: Improved explosion effects, stairs collision behavior
- e/a4-a: Improved explosion effects, some graphics tweaks
- e/a4-f: Some graphics tweaks
- Tweaks to an easter egg

If you find any bugs, and the instructions in "known issues" do not help, please email a full description along with your system specs to bugs@wolfire.com
Overgrowth - kavika
Here's a hotfix to solve critical problems we found after the 1.1 patch. Some random improvements made their way in as well. More of those on the way, as we continue working on the next patch!

Bug fixes:
- Fixed problem with "fragment shader" errors on level load
- Fixed 0xc000007b error at launch on 64 bit build (or launch without error message)
- Fixed crash when deleting groups in editor
- Fixed error messages in some mod campaigns
- Fixed hot reload file change detection on Windows
- Fixed crash when hitting "enter" key while slider UI component selected
- Made selected mods list save earlier, in case a crash wipes them out

Modding:
- Added ability to enable/disable items from editor (In object properties, "U" menu)

Therium 2 improvements:
- begin: Improved shadows and jump nodes
- s1/b3: Improved explosion effects, stairs collision behavior
- e/a4-a: Improved explosion effects, some graphics tweaks
- e/a4-f: Some graphics tweaks
- Tweaks to an easter egg

If you find any bugs, and the instructions in "known issues" do not help, please email a full description along with your system specs to bugs@wolfire.com
Overgrowth - kavika
Happy Holidays! We're pleased to announce Overgrowth 1.1, on sale for 40% off until January 4th. Along with many performance improvements and bug fixes, it features an officially-remastered version of Therium 2, a total conversion by Constance P.
https://youtu.be/AXMWDSU1ZSo
Constance has worked on this story over the course of two or three years, and created more than 40 levels, including branching paths, multiple endings, an entirely new story, and deep background lore. Since the launch of the Overgrowth story in October, the Wolfire team has been working with Constance to improve Therium 2 and make it easier and better for players to access.

Constance added several new levels to the beginning to introduce the story more smoothly, and completely remade or revised a number of others. Together we built a new menu and save system that makes it easy to keep track of progress through the branching campaign. We also went through most of the levels to overhaul the lighting and visuals, so that they look as good or even better than the original Overgrowth levels, while keeping performance and framerate in mind.

Therium2 gives the player a lot of freedom, and doesn't hold their hand much with hints and checkpoints, so I would recommend playing through the original Overgrowth story first to make sure you have mastered the controls and mechanics.

Like the Overgrowth story, Therium-2 was made with moddability in mind, so it'll also include new assets made by Rolands and Jackie, made available in the editor. There are also several new hotspots and scripts that anyone can use for their own levels.

Changelog:
Here's a summary of all the changes in the 1.1 release. The points listed here are just a summary of all the changes. You can find the full change log here: https://docs.google.com/document/d/1Vh79v7PBLamjsoM2IgY_A8fHrP1ozBg66f4fgDnMMBQ/edit?usp=sharing

Therium 2 story
- Now comes with base game, no need to install a mod
- New branching story progress menu (and progress saving!)
- New levels at beginning to give more back story
- Many graphics updates (improved shadows and lighting, new models, decal and detail work, FOV in dialogues, fixed some broken assets, a couple new shader effects)
- Prompts for reading lore notes, and added a few more lore tidbits (dialogues, notes)
- Improved level load times from mod version

Overgrowth story
- Improvements to wall-run, platforming, collision issues in several levels
- Added invisible level boundaries to many levels, so player less likely to get lost

Gameplay
- Added ability to drop weapon by pressing grab and drop (right click + Q by default)
- Made "hardcore" difficulty 100% speed to make it feel less "floaty"/"unresponsive"
- Improved the difficulty selection menu (added "auto ledge grab" and "tutorials" checkboxes, added descriptions of difficulty changes)

Graphics/Settings
- Improved full screen modes, added multi-monitor and high-DPI support

Performance
- Added shader preload and caching support, which will reduce in-level hitches, and improve load times for loaded levels (after the first level is loaded)
- Added detail object dropdown to graphics settings (now different detail levels, to help ease performance on medium/low end machines, without sacrificing visual quality nearly as much)
- Added simple fog setting to graphics settings (for better rendering performance)
- Small optimizations to rendering performance

Reliability
- Added 64 bit windows build, made it default in Steam for 64 bit machines (should significantly reduce out of memory issues on long runs)
- Did some work on fixing memory allocation issues
- Worked on making Linux/OSX less case sensitive in asset file path fields (for compatibility with Windows-sourced content)
- Fixed many crash bugs, especially when working with mods

Modding/Editor
- Added color history to color picker in editor
- New in-game, filterable, dockable log window
- Added "Replace mesh..." to "select" top menu bar
- Several other editor improvements
- Added better support for branching mod campaigns
- Fixes to "deactivate all mods" button

Scripting
- Editor enhancements for manually sending messages to scripts
- Better documentation dump
- Better error messages for missing script functions
- Several new functions in angelscript
- Performance improvements on live update

If you find any bugs, and the instructions in "known issues" do not help, please email a full description along with your system specs to bugs@wolfire.com

To download the update, use Steam, or log into your Humble Bundle account.

Thanks as always for all the support. See you guys in Discord!
Overgrowth - kavika
Happy Holidays! We're pleased to announce Overgrowth 1.1, on sale for 40% off until January 4th. Along with many performance improvements and bug fixes, it features an officially-remastered version of Therium 2, a total conversion by Constance P.
https://youtu.be/AXMWDSU1ZSo
Constance has worked on this story over the course of two or three years, and created more than 40 levels, including branching paths, multiple endings, an entirely new story, and deep background lore. Since the launch of the Overgrowth story in October, the Wolfire team has been working with Constance to improve Therium 2 and make it easier and better for players to access.

Constance added several new levels to the beginning to introduce the story more smoothly, and completely remade or revised a number of others. Together we built a new menu and save system that makes it easy to keep track of progress through the branching campaign. We also went through most of the levels to overhaul the lighting and visuals, so that they look as good or even better than the original Overgrowth levels, while keeping performance and framerate in mind.

Therium2 gives the player a lot of freedom, and doesn't hold their hand much with hints and checkpoints, so I would recommend playing through the original Overgrowth story first to make sure you have mastered the controls and mechanics.

Like the Overgrowth story, Therium-2 was made with moddability in mind, so it'll also include new assets made by Rolands and Jackie, made available in the editor. There are also several new hotspots and scripts that anyone can use for their own levels.

Changelog:
Here's a summary of all the changes in the 1.1 release. The points listed here are just a summary of all the changes. You can find the full change log here: https://docs.google.com/document/d/1Vh79v7PBLamjsoM2IgY_A8fHrP1ozBg66f4fgDnMMBQ/edit?usp=sharing

Therium 2 story
- Now comes with base game, no need to install a mod
- New branching story progress menu (and progress saving!)
- New levels at beginning to give more back story
- Many graphics updates (improved shadows and lighting, new models, decal and detail work, FOV in dialogues, fixed some broken assets, a couple new shader effects)
- Prompts for reading lore notes, and added a few more lore tidbits (dialogues, notes)
- Improved level load times from mod version

Overgrowth story
- Improvements to wall-run, platforming, collision issues in several levels
- Added invisible level boundaries to many levels, so player less likely to get lost

Gameplay
- Added ability to drop weapon by pressing grab and drop (right click + Q by default)
- Made "hardcore" difficulty 100% speed to make it feel less "floaty"/"unresponsive"
- Improved the difficulty selection menu (added "auto ledge grab" and "tutorials" checkboxes, added descriptions of difficulty changes)

Graphics/Settings
- Improved full screen modes, added multi-monitor and high-DPI support

Performance
- Added shader preload and caching support, which will reduce in-level hitches, and improve load times for loaded levels (after the first level is loaded)
- Added detail object dropdown to graphics settings (now different detail levels, to help ease performance on medium/low end machines, without sacrificing visual quality nearly as much)
- Added simple fog setting to graphics settings (for better rendering performance)
- Small optimizations to rendering performance

Reliability
- Added 64 bit windows build, made it default in Steam for 64 bit machines (should significantly reduce out of memory issues on long runs)
- Did some work on fixing memory allocation issues
- Worked on making Linux/OSX less case sensitive in asset file path fields (for compatibility with Windows-sourced content)
- Fixed many crash bugs, especially when working with mods

Modding/Editor
- Added color history to color picker in editor
- New in-game, filterable, dockable log window
- Added "Replace mesh..." to "select" top menu bar
- Several other editor improvements
- Added better support for branching mod campaigns
- Fixes to "deactivate all mods" button

Scripting
- Editor enhancements for manually sending messages to scripts
- Better documentation dump
- Better error messages for missing script functions
- Several new functions in angelscript
- Performance improvements on live update

If you find any bugs, and the instructions in "known issues" do not help, please email a full description along with your system specs to bugs@wolfire.com

To download the update, use Steam, or log into your Humble Bundle account.

Thanks as always for all the support. See you guys in Discord!
Overgrowth - kavika
Here's the change log for the last few hotfix releases, since the 1.0 launch.
We have more fixes and improvements on the way. These are just crucial fixes or are low impact and timely:

1.0.5
Main game fixes:
- Checkpoints are much harder to avoid in White Flags, Watchtower, and Ice Cliffs levels (fixes static characters bug in those levels)
- Made it much harder to get lost in Thick Fog level
- Fixed bright white fog when "no reflection capture" enabled
- Fixed one source of white screen bug on AMD RX GPUs when opening pause menu
- Fixed crash on mod activation on linux (regarding "ModID" error message)
- Fixed crash on linux if case is wrong on thumbnail in mod
- Added ability to invert the X axis on mouse and gamepad input (by player request)
- Added more items to preload.xml from Overgrowth story, should further reduce mid-level load hitching

Modding fixes:
- Fixed bug where cubemaps were saved with wrong filename
- Allow mouse ignore on imgui, prevent stolen input with overlays
- Fixed crash when animation file doesn't match skeleton
- Removed some sources of log spam

1.0.2
- Add preload.xml back to deploy

1.0.1
- Fixes for crash when launching arena mode, some sandbox levels, and levels in some user created mods (regarding "DialogueCameraControl()" error message)
Overgrowth - kavika
Here's the change log for the last few hotfix releases, since the 1.0 launch.
We have more fixes and improvements on the way. These are just crucial fixes or are low impact and timely:

1.0.5
Main game fixes:
- Checkpoints are much harder to avoid in White Flags, Watchtower, and Ice Cliffs levels (fixes static characters bug in those levels)
- Made it much harder to get lost in Thick Fog level
- Fixed bright white fog when "no reflection capture" enabled
- Fixed one source of white screen bug on AMD RX GPUs when opening pause menu
- Fixed crash on mod activation on linux (regarding "ModID" error message)
- Fixed crash on linux if case is wrong on thumbnail in mod
- Added ability to invert the X axis on mouse and gamepad input (by player request)
- Added more items to preload.xml from Overgrowth story, should further reduce mid-level load hitching

Modding fixes:
- Fixed bug where cubemaps were saved with wrong filename
- Allow mouse ignore on imgui, prevent stolen input with overlays
- Fixed crash when animation file doesn't match skeleton
- Removed some sources of log spam

1.0.2
- Add preload.xml back to deploy

1.0.1
- Fixes for crash when launching arena mode, some sandbox levels, and levels in some user created mods (regarding "DialogueCameraControl()" error message)
...