Secrets of Grindea - Teddy | Pixel Ferrets


Patch Info

Recommended Level: anyone who's gotten past the first dungeon can build a house

Summary

This patch brings the housing stuff (and some other changes) to Stable! For Frontline players, there's nothing new to see - this is basically 0.708b.

Details

Carpenter and Kim, now bringing not-very-affordable housing for everyone!

The housing system ended up with the following features: ~150 items to decorate with, you can expand the house to be roughly four times the size of Evergrind City (if you've got a million gold or so to spare), you can save & load houses and you can adjust lighting for each room.

While the housing tools are feature locked for now, we'll of course keep adding furniture to fill up your houses with!

To get the house, talk to Carpenter and Kim in Evergrind City (they're next to the school).

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

The current list of non-story content:
  • Player Housing Done!
  • Support Skills (< here we are)
  • Skill Balancing
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer Done!
  • ...and other stuff!

Support skills!

Or, as we'll most likely call them... Utility Skills! We've already had a meeting at our local burger joint where we went through forum discussions and outlined what we wanted to achieve with the skills, and we also picked out 8 skills to create prototypes for.

We'll give a more thorough rundown of the skills before the next Frontline patch, but here are some key points:

* No skill should be useless in single player, meaning no ally-only spells

* The skills should be powerful enough to make an impact matching the EP investment

* The skills should not be more powerful with 4 allies than with 2 allies (or no allies)

* I'll rip this bandaid off right away: there will be no healing spells, but for the protective supports we'll experiment with a barrier spell that can block damage

* Utility skills will have 5 levels, and no charges - they are made to be cast quickly. This helps both solo players, who can incorporate utility spells easier in their gameplay, and also "full supports" who can cast the spells quickly on multiple friends

As always, nothing is set in stone and we'll see what changes and additions that are made based on feedback from you guys! Stay tuned for more detailed info on the skills!
Secrets of Grindea - Teddy | PixelFerrets


Patch Info

Recommended Level: anyone who's gotten past the first dungeon can build a house

Summary

This patch brings the housing stuff (and some other changes) to Stable! For Frontline players, there's nothing new to see - this is basically 0.708b.

Details

Carpenter and Kim, now bringing not-very-affordable housing for everyone!

The housing system ended up with the following features: ~150 items to decorate with, you can expand the house to be roughly four times the size of Evergrind City (if you've got a million gold or so to spare), you can save & load houses and you can adjust lighting for each room.

While the housing tools are feature locked for now, we'll of course keep adding furniture to fill up your houses with!

To get the house, talk to Carpenter and Kim in Evergrind City (they're next to the school).

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

The current list of non-story content:
  • Player Housing Done!
  • Support Skills (< here we are)
  • Skill Balancing
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer Done!
  • ...and other stuff!

Support skills!

Or, as we'll most likely call them... Utility Skills! We've already had a meeting at our local burger joint where we went through forum discussions and outlined what we wanted to achieve with the skills, and we also picked out 8 skills to create prototypes for.

We'll give a more thorough rundown of the skills before the next Frontline patch, but here are some key points:

* No skill should be useless in single player, meaning no ally-only spells

* The skills should be powerful enough to make an impact matching the EP investment

* The skills should not be more powerful with 4 allies than with 2 allies (or no allies)

* I'll rip this bandaid off right away: there will be no healing spells, but for the protective supports we'll experiment with a barrier spell that can block damage

* Utility skills will have 5 levels, and no charges - they are made to be cast quickly. This helps both solo players, who can incorporate utility spells easier in their gameplay, and also "full supports" who can cast the spells quickly on multiple friends

As always, nothing is set in stone and we'll see what changes and additions that are made based on feedback from you guys! Stay tuned for more detailed info on the skills!
Secrets of Grindea - Teddy | Pixel Ferrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: everyone who's gotten past the first dungeon

Summary

A final touch has been added to the housing system: the ability to add, delete and move doorways as you like! If things are working properly, Stable will get the housing in a couple of days.

Details

A rather vexing limitation to the house expansion system came to light when you guys started using it: the inability to add new doors (to connect more than one room to each other), and also to move a doorway to an existing room without deleting the entire room.

To address this, we've added a new tool (Doors) that allows you to add new doors, and added the functionality to select doorways and move/remove them using the hand tool!

This is the last Frontline housing update before Stable gets it, and, uh, this time we mean it!!

Patch Notes

Additions
  • Housing: You can now add doors to connect existing rooms
  • Housing: You can now delete doors and move doors around using the hand tool
  • Housing: Made a totally brand new wallpaper for y'all, for sale at the carpenter!
Changes
  • Housing: Weapon displays can now be rotated
Bug Fixes
  • Hopefully fixed a bug that would cause the audio to disappear randomly in Arcade Mode
  • The game will now properly identify if it's on the Frontline beta, even when the version is identical to Stable
  • Housing: The game will no longer crash when reaching the room width limit of 127
  • Housing: Canceling a wall decor move no longer turn the selected item invisible
  • Housing: It's no longer possible to 'swallow' furniture by resizing reshaped walls into them
  • Housing: Fixed a bug where new rooms would sometimes inherit the connected room's light settings
  • Housing: Fixed a bug where sometimes black boxes would appear around rooms with low light settings

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

If the new stuff doesn't break things, we'll patch Housing into Stable in a couple of days (Tuesday) and then we will really start working on the long overdue support skills (we pinky promise)!

The current list of non-story content:
  • Player Housing (Nearly there!)
  • Support Skills
  • Skill Balancing
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer Done!
  • ...and other stuff!
Secrets of Grindea - Teddy | PixelFerrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: everyone who's gotten past the first dungeon

Summary

A final touch has been added to the housing system: the ability to add, delete and move doorways as you like! If things are working properly, Stable will get the housing in a couple of days.

Details

A rather vexing limitation to the house expansion system came to light when you guys started using it: the inability to add new doors (to connect more than one room to each other), and also to move a doorway to an existing room without deleting the entire room.

To address this, we've added a new tool (Doors) that allows you to add new doors, and added the functionality to select doorways and move/remove them using the hand tool!

This is the last Frontline housing update before Stable gets it, and, uh, this time we mean it!!

Patch Notes

Additions
  • Housing: You can now add doors to connect existing rooms
  • Housing: You can now delete doors and move doors around using the hand tool
  • Housing: Made a totally brand new wallpaper for y'all, for sale at the carpenter!
Changes
  • Housing: Weapon displays can now be rotated
Bug Fixes
  • Hopefully fixed a bug that would cause the audio to disappear randomly in Arcade Mode
  • The game will now properly identify if it's on the Frontline beta, even when the version is identical to Stable
  • Housing: The game will no longer crash when reaching the room width limit of 127
  • Housing: Canceling a wall decor move no longer turn the selected item invisible
  • Housing: It's no longer possible to 'swallow' furniture by resizing reshaped walls into them
  • Housing: Fixed a bug where new rooms would sometimes inherit the connected room's light settings
  • Housing: Fixed a bug where sometimes black boxes would appear around rooms with low light settings

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

If the new stuff doesn't break things, we'll patch Housing into Stable in a couple of days (Tuesday) and then we will really start working on the long overdue support skills (we pinky promise)!

The current list of non-story content:
  • Player Housing (Nearly there!)
  • Support Skills
  • Skill Balancing
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer Done!
  • ...and other stuff!
Secrets of Grindea - info


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: everyone who's gotten past the first dungeon

Summary

Say goodbye to your gold and hello to Quantum Lumber and the housing layout tools!

Details

HOUSING

As promised, here are the housing layout tools! Considering the relative complexity of this update, I'm expecting about one bazillion bugs, so brace yourselves!

Anyways, you can now purchase Quantum Lumber from Carpenter and use it to expand your house (by adding rooms and/or resizing your current one). You can also drag down or push up walls to make the shapes of rooms a bit more interesting.

These tools aren't 100 % polished, mostly because we don't know what people will get instantly and where we'll need to add visual feedback to make things easier to understand. We want the tools to be clear in what they do, so if you have any feedback on that front, feel free to share!

All in all, we hope this addition will enable you to create a more personal house for your characters! We won't add more house shaping tools for the foreseeable future, but we'll keep adding lots of new housing items as the game progresses, so feel free to keep suggesting those!

When the bugs have been ironed out and some polish applied to the interface, we'll send the housing update to Stable and we can finally get on with getting those support spells into the game once and for all!

Patch Notes

Additions
  • Housing: You can now purchase Lumber and use it to expand your house!
  • Housing: You can now pull down and push up walls to change the basic shape of rooms
Changes
  • The Housing Settings menu is no longer designed by me (hi, I'm the programmer)
  • Weapons that glow will now have a light effect when placed on a weapon stand
Bug Fixes
  • Fixed a bug causing the Collector's Exam-quest to stop updating if skipping the Giga Slime cutscene
  • Fixed an out-of-bounds bug in the room to the left of the lobby in Temple of Seasons
  • Fixed a bug causing the game to crash when dragging out carpets in long rooms

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

As soon as the new housing tools have been polished up and any bugs related to them have been fixed, we'll patch the whole shebang into Stable and start working on the long overdue support skills!

The current list of non-story content:
  • Player Housing (Nearly there!)
  • Support Skills
  • Skill Balancing
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer Done!
  • ...and other stuff!
Secrets of Grindea - info


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: everyone who's gotten past the first dungeon

Summary

Say goodbye to your gold and hello to Quantum Lumber and the housing layout tools!

Details

HOUSING

As promised, here are the housing layout tools! Considering the relative complexity of this update, I'm expecting about one bazillion bugs, so brace yourselves!

Anyways, you can now purchase Quantum Lumber from Carpenter and use it to expand your house (by adding rooms and/or resizing your current one). You can also drag down or push up walls to make the shapes of rooms a bit more interesting.

These tools aren't 100 % polished, mostly because we don't know what people will get instantly and where we'll need to add visual feedback to make things easier to understand. We want the tools to be clear in what they do, so if you have any feedback on that front, feel free to share!

All in all, we hope this addition will enable you to create a more personal house for your characters! We won't add more house shaping tools for the foreseeable future, but we'll keep adding lots of new housing items as the game progresses, so feel free to keep suggesting those!

When the bugs have been ironed out and some polish applied to the interface, we'll send the housing update to Stable and we can finally get on with getting those support spells into the game once and for all!

Patch Notes

Additions
  • Housing: You can now purchase Lumber and use it to expand your house!
  • Housing: You can now pull down and push up walls to change the basic shape of rooms
Changes
  • The Housing Settings menu is no longer designed by me (hi, I'm the programmer)
  • Weapons that glow will now have a light effect when placed on a weapon stand
Bug Fixes
  • Fixed a bug causing the Collector's Exam-quest to stop updating if skipping the Giga Slime cutscene
  • Fixed an out-of-bounds bug in the room to the left of the lobby in Temple of Seasons
  • Fixed a bug causing the game to crash when dragging out carpets in long rooms

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

As soon as the new housing tools have been polished up and any bugs related to them have been fixed, we'll patch the whole shebang into Stable and start working on the long overdue support skills!

The current list of non-story content:
  • Player Housing (Nearly there!)
  • Support Skills
  • Skill Balancing
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer Done!
  • ...and other stuff!
Secrets of Grindea - Teddy | Pixel Ferrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: everyone who's gotten past the first dungeon

Summary

This update contains a bunch of minor fixes and additions to the housing system! Also, there's now a prompt allowing you to skip quests you've completed in multiplayer. This weekend (we hope) there should be a slightly bigger housing update, which is probably the last before Stable gets it all.

Details

HOUSING

We've changed the size of a few items that had very large, annoying gaps of empty space around them, and also added a few new items! Most notably the weapon displays, allowing you to place a weapon and display it in your home.

Hidden is also the ground work for a pretty extensive addition which was mentioned in yesterday's weekly recap - adding rooms and adjusting their shape! This functionality still isn't quite ready, though, so you'll have to wait for the next update to expand your house (if things go as planned and don't get too bugged out, we aim to release that patch during this weekend).

SKIPPING QUESTS

People who've played large parts of the game with friends will know that when they return to their own character, world progress such as completed quests will not carry over! Considering the game has now reached a pretty decent number of hours of content even for the main story alone, this realization might be quite annoying.

With this patch we introduce a basic version of content skipping, which specifically allows you to skip past quests that you've finished in another player's world. Whenever you receive a quest, a popup will appear asking if you want to skip it, and choosing yes will alter the world state to match. This system allows for quickly skipping through content you don't want to play again, and play through things again if you want to be more thorough in single player (like reading dialogue you skipped because of your infuriatingly impatient pals).

Since the system is tied to quests, as these are one of the few world related things that get saved with characters, an additional quest has been added for when the player reaches the Evergrind Arena for the first time. On old saves, this quest will be added automatically.

Patch Notes

Hotfix June 13
  • Fixed a bug that could delete or duplicate items if the game was exited immediately after placing or retrieving a weapon from a display


Additions
  • Added a system that lets you skip quests you have already completed as a client in multiplayer
  • Housing: Added a new craftable item for the house (ancient statue)
  • Housing: Added a few new housing items available in the carpenter shop (wallpaper, weapon displays, toy train)
  • Housing: Chairs can now be rotated in all four directions
  • Housing: The basic bookshelves can now be rotated
  • Housing: The large statue of a woman now has a skin where it's clean from moss
Changes
  • Patched an attack speed exploit involving switching weapon to cancel a charge animation ;(
  • The gold drop progression of enemies has been altered to give better rewards to endgame enemies compared to midgame enemies
  • Housing: Modified the following items to better fit the space they take up: Beer Keg, Flower Crate and Bush of Seasons
  • Housing: The Hand Tool now has a light attached to it so you can move stuff around more easily in a dark house
Bug Fixes
  • The player house will no longer get razed for the festival!
  • Housing: The Temple of Season floor's grass border is no longer rendered above carpets
  • Housing: Furniture is no longer rendered above the borders of the room
  • Housing: The long white table is now the same size as the other colors
  • Housing: Rotating a short black table no longer turns it brown
  • Housing: Fixed a bug that was giving people a new giga slime chair each time they started the game
  • Housing: The Carpenter no longer sells two of the same candelabra
  • Housing: Fixed a bug that crashed the game if placing a table in a corner, moving it, rotating it, and then canceling

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

This weekend (we hope), we'll release the system for expanding the house. If it's well received and works as it should, we'll patch housing into Stable and start working on the long overdue support skills!

The current list of non-story content:
  • Player Housing (In Progress)
  • Support Skills
  • Skill Balancing
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer Done!
  • ...and other stuff!
Secrets of Grindea - Teddy | PixelFerrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: everyone who's gotten past the first dungeon

Summary

This update contains a bunch of minor fixes and additions to the housing system! Also, there's now a prompt allowing you to skip quests you've completed in multiplayer. This weekend (we hope) there should be a slightly bigger housing update, which is probably the last before Stable gets it all.

Details

HOUSING

We've changed the size of a few items that had very large, annoying gaps of empty space around them, and also added a few new items! Most notably the weapon displays, allowing you to place a weapon and display it in your home.

Hidden is also the ground work for a pretty extensive addition which was mentioned in yesterday's weekly recap - adding rooms and adjusting their shape! This functionality still isn't quite ready, though, so you'll have to wait for the next update to expand your house (if things go as planned and don't get too bugged out, we aim to release that patch during this weekend).

SKIPPING QUESTS

People who've played large parts of the game with friends will know that when they return to their own character, world progress such as completed quests will not carry over! Considering the game has now reached a pretty decent number of hours of content even for the main story alone, this realization might be quite annoying.

With this patch we introduce a basic version of content skipping, which specifically allows you to skip past quests that you've finished in another player's world. Whenever you receive a quest, a popup will appear asking if you want to skip it, and choosing yes will alter the world state to match. This system allows for quickly skipping through content you don't want to play again, and play through things again if you want to be more thorough in single player (like reading dialogue you skipped because of your infuriatingly impatient pals).

Since the system is tied to quests, as these are one of the few world related things that get saved with characters, an additional quest has been added for when the player reaches the Evergrind Arena for the first time. On old saves, this quest will be added automatically.

Patch Notes

Hotfix June 13
  • Fixed a bug that could delete or duplicate items if the game was exited immediately after placing or retrieving a weapon from a display


Additions
  • Added a system that lets you skip quests you have already completed as a client in multiplayer
  • Housing: Added a new craftable item for the house (ancient statue)
  • Housing: Added a few new housing items available in the carpenter shop (wallpaper, weapon displays, toy train)
  • Housing: Chairs can now be rotated in all four directions
  • Housing: The basic bookshelves can now be rotated
  • Housing: The large statue of a woman now has a skin where it's clean from moss
Changes
  • Patched an attack speed exploit involving switching weapon to cancel a charge animation ;(
  • The gold drop progression of enemies has been altered to give better rewards to endgame enemies compared to midgame enemies
  • Housing: Modified the following items to better fit the space they take up: Beer Keg, Flower Crate and Bush of Seasons
  • Housing: The Hand Tool now has a light attached to it so you can move stuff around more easily in a dark house
Bug Fixes
  • The player house will no longer get razed for the festival!
  • Housing: The Temple of Season floor's grass border is no longer rendered above carpets
  • Housing: Furniture is no longer rendered above the borders of the room
  • Housing: The long white table is now the same size as the other colors
  • Housing: Rotating a short black table no longer turns it brown
  • Housing: Fixed a bug that was giving people a new giga slime chair each time they started the game
  • Housing: The Carpenter no longer sells two of the same candelabra
  • Housing: Fixed a bug that crashed the game if placing a table in a corner, moving it, rotating it, and then canceling

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

This weekend (we hope), we'll release the system for expanding the house. If it's well received and works as it should, we'll patch housing into Stable and start working on the long overdue support skills!

The current list of non-story content:
  • Player Housing (In Progress)
  • Support Skills
  • Skill Balancing
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer Done!
  • ...and other stuff!
Secrets of Grindea - Teddy | Pixel Ferrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: everyone who's gotten past the first dungeon

Summary

The feature everyone's been waiting for since day one has arrived (in a somewhat limited form): Player Housing! Also a potentially very significant bug fix.

Details

HOUSING

Alright, so here it is! The beta of the housing system! It's quite a big addition so I'm expecting there to be some bugs lurking around.

To get the house, talk to Carpenter and Kim in Evergrind City (they're next to the school).

What you can do right now is furnish the house with the ~150 items that are available right now, you can resize the room, you can save & load houses and you can adjust lighting.

What's there is just some polish and more content away from being what we would consider an acceptable housing system. In other words, where we go from here is kind of up to you guys! We did have plans to let players design much larger houses, with multiple rooms, or have some different layouts players can pick from, but then we felt we might be overscoping a bit too much on a feature that might already be at the point players expect.

Do you feel this version gives you sufficient freedom to goof around, or do you want to be able to furnish multi-room houses (as promised by Kim)?

POSSIBLE MAJOR BUGFIX

Alright, so this is a bug that's been eluding us for quite some while now... we've seen it before on computers our school lent us when going to a few events in Sweden, but could never replicate it ourselves. Then, a few weeks ago, Fred's computer broke down and we had to get him another one. Lo and behold, there it was!

By the look of things, there's a bug in XNA (or a bug on some computers, if you will), that makes XNA misinterpret the time. Basically, XNA believes time is running about 15 % slower than reality. Now 15 % slower is a lot and this has probably affected the feel of the game for a bunch of people. How many we can't tell.

By using some diagnostic classes that most certainly do have a firm grasp of time, I've made an alternate FPS-counter for the game, and the bug can be identified by the game itself by comparing that FPS counter with XNA's, and if they diverge, the game switches to counting time via my system (which itself is rather unproven, and so is only used on problem computers).

It will be quite interesting to see if anyone on the forums notice a difference! It will be quite huge, if so.

This bug might also explain some of the more aggressive lag complaints: if one player is running the game at 85 % speed, then it's a tough task for the other clients to sync correctly with that player.

Patch Notes

Hotfix June 1, 2017
  • The game is now saved when a house is saved
  • Shroomies once again dies when you kill them
  • When using a controller, carpets are now placed with A instead of X
  • Carpets can no longer be expanded onto other carpets, causing them to disappear into the void
  • The carpenter no longer upsets the space-time-continuum by existing on two places at once
  • Fixed a bug where you could rotate a bonsai tree in certain positions to break its hitbox and then crash the game
  • Although she deserves vengeance, Miki's ghost no longer crashes the game if the ball is placed right after getting your house

Additions
  • The carpenter has arrived in Evergrind and will now sell you a piece of land with your own house!
  • Player replies to NPC questions can now be translated
Bug Fixes
  • Added a potential fix to a bug that might've caused severe slowdown on an unknown number of machines
  • The protective cubes of the Winter Wizards can now damage the players multiple times
  • Jumpkins and Shroomies now lose their target on loss of sight, and shouldn't teleport through walls
  • Jumpkins and Shroomies now get pacified for a moment when hit by attacks
  • The Second Wind talent should now work properly for clients in multiplayer

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

Depending on what your feedback is, we'll either wrap up the housing system and ship it to Stable and continue down the list of non-story content, or we'll spend the next couple of weeks expanding the housing to allow for building your own housing layout (or choosing between presets).

The current list of non-story content:
  • Player Housing (< here we are)
  • Support Skills
  • Skill Balancing
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer
  • ...and other stuff!
Secrets of Grindea - Teddy | PixelFerrets


Frontline only! Click here for Frontline instructions

Patch Info

Recommended Level: everyone who's gotten past the first dungeon

Summary

The feature everyone's been waiting for since day one has arrived (in a somewhat limited form): Player Housing! Also a potentially very significant bug fix.

Details

HOUSING

Alright, so here it is! The beta of the housing system! It's quite a big addition so I'm expecting there to be some bugs lurking around.

To get the house, talk to Carpenter and Kim in Evergrind City (they're next to the school).

What you can do right now is furnish the house with the ~150 items that are available right now, you can resize the room, you can save & load houses and you can adjust lighting.

What's there is just some polish and more content away from being what we would consider an acceptable housing system. In other words, where we go from here is kind of up to you guys! We did have plans to let players design much larger houses, with multiple rooms, or have some different layouts players can pick from, but then we felt we might be overscoping a bit too much on a feature that might already be at the point players expect.

Do you feel this version gives you sufficient freedom to goof around, or do you want to be able to furnish multi-room houses (as promised by Kim)?

POSSIBLE MAJOR BUGFIX

Alright, so this is a bug that's been eluding us for quite some while now... we've seen it before on computers our school lent us when going to a few events in Sweden, but could never replicate it ourselves. Then, a few weeks ago, Fred's computer broke down and we had to get him another one. Lo and behold, there it was!

By the look of things, there's a bug in XNA (or a bug on some computers, if you will), that makes XNA misinterpret the time. Basically, XNA believes time is running about 15 % slower than reality. Now 15 % slower is a lot and this has probably affected the feel of the game for a bunch of people. How many we can't tell.

By using some diagnostic classes that most certainly do have a firm grasp of time, I've made an alternate FPS-counter for the game, and the bug can be identified by the game itself by comparing that FPS counter with XNA's, and if they diverge, the game switches to counting time via my system (which itself is rather unproven, and so is only used on problem computers).

It will be quite interesting to see if anyone on the forums notice a difference! It will be quite huge, if so.

This bug might also explain some of the more aggressive lag complaints: if one player is running the game at 85 % speed, then it's a tough task for the other clients to sync correctly with that player.

Patch Notes

Hotfix June 1, 2017
  • The game is now saved when a house is saved
  • Shroomies once again dies when you kill them
  • When using a controller, carpets are now placed with A instead of X
  • Carpets can no longer be expanded onto other carpets, causing them to disappear into the void
  • The carpenter no longer upsets the space-time-continuum by existing on two places at once
  • Fixed a bug where you could rotate a bonsai tree in certain positions to break its hitbox and then crash the game
  • Although she deserves vengeance, Miki's ghost no longer crashes the game if the ball is placed right after getting your house

Additions
  • The carpenter has arrived in Evergrind and will now sell you a piece of land with your own house!
  • Player replies to NPC questions can now be translated
Bug Fixes
  • Added a potential fix to a bug that might've caused severe slowdown on an unknown number of machines
  • The protective cubes of the Winter Wizards can now damage the players multiple times
  • Jumpkins and Shroomies now lose their target on loss of sight, and shouldn't teleport through walls
  • Jumpkins and Shroomies now get pacified for a moment when hit by attacks
  • The Second Wind talent should now work properly for clients in multiplayer

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

Depending on what your feedback is, we'll either wrap up the housing system and ship it to Stable and continue down the list of non-story content, or we'll spend the next couple of weeks expanding the housing to allow for building your own housing layout (or choosing between presets).

The current list of non-story content:
  • Player Housing (< here we are)
  • Support Skills
  • Skill Balancing
  • Arcade Mode Updates
  • Skipping quests completed in multiplayer
  • ...and other stuff!
...