It's been a very long time since we've updated Soul Harvest. We're very sorry about that and we plan to make more steady updates until the game development is over.
The fact that we're working on the game on our free time while having dayjobs have had a harmful effect on the development cycles, especially since one of us got a job in a game company (remember, we're only 2 developers and 2 musicians !). We were never planning on leaving Soul Harvest unfinished, it was just a matter of time before we got back to work.
Now we're back on track ! We're planning on making an update every month, with much content added at each step.
This update adds 24 new versus maps set in the Excess tileset, a hobo demon giving tips in the game hub and many tweaks and bug fixes.
Next steps are to make a lot more campaign levels with our new tweaked map editor, to make our bots have more faction based behaviour and to add the Faction Editor so you can make your own custom factions !
Here's the change list : 0.9.2 - 08/04/2018 BUG FIXES - advisor now speaks immediately when players enter the hub - fixed terrain being painted when return from editor pause menu with gamepad GAMEPLAY - tweaks to fleshland difficult terrain: vaccum is now stronger if you are standing on flesh
0.9.1 - 02/04/2018 BUG FIXES - fixed crash when playing in Polish due to missing localisation key
0.9.0 - 28/03/2018 BUG FIXES - fixed export of story maps - fixed citadel mode victory not triggering GAMEPLAY - new tileset and set of maps: Fleshland! - double-tapping Y can be used to select all nearby units - localisation support: initial French localisation and placeholder Polish - initial "hobo demon" advisor in the hub - changing faction in hub is now instantaneous and doesn't change your position - gamepad and keyboard controls are shown in the pause menu - moved Cruelty's 'berserk' to tier 2: berserk now also works on the avatar AI - no more cheating to send minions further than should be possible - ai will fight back if attacked by an avatar - ai will attack nearby avatars that it perceives as weaker - ai will attack with its minions EDITOR - possible to add buildings and units in editor - possible to change team in editor, to place units for this team - possible to select a 5th NPC team to place mobs - spawn location are now colour-coded - added 'attack_avatar' and 'attack_building' behaviours for units spawned in story mode maps - added 'min_players' and 'max_players' on waves for dynamic difficulty adjustment of maps - added 'Gateway' object able to spawn unit at intervals - placing objects now forces valid terrain to be created beneath them - deleting the terrain beneath objects also deletes the objects - possible to return to the editor mode when testing a map from the editor - mostly recently edited map is selected when returning from the editor - objects are now filtered my tileset type - object deletion (Y button) is now much less 'trigger happy' - objects can now be placed with the B button AUDIO - new UI sound effects - consistency pass on all effects OTHER - additional credits
So it has been about 2 weeks since the last update, this week on it's own has been pretty crazy due to a lot of things happening, but in all seriousness I want to let everyone know about what is going on in the upcoming update. So when I got back from my personal matters, the first thing I did was update the game to a new version of the engine I use. After that, I have begun concepting how the singleplayer/multiplayer could tie together (gameplay wise). At the current moment, I am implementing an inventory system, and will add a few other things within this week. Now I haven't thought of how the new gameplay mechanics could work in the current version of multiplayer, but I do know that it should work fine in the new version of multiplayer (no ETA on when that will come out). I hope to get this update out as soon as possible once the stuff is coded for it. ːsteamhappyː
*Edit 4/29/18 Here is a preview of what the ship I am working on looks like on the inside
Additional fixes to help reduce chance of a server not accepting incoming connections
If a memory allocation fails for any reason the game will terminate (helps fix a low memory exploit)
Many shader compilation issues fixed
Procedural facial animations support added (mouth, eyes, brows)
Slightly reduced chances of light fog and rain
Environmental effect/detection/protection system in place (testable with Geiger counter integrated in Survivotron) - player is not damaged in this update (soon though!)
Shader cache updated
Items
Geiger counter support added to Survivotron
Added throwable C4 explosive item (detonates after 3 seconds)
Added propane tank trap (two sizes)
Added in 2 meter size versions for many existing traps
Adjusted weight of rugs and pelts
Bear meat is curable on a drying rack
Fixed spelling of khaki items
Puffy jacket items added (many variations)
Fixed raincoat descriptions and protection configurations
Fixed yellow raincoat weight
In-game map updated to match level updates
Lowered weight of propane tank and propane tank traps
Vehicles
Second seat added to the tractor
Updated tractor damage setup
General tractor configuration improvements
Base Building
Added in new metal wall with large shooting window
Added in optimized tow versions for some metal parts that didn't have them (makes towing them easier)
Changed plated parts surface type from metal_thick to metal to make projectile penetration more realistic
Fixed descriptions on roof parts
AI
New spider-like AI added
Mutants will throw rocks on sight sometimes
Mutants will no longer attempt to throw rocks at a target behind them
Improved netsync code for AI
Map
Added new Gas Station building on the north east beach road
Fixed issue where AI would walk into a lake close to the center of the map
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Don't forget, 20% of all sales release week will be donated to the Earth Day Network!!