We have just released a new update with which we have:
- improved the create mode, the max number of pixels is now 200x200 - added the pixel counter that shows you how many pixels you need to color in order to finish an image - improved the windowed mode
We are listening to your feedback and improving our game according to it, so please let us know your thoughts about it. If you have any ideas or suggestions, leave them in the comments or write to us at support@peaksel.email.
Our first of many patches is here! This should address major game-breaking bugs, as well as address some of the feedback we've gotten since launch. We've been reading through everything and working on issues best we can - so keep the feedback coming!
Note: We're trying a new method here for organizing patch notes, categorizing them by various types:
(EPISODE CHANGES) - Specific changes/additions made to a [white label] episode. (RHYTHM)- Adjustments / Fixes made to the rhythm combat. (EXPLORATION) - Adjustments / Fixes made to either exploration gameplay or the exploration segments found in [white label]. (BEATMAPS) - Adjustments / Fixes made to the game's rhythm beatmaps/songs. (MENU) - Changes made to the game's main menu / options. (QOL) - Additional polish / features that help smooth out gameplay. (MISC.) - Other things unrelated to the above.
This should help you find issues you may be having, and better organize our changes going forward. If this is somehow a unreadable mess though, feel free to yell at us about it in the discussions for this post.
Without further ado...
Here are the fixes!
(SIDE A TRACK 1)The Train will soon be departing. Please be careful when boarding.
(SIDE A TRACK 1) Dialogue decisions at the start of the "Familiar" segment will now alter the difficulty you play at the start.
(SIDE A TRACK 1) A new credits opening now plays during the "Familiar" segment.
(SIDE A TRACK 1) If you ask Quaver to go real easy on you (taking you to the tutorial beatmap), every note will now deliver a tutorial prompt before you miss.
(SIDE A TRACK 1) The position of the text explaining exploration controls has been adjusted so Beat isn't blocking it upon startup.
(RHYTHM) Double (Blue) Notes have received a visual rework - try out our revision of them and see what you think! The change may not be immediately noticeable, but should help when it comes to properly sight reading the exact timing of a note (especially useful for double notes that take awhile to finish off). We'll be assessing feedback on this and may revert back if y'all don't dig it - so please understand that the change is not final!
(RHYTHM) The game no longer eats inputs during rhythm combat. MUST DIE! just got nerfed.
(RHYTHM) You can now restart songs from the results screen of a finished song!
(RHYTHM) Your accuracy is now tracked with your high score (shown on the cassettes).
(EXPLORATION) You will not be able to enter the garage room if you're currently in a dialogue conversation, which prevents potential dialogue crashes.
(EXPLORATION) Dialogue UI now includes button prompts when choices show up. This is a good heads up that, yes, there are dialogue choices in our game!
(EXPLORATION) Timed dialogue UI has been adjusted
(EXPLORATION) Adjusted height of speech bubble icons
(EXPLORATION) Collision issues fixed in both the Train Station / Practice Room
(BEATMAPS) Waiting's mix has been updated to match the version found in UNBEATABLE: DEMO TAPES.
(BEATMAPS) The opening start of Waiting has been adjusted so the camera flip happens earlier [Beginner/Easy/Normal only]
(BEATMAPS) Replaced the double note at the end of Proper Rhythm with a hold note [UNBEATABLE only]
(BEATMAPS) Fixed an issue where Forever Now - DOG NOISE REMIX wasn't playable on any difficulty other than UNBEATABLE (it is now available on Beginner/Easy/Normal/Hard as well)
(BEATMAPS) Swapped the beatmaps for both Mirror [Easy] and Mirror [Normal] around.
(BEATMAPS) The metadata has been adjusted so the NOISZ crossover songs reference the artists in their name. You should check out NOISZ btw, Good game!
(MENU)You can now select an option in the options menu to reset story progress. This will be replaced by a chapter select when the next episode releases.
(MENU) More UI elements have been added to the VHS player to explain changing difficulties/selecting songs.
(MENU) Fixed an issue where the options menu wasn't displaying the correct options (appearing as if it reset to default).
(QOL) The offset wizard now includes instructions on how to properly use it, and hit sounds no longer play in it - so it should be more usable! Hopefully.
(QOL) The game now boots into the main menu before the tutorial so you can configure options!
(QOL) Rumble is now disabled on controllers when playing on keyboard
(QOL) Controller and Keyboard presets can now be set separately of each other
(MISC.)The [white label] achievement is fixed, and should be granted to everyone by playing through the intro again (see above for instructions). UHHH OOPS it might still not be fixed?!??! We'll update with a hotfix that should confirm this change for good later in the week. ok definitely fixed! You should get the achievement on bootup now. Don't get too comfortable with that 100% completion, we'll be adding more achievements with each episode!
(MISC.) The UNBEATABLE: DEMO TAPES Soundtrack (on Steam) has been updated to include Instrumentals for Tracks 2-8!
(MISC.) Debug Console has been removed from the game - preventing you from accidentally activating it during play (rip to "keyboard")
and probably more changes that we forgot
KNOWN ISSUES ON THE DOCKET:
We are working on keybind support for another patch - we want to let y'all know that we are still working on it! - in the meantime, you can select OPTIONS→CONTROLS and select different presets for the game, including a control scheme that inverts the button layout to something more...dash-like.
We're monitoring issues with several controller set-ups not working consistently in the game (working in some sections but not in others).
We're working on a feature that lets you toggle rumble for controllers, so hang tight if that makes you uncomfortable or if it's scaring your cat
Optimization: we’ve got a long way to go for optimization and improving performance on all setups. For now, we can only guarantee stable play on setups that have a dedicated graphics card.
There's a really weird bug only present to those running with AMD CPUs where the UI slowly slides off the layer in rhythm gameplay. We've been monitoring that one for awhile but haven't been able to fix it yet.
Exiting to main menu when in a story cutscene occasionally causes the game to crash.
Options Menu may still be borked and not save settings - to guarantee it updating your settings, change your resolution back and forth in the meantime.
These issues (and more) are now included in our BUG REPORT - so you can know what changes we're currently monitoring.
Once again, thank you for your support! There's still more things to fix, and fortunately for you, more exciting content on the way for [white label], including our four remaining episodes + our side of the UNBEATABLE X Rhythm Doctor crossover! We're still working on setting up a SLACKER BACKER campaign for those who miss the Kickstarter, so while you wait, here are a few ways you can support us:
You can purchase UNBEATABLE: DEMO TAPES on both Bandcamp and Steam! We'd recommend Bandcamp, which gives you access to more file formats and gives our sound team a better split!
May 25-the game will receive a "Major pre-release Update". The update will include a practical, complete graphics and design update. In addition, the game will receive additional functionality. Also, depending on your wishes, new languages will be added, if necessary.
Please note: The following updates will be released every week or two, depending on the reviews.
The red "back" button in the options menu now takes you back to the level selection instead of quitting the application as it did previously. Hunting some achievements now should be more pleasant. Sorry it took this long! :)
In order to ensure the stability of the game operation and improve the game experience, Shadowbane's first server [Gungnir] and second server [Mjolnir] will perform routine maintenance on May 20, 17:00-19:00 Pacific Time (8:00-10:00, May 21 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.
[Wonderful Activity] After the update and maintenance, from 21:00 on May 20 to 21:00 on May 22, Pacific Time (from 12:00 on May 21 to 12:00 on May 23, Beijing Time), Shadowbane will start this week's limited time promotion of new products. For specific content, please follow the in-game mall!
Evil Genius 2: World Domination - Charis_Rebellion
Hotfix - V1.4.1 This latest hotfix addresses a small number of issues raised following the release of our last patch. The list of changes that are now live are as follows:
General
Addressed a crash when a character has been targeted by a Special Ability, but despawns before the Special Ability has completed.
Special Ability has completed.
Incendio's "Magic Trick" ability will correctly display a cooldown timer.
Side Stories
Completing "The Melting Point of Steele" Side Story will no longer remove Symmetry from the campaign.
Developer Update Hi, this is Rob Myall, lead coder on Evil Genius 2, with another development update. We continue to see lively discussion on all our social media channels and hopefully this will help you understand where our priorities are today.
With the release of our In-Genius Items Pack, one of our early decisions to only allow the addition of DLC to new campaigns received a lot of feedback and we’re looking to address that as soon as we possibly can, hopefully in the next major patch. The next patch will focus on further quality of life updates and bug fixes. This is looking promising but is going to take a fair amount of testing so we can’t rush it out of the door. This will ultimately exclude one item of DLC – the Campaign Pack – which, as you’ll see when we start to reveal more details, is not something that can be dropped into a game in progress.
We’re also continuing to look at other points of feedback: many of you have expressed dissatisfaction with the vignette effect around the screen so we’re looking to add an accessibility option to disable this, as well as an option to disable some of the flashing elements in the UI. One of the items we couldn’t address in our large balance patch (V1.3.0) was research still being an item that blocks play, so we’re looking at whether we can retain your progress on one research project while allowing you to switch to another (allowing you to prioritise that World Domination research without having to abandon a longer-term upgrade).
Rich Edwards’ design team are looking at balance issues to do with the spreading of Fire (which may help those struggling with a Red Ivan playthrough!), how Agents interact with the Cover Operation and their initial entry in to the Lair, and looking at making Traps more effective. They’re also fixing a number of Loot items that haven’t quite been working as expected.
Keep engaging with our Community team and we’ll do our best to keep you apprised.