Slow living with Princess is in Early Access, which means we're actively working on it based on our plans and your feedback. We expect to keep adding contents, while expanding the story and fine-tuning all aspects of the experience. Here are our latest patch note!
Bug fix:
Fixed the error that the Gamepad "Select" setting is not saved in Options.
Fixed the error that allows burning things other than fuel with Smelt's "Burn".
Fixed the error that causes the heroine's skill (cut-in) to become inoperable if it is executed at the same time as the boss is defeated.
Fixed the error that a White Flower is repopped every time you enter or leave a room in a dungeon.
Changes:
Potato seeds are now added to the Garden Shop items when you obtain them.
Adjusted the selling price of the Garden Shop.
We appreciate all of your feedback! Let's have a happy slow life!
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- I had to update Unity to a newer version (I use 2020.3.21f1 now). That is an internal change, which hopefully does not affect gameplay. I had to do that mostly because the old Unity version had issues with the new android target version, which is enforced from google now.
- From what I have heard there are some issues with the Mac version. They should be fixed now, but there might still be issues with the previously installed version. To fix that it is best to do a backup of your saves, then delete all files from itrtg (also the files where the auto save is located) and install it new.
Added new splash image for initial loading screen and between scene changes.
Added login dialog for VR.
Added upvote button, part count, and performance cost to craft details page when logged in.
Tweaks
Replaced radial menu slow-mo button with one that cycles slow/fast/normal speeds.
In the designer properties for the gauge parts: changed name of "Gauge Type" to "Preset" to emphasize the fact that the button changes the values of other properties when changed.
Flight scene will now also display the "focus lost" warning, telling players to select the application window.
The VR input focus warning now displays until SP regains focus...it is no-longer dismissable.
When a craft goes below the water, the resulting camera change is no-longer saved as default.
Bug Fixes
Fixed null-ref which could occur during training.
Fix tracking origin being set to floor when headset is taken off. This should fix most instances of HMD position being incorrect when removing/donning HMD.
The Great Haforn, overseer of all of the eagles, has been known to alight in Scotland. They'll accept an offering made in to their red fire, best made in the form of a tasty fish, and reward such subjects with a spectacular show of light and sound - along with an achievement! Rumour has it that Haforn can be found at *night* on the multiplayer server...
So yes a bit of fun for November and December. Track down Haforn at night on the multiplayer server, offer them a fish by putting it in the fire, and enjoy the light show. There is now also an achievement for catching a fish too!
I've just finished uploading the 0.10.0.6 patch. There are a lot of fixes in this patch. As well, I spent some time working on improving the hotkey options/settings. I've added a few features to it and it should be much clearer to use. You can now assign hotkeys to the mouse, add modifiers (shift, ctrl, alt, etc.) to any keyboard key, and add up to 3 hotkeys to an action. Scroll input now has the option to be inverted and I've removed the scroll options from generic settings because you should be able to do this through hotkeys. The only thing I couldn't get working was modifier keys for the mouse. This sounds trivial and certainly isn't impossible to add, but it will require some more work, and I'm going to have to put that on the backburner for now. I don't think modifier keys for the mouse are terribly important, but it would be nice to have later. As well, I've removed editing the ESC backout action because it's too easy to mess this up and lock yourself in UI. Lastly, I've added some hotkey options for various things like the temperature overlay, but there are a few I still need to add. Please let me know if there's anything you'd like a hotkey for. Happy to add it if it's not absurd. :P
Oh, I've also re-enabled some events. These are just some bandit and tomb events for now. I'll continue re-enabling events as we go, but I wanted to start out with these to test the new scenario systems. I added some UI to the overworld map to indicate tiles where bandits and dangerous wild animals have been reported. If you want to avoid bandits and dangerous wild animals, keep your eyes open for that warning.
I wasn't able to get to all the issues reported for 0.10.0.5. Just know that I see EVERYTHING O.O and will continue to go through the list. I know there are some funky bugs with trees at the moment. I'll look at this for 0.10.0.7.
Ok, here are the notes:
-Fixed a bug where plants could grow underground without light. -Fixed yet another pathfinding bug which could cause entities to be stuck. -Fixed a bug where entities could work through platforms. -Fixed a bug where entities would try and start jobs that are unable to reach. -Fixed a bug where death notifications would show up twice for the same entity. -Entities will now stop working on a job if they can start a different job that will save their life. -Some hostile events have been re-enabled. Additionally, overworld tiles will show a warning for bandits and dangerous wild animals. -Hostile entities will now try to get to player controller settlers if they aren't in range to fight. -Fixed a bug where floors could be placed within solid blocks. -Added a tooltip to the create control group button to show hotkeys. -Fixed a bug where overworld settlements weren't saving. -The expiration time for plants has been decreased. -Tuned cooked food to provide a longer lasting hunger buff. -Tuned a ton of blueprints to produce 3x what they normally would. -Fixed a pathing bug which had entities preferring rooftops as paths. -Increased the spawning distance of trees to spread them out. -The death notification will now only show statuses that affect HP. -Fixed a bug where the day on the time menu was showing day in year, rather than day in season when a settlement was loaded. -Minor performance improvements, specifically related to notification tracking. -Fixed a bug where certain keys weren't being read when setting hotkeys. -Added mouse options for hotkeys. -Hotkeys are now ordered alphabetically based on the hotkey action. -I've removed 'Back Out' as an option for hotkey re-assignment. This is to avoid situations where you get locked out of the settings menu. -Fixed a bug where two one-handed items weren't being equipped properly. -Fixed a bug where population custom limits were not being saved. -Added action text for pickup/drop/eat/drink jobs. -Fixed a visual bug where job textures weren't transitioning properly. This was especially apparent when changing the job's priority. -Fixed a bug where underground jobs weren't rendering. -Fixed a bug where settlers would continue doing a job that had been set to 0 after they started it. -Tuned the xp progression to take a bit longer to level up. -Changes to which overlays are visible by the player should now save. i.e., Disabling the Single Layer Only Selection overlay when designating jobs will not reset when the job menu is re-opened. -Fixed an issue where settlers would like to choose the roof as an idling point. -Fixed a bug where settlers always went to the same room points when doing an idle move to a room. -Fixed a bug where jobs would auto-queue when the threshold type was set to none. -Fixed a bug where hostile entities would become companions with player controller entities.
The beta is getting closer and closer to being 'stable' and I'm slowly moving off just bug fixing to re-enabling events, tuning, and polishing UI. There are still some peculiar issues here and there, and I really couldn't find them without all the testing you guys have been doing, so, thank you!
We're so sorry it took so long, but it's finally here! Here is Luminous Levels, the first major update to Fading Memory! Update list:
Dark light
Darker light
Resource packs (In an mostly finished proof of concept state)
Demos (In an mostly finished proof of concept state)
Revamped mines puzzle
Tweaked Menderbot a lot
Added more hints to better guide the player
Migrated to Ruby 3 bringing several performance improvements
Optimized code
Tweaked progression
Improved save migration
More prompts to the player to make installing the mod easier
Revamped settings menu with hints
Fixed some inconsistencies
Bugfixes
Bugfixes
Bugfixes
Revamped mines
The mines have completely been revamped with a new look, and a brand new revamped puzzle to boot!
Progression updates!
The progression of the mod has been tweaked to make the Crystal caves more open, as well as fixing up a couple of minor inconsistencies!
Dark light and darker light are finally here!
Intended to originally be released when the mod came out, they were postponed because they needed some extra development time. Dark and darker light are a new challenge mod to pack on the pressure and encourage new players to play OneShot through again!
Demos and resource packs!
Demos and resource packs are still a bit unfinished, however they are mostly functional at the moment. We've decided to keep them in this update to gage what people think of them. Demos are a way of recording and playing back your inputs (basically TASing) so you can share them with other people! Resource packs are fairly self explanatory and allow people to customize graphics and audio within the mod.
Bugfixes
The ending crash is fixed
No more encoding errors when having a non-english player name