Hello, Warlocks! Thank you for your patience as we build the first post-release patch for Elewder for early access. A little later than our target date of the 15th, this new build is just jampacked with new mechanics, new systems, overhauls, graphics, sounds, etc. There should be a lot of requested fixes and such for the game as well, getting your feedback on the build will be very exciting!
As for the new art assets and content, please expect that in the next patch, building the new minions will take a little bit more time. For now, enjoy our new patch, we have been working really hard to get this done as soon as we can!
Changelog:
New Lust system: Build up that lust from exploring and fighting minions, use the lust to power your special attacks and engage in our new Finisher system and minigame!
Finisher animation overhaul: New animation system that is both timed and click dependent, clap as fast or as slow as you want!
New finisher sex minigame: Booty loot is a powerful tool in Elewder, depending on your “performance” in the first iteration of our new minigame you will get more loot.
Overhaul how all items work: Now you can collect multiple of the same item. To put it in gameplay terms, the original was like Binding of Isaac, the new system is more towards Risk of Rain 2.
New enemies balance: The game is a lot harder, and we are making the early preparation for the new minion designs to be implemented into the next patch.
New economy: Memory fragments, Essence, Gold, Shops, all of these have been worked into the system to build a much more stable and rewarding economy of items and growth.
Overhaul player characters: The Warlock and the Knight are now very unique compared to each other, the Warlock is about dodging and weaving, the Knight has about tackling enemies front on. Both have unique attacks, unique specials, and unique defensive skills.
Small fixes on the maps, no more wall and underground traps: We have done a sweep of terrible placed traps and removed just about every single one. If you find any we have missed, please let us know and we will get them removed.
Game difficulty modification: Turns out our community is way better at Elewder than we anticipated, now the game is far more difficult but far more rewarding to play.
New system for unlocking new items: The Memory Master and the Memory Fragment system has been implemented, find the fragment in the game, unlock the items with essence, those items appear in-game and help you achieve better runs!
New SFX: New sounds for several interactions in our systems.
New Sex Gallery: The player area now has a room dedicated to a pump and dump. As we add new animations expect them to be made available for your enjoyment!
Book of Choice: Now you can find the book of choice within the runs of Elewder, these books will grant the user a choice between several items and possibly currency.
Lighting system overhaul: You’ve spoken up about the lighting system, and the fog, so we have made changes to the look and feel of Elewder.
Biographies and Dialogue: We have added several new dialogue interactions with the NPC’s in the player area at the start of the game, along with building out the biographies of our two playable characters, the Warlock and the Knight.
Ever imagined your dream Dying Light map? Now, you can bring your idea to life and show it to us in our new contest for a chance to win amazing prizes!
For more details about the contest check out our discord channel - LINK
To take part in the Contest you should add the entry (map) yourself here https://steamcommunity.com/app/239140/workshop/. Your map shall be marked with the following codename: DL1CONTEST-MapName-CATEGORY. The entry (map) must fulfill all Contest and technical requirements (especially be in line with Steam Workshop requirements)
Prize list:
Buggy Racing Dying Light 2 Stay Human - Digital Code; Set of peripherals (Mouse; Keyboard; Headset) provided by ASUS; Highlight on our Social Media (Map + Creator);
Survival Dying Light 2 Stay Human - Digital Code; Set of peripherals (Mouse; Keyboard; Headset) provided by ASUS; Highlight on our Social Media (Map + Creator);
Parkour Dying Light 2 Stay Human - Digital Code; Set of peripherals (Mouse; Keyboard; Headset) provided by ASUS; Highlight on our Social Media (Map + Creator)
Additionally, if one of the winning maps is unique and outstanding, an additional prize (only one) may be granted: ROG Zephyrus Duo 15 SE GX551. The additional prize was sponsored by ASUS. Please note, that the above additional reward remains at Techland's sole discretion and may be granted only if one of the maps is extraordinary.
It's been a while since the game last recieved an Early Access update, I just wanted to let everyone know what I'm working on and why it has taken a while!
Game engine update Since its Steam release in 2017, Ravenfield has run on a now-outdated version of Unity (Unity 5.6). While this engine version has worked fairly well throughout the years, it is no longer officially supported by Unity which leads to compatibility issues with more modern hardware. Also, Unity 5.6 has not been receieving bugfixes since early 2019 which isn't ideal.
In June this year, I experimented with updating the game engine to the latest stable release of Unity, 2020.3. The initial experiments seemed promising and apart from some bugs the game even ran faster than before. That's why I decided to update the game to the 2020.3 engine version for EA26. After I released EA25 I took a few weeks off, and then started working on EA26 in september.
So that's what I've been working on since september, but unfortunately the task of updating from 5.6 to 2020.3 has taken a lot longer than expected due to hundreds of compatibility-related bugs. For the last two weeks or so the game has run pretty well on the new engine version, with the following improvements over EA25:
Significantly increased frame rates (Many users have reported an increase of 20-30% or even more!)
Major performance improvements to levels made with the ingame map editor.
Reduction of frame jitter, making the frame rate more stable.
Proper V-sync implementation.
This Unity engine version should now fully support the latest graphics card drivers and vice-versa.
You can optionally run the game using Vulkan on Windows and Linux.
Support for new engine features such as terrain holes, etc.
On top of the benefits from the updated engine version, I've also implemented the following things in the upcoming EA26 update:
Multi-threaded mod loading, reducing mod load times.
Optimization work for framerates and reduced frame jittering.
Improvements to bot movement code, making their movement smoother.
Benchmark mode to easily measure game performance.
Full Steam Input support
However, there are some inevitable downsides to the engine update in EA26, such as:
Dropped compatibility for some old GPU hardware and OS versions. I have updated the minimum requirements on the game's store page accordingly so please check them out if you're concerned about this.
Animation compatibility issues affecting some weapon/vehicle mods made in the Unity 5.6 mod tools. This is an issue with the internal game engine which I have no control over :(
When EA26 is officially released, I will set up a compatibility branch for the game running EA25 (and the old engine version). If you're experiencing any issues related to EA26, you will be able to run this compatibility branch instead. Please note that this branch will not be receiving future updates to the game.
Testing the EA26 beta I'm still working close with the modding community to iron out the last bugs related to the engine upgrade, so I'm not sure exactly when EA26 will be ready, but you can try it out right now by opting into Ravenfield's beta branch by following these steps:
Go to your Steam Library page
Right click Ravenfield -> Properties
Click the Betas tab and select the Beta branch in the dropdown (No need to enter an access code as the beta is publicly available)
Story Campaign status Unfortunately I haven't had time to implement a working campaign story mission yet. I originally intended to release a story mission from the campaign in EA26, but there just hasn't been enough time to update game engine version and design the story mission for this update, so I'm pushing the mission back to EA27.
It's not all bad news though, I have recently completed the first draft of the Ravenfield campaign story. This means that the overall story is in place and gives me a good overview of what still needs to be added to the game for the story to play out. I plan on working together with a 3d artist and a level designer to speed up the campaign development.
Even though it's taking a while, I hope you're looking forward to the release of EA26 and what's to come after!
Ever imagined your dream Dying Light map? Now, you can bring your idea to life and show it to us in our new contest for a chance to win amazing prizes!
For more details about the contest check out our discord channel - LINK
To take part in the Contest you should add the entry (map) yourself here https://steamcommunity.com/app/239140/workshop/. Your map shall be marked with the following codename: DL1CONTEST-MapName-CATEGORY. The entry (map) must fulfill all Contest and technical requirements (especially be in line with Steam Workshop requirements)
Prize list:
Buggy Racing Dying Light 2 Stay Human - Digital Code; Set of peripherals (Mouse; Keyboard; Headset) provided by ASUS; Highlight on our Social Media (Map + Creator);
Survival Dying Light 2 Stay Human - Digital Code; Set of peripherals (Mouse; Keyboard; Headset) provided by ASUS; Highlight on our Social Media (Map + Creator);
Parkour Dying Light 2 Stay Human - Digital Code; Set of peripherals (Mouse; Keyboard; Headset) provided by ASUS; Highlight on our Social Media (Map + Creator)
Additionally, if one of the winning maps is unique and outstanding, an additional prize (only one) may be granted: ROG Zephyrus Duo 15 SE GX551. The additional prize was sponsored by ASUS. Please note, that the above additional reward remains at Techland's sole discretion and may be granted only if one of the maps is extraordinary.
There's a grand event on everyone's radar today — people have finally decoded our crop circles! The message on them says that Looking for Aliens will be available for installation on Earth's receivers as early as December 8.
In the meantime, add the game to your Wishlist and download the demo so people won't know you're one of us!
“游戏手册 GAME NOTEBOOK” is ltaoist‘s private steam account. If you follow the spirit of On Installation, you can apply for the use of “游戏手册 GAME NOTEBOOK” as the name of the developer and publisher of your game in free. For details, please contact ltaoist@163.com
Introduction: provide a meta method that balances engineering standardization and creative flexibility
(main content: as a kind of "computer application software", the difficulties in the process of software development, especially the difficulties in the implementation of engineering applications with changed game playing methods and games, can be summarized as "the contradiction between standardization and flexibility" This is not the same as the difficulty of simple graphic image implementation, but related to logic and rationality, although it can also be cut in from the perspective of graphic image implementation. This is not intended to provide a "standard" The level method solves this difficulty because it is objective, material and social, but it provides a method to sort out and study this difficulty. It is not necessarily the best, but it may be helpful to practice. These contents come from a wide range of industry practice, not my own original achievements. I just summarize them, and may be potentially inappropriate Where it is not common, it needs to be studied.)
1. Video games as spiritual, values and social activities 2. Background: Playful progress 3. Problem: the contradiction between standardization and flexibility 4. Criteria: difficulties, personal values, social values and compromise 5. Thanks
Existing and Installation
(main content: there are two parts here. The first part is people's use of the game and establishes a language body that may more comprehensively describe all aspects of the game. The second part, pre characterization, introduces "installation" And expand to imitation and arrangement, how to implement gameplay from the real or imaginary world into actual computer software or its unit.)
1. Description of the device: Audio-visual characteristics, interactive characteristics and epitaxial characteristics 2. Device programming: pre characterization, installation and imitation and arrangement in the game
Composition and Installation
(main content: how different main or related beings in the game constitute the game experience, their relationship with the three characteristics, and the game engine will have a great impact on the content of this part. Basically, special things or public things may need special treatment, which can still serve the "highest design decision")
1. Space: map, button, indicator, special effect 2. Time: trigger chain, event chain, feeling chain 3. Motivation: World background, existence and intervention effect 4. Narrative: person and story 5. Feedback: interest and resentment and commercialization
Value and Installation
(main content: give a positive answer to the possible personal and public values of well-designed games.)
1. Personal value: Recreation and providing experience 2. Public value: social value and social function
hope you are all enjoying The Glade.. this update brings some fixes, more content and a new survival mechanic.
FIXES
* Fixed storage box still having the players resources after starting a new game.
* Fixed still being able to harvest from the log after it has been broken.
* Fixed double harvesting on the deer after being chopped.
* Fixed Rabbit invisible collision box that allowed players to get multiple Harvests.
* Hanger buildings can now be entered (this was a collision error.
NEW BUILDABLE ITEMS
* Base marker added (this will display a HUD item on screen instead of the workbench)
* Flower bed added ( make your house a home with a new decorative peice)
OTHER CHANGES
* New world temp system added to game ( night time will get cold and cause the players health to slowly burn unless the player is near a campfire.) --- Coats and other items of clothing coming soon.