It's a big one, folks! I hope you enjoy it. I added another level, and mouse and keyboard players are getting some much needed attention.
Patch notes:
- Brand new level and music! - Max zoom in is a little wider to help with motion sickness - Steadier camera when aiming grenades - Potential crash fix related to players joining the lobby - Updated tutorial text
Mouse and keyboard updates:
- Improved gun and grenade aiming with mouse and keyboard - Better movement with keyboard - Fast reload button mapped to 'R' on keyboard (you can still use tab) - Added a mouse indicator arrow to assist with aiming
We want to share our progress with you and we are planning to update demo version at the end of December with various Dungeon & gameplay improvements. 💀
Thank you for your feedback on the first demo on Steam, it helps us develop the game! We cannot do everything quickly, but we listen to many of your ideas and suggestions!
That's a preliminary description of the update, maybe something else will be added by then )
Statistics and achievements
Now in the hero window you can see statistics and achievements for the current game. Previously, this information was only on the final screen.
If you find all the secret locations, this will also show up as a corresponding achievement, although until then the total number of secret locations in the level will remain unknown.
Obtaining the achievement will notify you that all secret locations have been found. The same applies to books - the finding of all unique books on the level is now recorded as an achievement.
Light and night vision of monsters
When the hero is in the light or with the lantern on, the monsters see him with 100% vision. However, when the hero is in the dark, the monster's range of vision decreases depending on how well it sees in the dark. All monsters have different vision in the dark.
The bestiary displays information about the vision of the monsters.
Heroes have a new skill Shields
It determines the effectiveness of using shields in fight.
For example, the Warrior has initially Shields skill = 3 and the Thief has initially Shields skill = 1. If the Thief takes the shield and the enemy hits him with a powerful two-handed, all stamina can be taken from one blow, and the block will be knocked out in this way. But the Warrior will be able to withstand several such blows.
The skill is level up as the shields are used.
Also, weapon blocks have been improved. Removal of stamina depends on the level of possession of the weapon with which the hero is defending. When hit in the block, the skill of the weapon is slightly increased.
Improved the system of receiving injuries
Now, getting injuries depends on the type of armor:
For heavy armor, injuries are only obtained on a critical hit.
For medium armor, injuries are obtained with a critical hit and a 50/50 chance for a normal hit.
For light armor, injuries are obtained with a critical hit and a normal hit (this was the case for all armor before).
Without armor, injuries are obtained with any hit.
If the weapon is poisoned, the poison is always applied on a critical and normal hit, regardless of the type of armor.
AND:
Some armor can enhance a hero's Constitution.
Different color of the blood of monsters. The weapon is dyed upon hitting the victim's corresponding color.
Added new animations for crowbar and Ripper skill, improved some of the previous hero animations.
The hero can carry as many lanterns and crowbars as he wants, limiting himself only to the maximum carried weight.
The hero has new, more authentic underpants)
Improved the mechanics of climbing and rappelling, various level improvements.
This Sunday at 20:00 CET (11 am PST) the developers will be playing public games. Join us in our attempt to survive the cold Norwegian winter, try our homemade muffins, and strangle us while we are sleeping. We will also give some insights into the things that we are working on, and would love to hear what things you’d like us to focus on.
SAD RPG: A Social Anxiety Role Playing Game - Evil Indie Games
Added and changed: - fixes to the battles and the floor in the basement - fixes to colliders in the supermarket - fixes to colliders and teleports in the city - fixes and updates in the health center - added systems for use in future updates - various minor bug fixes and optimisations
Last week has been one of the most productive weeks we’ve had in a while, so I will give you the two main highlights for how much they’ve impacted the game.
Firstly, John finally got around to updating the green bush (the main one you could see around most of the two biomes I posted). The old version was a rough draft in which I had simply applied an old tree branch material onto a different bush John had made, and as a result it didn't really fit the rest of the plants. The new one (as seen in the above image) was actually designed from scratch and has a new texture attached to it. As a result, it stands out a lot less up on the mountains than the previous version and looks a lot better up close.
Secondly, I started placing the mountain rocks on the cliff that is surrounding the island most of the way. When doing that, I realised two things:
Very few players were ever going to see much of that cliff (you will only really see it from above), and
considering how much cliff there was, I would not be able to finish worldbuilding this month, which would delay getting 0.8 onto the experimental branch.
However, from the combination of those two aspects came an idea, and I decided to take two days to write a script to automate as much of the placement as possible. At the end of the two days (and after many awful looking attempts), I had a script that really helped.
I am glad to say that in the days since, I have already finished the entire cliffside, as well as one additional mountain. While the next mountains will need a bit more attention as the player will actually be able to climb them, the script will still massively speed up the process, and we are back to a realistic upload of 0.8 onto the experimental branch this month!
With the script in place, I should be able to finish one or two new biomes by next week, so I’ll introduce it/them then.
We are very happy to announce that Waifus Smash is ready for buy right now with a 30% off launch sale!
This is the biggest enthusiasm we have ever made, so omission is inevitable! Hope you understand and please contact us to be best handled if you encounter any problems during the game experience.
We are very happy to announce that Waifus Smash is ready for buy right now with a 30% off launch sale!
This is the biggest enthusiasm we have ever made, so omission is inevitable! Hope you understand and please contact us to be best handled if you encounter any problems during the game experience.