Added: Functional stashes Added: Simple stash repair mechanism (wip) Added: Structure decay support Fixed: Chat filter option Fixed: Takeoff ability usage while carrying something Possible Fix: for soft lock issue when chat type selection is open while new chat message pops up Fixed: Inventory replication issue caused by UE5 switch - consuming and item now reduces quantity properly) Fixed: Aim correction calculation - Aim correction now perfectly matches with camera direction unless camera angle is bigger than angle limit Fixed: some interaction inventory issues Fixed: Remote/character inventory update issue in single-player mode Improved: Head look at rotation code Updated: Increased chat limit to 1024 characters
This patch is a bit smaller on the player side of things since we are working on more complex parts of the game in the background which you will get to enjoy in a later patch.
This is our first little stream, to test things out and get the hang of it, so be gentle :) We play the game and talk about the game and not-game related things. We may be playing the Beta/Testing version as well to show some of the stuff we are currently working on.
Come hang out, ask questions, make jokes and lets have a jolly ol' time.
Update 0.5.2.2 brings an improved world save system. Now enemy proectiles and enemy AoE attacks are also saved when switching to the skilltree for example. Minimap icons update issues have also been fixed.
Improved world save system which can now also save enemy projectiles and enemy AoE attacks
Emerald Widow has now an increased cooldown after eggs have been spawned
Emerald Widow spawned eggs are now also saved and persistent when switching game scenes
Fixed minimap icon for chest not beeing updated directly when opening the chest
Fixed minimap icons for map event markers not being deleted after the event is completed
Spooky's Jump Scare Mansion: HD Renovation - AMGSheena
Hello fleshlings! The sun is upon us! Perfect time to stay inside and go to virtual worlds.
The main focus of this update is returning functionality to VR. A new version of Unity allowed the input technology we use to coexist with the Unity input system that works with VR controllers! So - SteamVR and OpenXR controllers are now officially supported!
When you launch the game from Steam there are now two options, one to play using SteamVR and one to play using OpenXR. Depending on your device, one may work better than the other, we recommend trying SteamVR first.
If your VR controllers do not work, you may need to reset the options to defaults. Due to the way our rebindable controls work, there is a chance that it won’t load the defaults and will assume that the VR controls aren’t bound to anything.
The bulk of the work on this update went in to upgrading Unity and making sure that VR worked overall, there’s still some interactions that are a little rough around the edges that we will clean up in the future. Additionally, we were only able to test on a Valve Index, and so while it should be the same on other devices, it might still need some fixing around the edges, and we hope you’ll help us out with that with good bug reports.
All of that out of the way, we did do some other things along the way:
FIXES:
Fixed the UI element for the countdown in the dollhouse not showing appearing
Fixed Specimen 13 spawning in the last 5 rooms breaking the ending sequence of the base mansion
Fixed a duplicate camera in the neutral ending
Fixed Specimen 6’s music restarting when you left his spawn room
Fixed Whiteface’s roots having positioning and material errors
Fixed it being possible to have Spooky appear behind geometry during the ending sequence
Fixed the pause menu being very out of alignment after recentering VR while playing the game
Fixed lighting errors in one small room
Removed Let's Player Rare room due to people misinterpreting it and is no longer accurate for Spooky's HD specifically.
TWEAKS:
Small tweaks on the visuals and timing in the neutral and bad endings of the base mansion
Added a display for what VR SDK is currently active in the options menu
Small tweaks on the nightmare sequence in the dollhouse to make it more unnerving
Took 100ms of sound effect delay off Specimen 6’s audio cue for teleporting behind you
WHAT’S NEXT Next we are going to fix all the bugs that appeared out of nowhere because we did a major Unity version update. After that, we are working on SOUP. Spooky’s Object Upgrade Project. We’re creating 3d replacements for the remaining 2d sprite objects. And once we’re all SOUPed up, ports will be coming to a console near you!
Thanks for being here, and thanks for playing our game! If you run in to problems please check out our bug thread on the Steam forums - if someone hasn’t reported it yet follow the instructions there and help us get the information we need to fix it.
More fixin' up, more quality of life stuff. There'll probably be another patch like this tomorrow as well as I begin working on Cloud Saves.
Anyway, here's the list:
Changes tagged with <COMMUNITY> were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!
The "Medium's Bane" Challenge (3rd map) has been adjusted, so that skills such as Purifying Circle and Curious Wisp don't inflict multiple counts of damage upon the Player when they shouldn't.
Fixed issue where the Goblin King's special ability (3rd map) would hit more than once, resulting in you being obliterated if you're hit.
<COMMUNITY> The Raccoon Pet no longer has reduced move speed when carrying chests.
<COMMUNITY> The Raccoon Pet now moves map event objects, such as Crystalized Chests and Portals, to the player.
Fixed issue where Steam integration was not properly updating mid-run (this is also why taking screenshots was behaving strangely).
Fixed issue where Entangle was incorrectly giving the player an invisible aura which destroyed projectiles.
Fixed crash related to Pets when no enemies were present on the screen.
As usual, thank you everyone for your continued support and patience, especially when it comes to bugs.
this update is a preparation for the upcoming world generation update - it introduces lots of new plants and trees, vegetables and fruits, farming and plant growth as well as volumetric clouds!
In total, this update introduces more than 60 new trees (including saplings and young versions), more than 30 plants and crops (without taking the various growth stages into account) and 11 rocks and dead tree trunks. This update also introduces more than 10 new edible fruits and vegetables as well as two new smelting furnaces (which are reworked versions of the furnaces from the Java version).
Various plants can be cultivated now: Similar to how it worked in the Java version, you can get a seedling from crops by using the sickle, which can then be planted on arable land (which can be prepared with a hoe).
Apart from the new content, this update also introduces a first version of volumetric clouds: Unlike a flat sky texture, they're actual "fluffy" 3D elements in the world. While you can't directly interact with them, it's still possible to have tall mountains or skyscrapers which soar above the clouds. While the clouds are rendered very efficiently, they still have a small impact on performance, so if your machine is already struggling with the new version, it may be necessary to disable them - this can be done in the graphics settings.
Clouds already change depending on the weather. For instance, if you type "weather overcast" into console, you will see how the clouds will become bigger and more dense.
One note about the cloud altitude: The clouds may appear to be at a relatively low altitude currently, but actually the spawn point in the demo world is already at a relatively high elevation. This will change with the 2nd part of the world gen update.
We also took this opportunity to rework the vegetation shader - there is now a much better wind effect on trees and a better shader for snow. This also applies to plants and other elements like boulders or tree trunks.
Some of the new plants and trees will already spawn in the demo world, but if you want to check them all out, you can use the new creative mode vegetation placement tool: To do that, enable the creative mode by opening the console (press ~) and type "gm 1" (without quot. marks), then press F6 to enable the placement tool. Open your inventory to select one of the new plants, and hold C to bring up a radial menu with various settings.
The new content will provide a good foundation for the upcoming 2nd part of the world generation update. We've prepared two screenshots which will give you an idea of the how the upcoming forests will look like, for example:
As always, this update also fixes various issues, bugs and introduces some other improvements under the hood: For instance, terrain modifications will work considerably faster now. Please find the full changelog below.
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The next update will be the 2nd part of the world generation: It will enable you to create randomly generated worlds, it will contain various islands and more diverse landscapes (forests etc), and it will also introduce flowing water - this also means the islands will no longer be surrounded by gravel, instead there will be actual oceans. Feel free to check out the development status on our Trello Roadmap :)
[New] New world objects: 9 new rocks, 2 tree trunks
[New] New food: bell pepper, carrot, chili, cookie, corncob, gingerroot, lettuce, pear, potato, tomato, watermelon
[New] New objects: Smelting furnace and big smelting furnace
[New] New creative mode tool: Vegetation placement (F6)
[New] New wind and snow shaders for vegetation
[New] Plant growth duration can be changed in the game settings
[New] Blocks with unit size which are placed in the grid can now be rendered more performantly
[New] New "Copy block" key: Adds a copy of the block in the world you're currently looking at to your inventory, or equips it if it already exists
[New] Pressing 1-5 while hovering an item in inventory moves it to the according slot in the hotbar
[New] Pressing the mouse wheel button while hovering an item in inventory equips the item
[New] It's now possible to set up a custom "JavaTextures.txt" file containing custom texture replacement definitions for Java blueprints
[New] Item count in crafting menu can now be entered directly by clicking on the count label
[New] Added "skyrotation" console command to change the sky orientation (affects direction where the sun rises and sets)
[New] Sleeping (skipping nights) now speeds up ore smelting and plant growth accordingly
[New] Added setting ("View adjustment") to enable optional cinematic black bars at the top and bottom of the HUD
[New] Added setting ("Misc") to change blueprint rotation pivot behaviour (toggle between center of object [default] or center of area [similar to Java version handling])
[New] Multiplayer: New "lock" and "unlock" input command (also available via Scheduler) to prevent players from connecting (may be useful during restarts, for example)
[New] Multiplayer: Added permissions "info_shownametag" and "info_nametagalwaysvisible"
[New] Multiplayer: Permission "forbidden_items" now supports "#inherit" entry to inherit all forbidden items from the parent permission
[New] Added "edit shape" command to retroactively change the shape of a block in the world
[New] Added "printkeybindings" console command to create a text file containing all current key bindings
[New] Update to Unity 2022.1
[Change] Terrain modifications (creative mode terrain tools) are considerably faster now
[Change] Improved rendering of distant trees
[Change] Reduced "tiling" on distant terrain textures
[Change] Greatly improved performance when trying to place lots of elements in a row
[Change] Count label when placing multiple elements in a row is now visible through walls
[Change] Texture IDs are now visible for window frames in crafting menu
[Change] When deconstructing construction elements with a sledgehammer, the original element size is taken into account when spawning the item
[Change] Glass pane size is now reset again after snapping to window frames
[Change] In P2P or LAN games it's no longer possible to kick or ban the host
[Change] If a view distance greater than the max value in options is set, changing graphics settings no longer override this value
[Change] Changed appearance of the planet when player is in orbit (Y > 5000)
[Change] Pressing enter in chat no longer interferes with building tools
[Change] Blueprints will now only be reloaded if the game detects any changes in the blueprints folder
[Change] Changed color of header labels in settings menu (increases visibility)
[Change] Increased precision of rock collision shapes (for large-scaled rocks)
[Bugfix] Fixed bug which prevented you from cutting down trees in multiplayer
[Bugfix] Fixed sandstone materials not being selectable in crafting menu
[Bugfix] Fixed minor precision issues when placing a block right after rotating it
[Bugfix] Fixed wrong texture alignment on blocks in inventory
[Bugfix] Fixed texture sometimes getting stretched on arc block shapes
[Bugfix] Fixed pivot / snapping issues on overlapping blocks (game sometimes couldn't decide which block to snap to)
[Bugfix] Fixed blocks in hands not always updating properly after exchanging them with another stack of blocks in inventory
[Bugfix] Fixed crash when placing lots of elements in a row (need feedback)
[Bugfix] Hopefully fixed bug causing sudden data loss, i.e. missing construction elements etc (need feedback)
[Bugfix] Fixed issue which caused the game to use more than 2 directions when placing elements in a row (despite different setting)
[Bugfix] Fixed black borders on panorama screenshots (use "panorama" console command)
[Bugfix] Using console commands no longer resets the game window size (when playing in windowed mode)
[Bugfix] Fixed "blueprints" console command
[Bugfix] Fixed "cleanup items" console command
[Bugfix] Fixed blocks being removed from inventory even though they could not be placed
[Bugfix] Fixed issue with dedicated server if it was launched from the Steam client
[Bugfix] Fixed error when game could not initialize an audio input device
[Bugfix] Fixed error when changing paint roller color
[Add] New graphics settings, Display Mode and Display Resolution [Add] Added endless mode [Add] Added stamina, start endless games, consume stamina [Add] Added new item to increase max stamina [Add] Endgame highscore icon [Add] character end game animation [Add] Addition of different transition platforms
[Mod] Pause menu redone [Mod] The daily reward window will no longer appear on the very first launch of the game [Mod] Change in the keys, the game is playable entirely with mouse or keyboard Z or Space or Up Arrow or Up Left Mouse Click to Jump S or Down Arrow or Right Click to Descend/Roll 1 or Q or Left Arrow or Wheel Up for the first item in endless 2 or D or Right Arrow or Wheel Down for the second item in endless O or Esc or Wheel click to pause [Mod] of the highscore endgame icon [Mod] endless difficulty selection map to match Josephine's design
[Fix] roll animation sinking into the ground [Fix] of the bug on mobile preventing to chain the roll on the ground after pressing the down key when the character was in the air [Fix] "Next" button at game end not always working [Fix] Translation, spelling mistakes, grammar, conjugations... [Fix] Menu button lag when changing language [Fix] Terrain issues, like missing textures, areas where the person gets stuck, ...
The settings panel now has a checkbox for highlighting any neighborhood that is not connected to any roadway. This usually happens when a neighborhood is new, and you just haven't noticed it on the map. By default, the checkbox is turned on, so if you like this option there is nothing that you need to adjust.
If a neighborhood is on the map but it doesn't have any roads connected to it then periodically it will display a conspicuous warning from your current camera position to the direction of the new neighborhood. This should help a lot in finding new neighborhoods that spawned without being noticed.