Patch 1.0.4 7/11/2022 added in an option in the menu to display your current gold carried added in two new backgrounds for existing parts in the story (cave with blurry note and plains ruins) fixed some script issues in one of the triggered conversations with Myshum fixed some other small script and character placement issues
Boss updates: - Tyl HP up: 176 -> 245 (both phases) - Tyl is now immune to Silences - Changed the Tyl pedestal mechanic so that pedestals are not on the board anymore (they are outside) and shaped like a "#" - Fixed Tyl Lightning Ball too slow - Fixed Tyl Lightning rain not having particles and sound effects - Fixed Tyl skill shots hitting himself - Fixed wrong damage type for multiple Tyl spells - King now has no blank order for his guards - Moved King guards forward 1 tile - King guards HP: 71 -> 81, ARMOR: 0% -> 10% - King guards now throw 10 spears instead of 5 - King guards are now immune to Silence, Stun, Moving and Rooting - King now throws 8 spoons instead of 4 - King now spawns 6 militia upon starting phase 2. - King now spawns 2 militia every turn - Fixed King spoons being too slow - Marceline's sword now displays the tile it is hitting - Polished Marceline's battle a bit as well - Nerfed Spatula (max bats summoned on death: 6 -> 5, death bat speed: 3 -> 2)
Other updates: - All characters have 5 less starting HP - Heal after combat: 15% -> 20% - Item sell price: 33% -> 20% - Gold rewards: no change in the first zone; down 20-25% second zone and down 30-35% third zone - Nerfed Ranger fox (50% of Ranger HP -> 35% of Ranger HP) - Nerfed Mage Mana Ward (100% MANA -> 50% MANA, this thing was OP AF) - Knight Block: 60% SP -> 2 + 35% SP - Peasants now drop a Bear Trap on death - Bishops now have an attack that deals a little damage
Other Bugfixes: - Fixed Inspection (Q) not working sometimes - Fixed a bug when the player characters died during a non-combat event - Fixed a bug when all player characters died at the same time as the enemies - Fixed some combat text overlaps - Fixed Momentum Magic getting you to 0 SP (lol) - Fixed MANA appearing depleted on the Character UI
Let me know about any bugs you find, as soon as possible!
The emergency patch for keyboard settings has been completed today as follows.
- Key bindings used by Player 2 can also be used by Player 1. * Accordingly, please make sure that key bindings do not overlap when 2 players are playing on 1 keyboard.
Additionally, please take note of the following notices after the update.
1. Menu controls and the menu key will continue to be set as the WASD keys and Left Shift key respectively after victory. Please navigate menus according to the button guide shown at the bottom-right side of the screen.
2. When 2 players are playing on keyboards, even though the button guide on the bottom-right side of the screen will be shown as Player 1 controls when Player 2 pauses the game, Player 2 will only be able to use the default settings of directional keys and numpad keys. As Player 1 and Player 2 can use the same key bindings, please make sure that key bindings do not overlap when 2 players are playing on 1 keyboard.
3. We are aware of the increased rate of disconnection and ignored inputs when using a keyboard compared to when using licensed gamepads and joysticks. We are striving to fix this issue as soon as possible, and thus ask for just a bit more of our Adventurers’ patience.
We apologize deeply for the inconvenience. As for other issues, we will notify you as soon as patch dates for each fix is decided.
Hi everyone, hope you're doing fine during this hot summer. We are doing this announcement to talk about our progress but also to announce our presence at the Steam VR Fest. This kind of event is a big opportunity for us.
A new demo of Bad Dreams will be available on Steam during the Steam VR Fest from 18 to 25 of July. Our team tried its best to came up with this horror experience. With our indie team, we are working on this game for almost 2 years.
Player
The player was really tricky since we're attempting to offer a full body solution. We added a whole animation system that gives more immersion and we finally succeeded to smooth the body postures according to hands positions & rotations. We're still working on the hands to make them beautifull but we didn't had time to integrate them yet. This new mecanism was tested but can still show some bugs so don't hesitate to report them.
Large scale optimisation
Our devs worked hard on multiple aspects of our game's optimisation : They improved our many shaders, redesigned the AI system & fixed a big amount of scripts.
New staging
We redesigned and added some staging & cinematics.
Renew of the madness system
We add wristband that indicates the level of madness with a light and a bip. The faster it is, the craziest you are. The player has a cigarettes pack on his chest and he can smoke cigarette to diminish his madness. The madness is managed differently than before and is more scripted to offer a more balanced experience.
New grab & ungrab system
That fixes some bugs with physics & hands positions. Now, when the player is forced to ungrab, the hands resume their original pose. It is way more complicated than it sounds but we're still working on this.
Add some puzzles into our levels
Surprise ! We wanted to add "specials" things.
New special level : the Maze
Redesign of the "Hotel Room" as a "Lobby" that the player will see more than one time. We integrated some puzzles inside the room itself.
Integration of our narrative design & back story
Bad Dreams has a story that goes beyond zombies and nightmares. It is linked to an event that shook but and entire nation before the 80's.
We started to integrate this story in our environments but also in some items that the player will find. Stay aware to understand this spun metaphor that glues every pieces together.
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It is true that this may not seem like much, but we only note here the work that has been done on the demo.
We also worked a lot on the part of Bad Dreams that's not in this demo. All of our levels are in place and the major part of our gameplay is here but we need a lot of tests and fixes without even talking about balance.
This is the biggest project of our studio. We're taking our time to shape the best horror game that we can make.
Even if it was tested, again & again, you can experience some bugs during your play session. We have a special thread in the hub community for them. Don't hesitate ;)
We hope you'll enjoy this free demo that will be available during the Steam VR Fest !
This might be the nicest patch number we’ll ever have. So we tried to make it a worthy one by fixing more than two dozen of bugs!
Once again many thanks to all of you who have been diligent in sending in those reports. Even if we didn’t reply directly we see all of them, and work through them as best as our limited resources allow.
Bug Fixes - Spire ruins with a sky portal are generated with enough space to fit all the features. - Rift shards appear on the map more consistently. - Fixes issues with ramps being untraversable near shallow water and mud. - The exit map button is no longer visible during the legacy loop. - Your traveled route is placed correctly during the legacy loop. - When a clay figurine contains a random drop, that item is resolved correctly. - When you pay an armorer to make an armor strong, they don’t make it ‘balanced’ instead. - Fixing issue with items that go missing in certain variants of the regular keep levels. - Prevents a few instances of non spirit world and edge assets from appearing in those levels. - Shrooms cannot spawn in a way that they block narrow paths. - Reduces the chance that crevices are generated floating in the air. - Prevents gates at the bottom of a stair to be accidentally raised by the level generator. - The interaction marker for delicious mushrooms is labeled correctly. - During the tutorial and in the Garden during the prologue, the weather is always nice. - You cannot travel to underground locations from overland exits. - If a destination is visible but cannot be traveled to, the travel UI doesn’t try to activate, freezing the game in the process. - Fur-lined boots do not prevent cold weather gear from activating when you encounter wilderness and cold during a journey. - Fixes issue with mercy tomb clue. - If you fully deciphered an inscription you don’t have to again with the same wayfarer (unless 4 years pass). - If you already know the secret of a ‘secret keeper NPC’ you don’t have to test again. - Better randomization of weather so the same destination doesn’t have the same weather for an entire season. - The task giving NPCs should be more aware of tasks that are already done. - The text feedback for camping actions is anchored correctly for different aspect ratios. - Makeshift shields still stop damage on the block they break. - Travel doesn’t break because travel gear has 4 effect icons. - Improves the placement of the ‘Raaf Tribune’ starting spot in the Garden of Yendor.