We want to give you all a quick update on what's going on behind the scenes for "A Hero's Rest"!
We've recently released the first part of the next Patch to our Beta Branch, which includes a bunch of changes to the balancing of the game.
We're introducing an overhaul to the Reputation System, so you'll have to make sure to keep the King happy!
This comes with changes to the way you can lose the game, as the King will now cut you some slack if he has a good opinion of you, but will not be so generous if he is unhappy.
The Beta Branch also includes a bunch of changes to recipes, including a new potion, improvements to the Quest Crafting UI, and changes to the cost of crafting items. But there are still a lot of things in the making!
As many people have requested, we are adding a Pause Mode with the next Patch, so you can take your time whenever you need to. You will be able to craft, build and manage your Heroes and Inventory while making sure you don't miss anything going on.
Adding to this, we are introducing a new way to make sure to keep your favourite Heroes around. Instead of just deciding to leave you and your whole Town behind, you will have a "grace period" where you can decide to convince them to stay. We're also adding another set of equipment to the game, the new Back Item "Focus". You will be able to craft Foci at the Tailor and equip your Heroes with another Set of magical Items to give their class a unique look and bolster their ability to take on the toughest Quests.
We're very excited to be sharing this journey with all of you, and hope you are enjoying the game and looking forward to what else we have in store for you during the Early Access Period.
We are back with another devlog. This time we will reveal more content and new feature available in Car Manufacture. We are also happy to say that the development holds its steady pace and soon we will announce a roadmap with brief details of our plans and the future of the game.
Maps
To add variety to the game we prepared 7 different maps. Each of them presents a unique style and size. It gives players the challenge to fit their dreamt factory within different bounds.
Unlockable Areas
This brings us to the brand new feature that was one of the most requested in our community. Each map comes with various combinations of unlockable areas. Beware, as this operation is rather costly and you will have to be a quite established factory beforehand.
Hope you liked it! Tell us what you think. Join us in the comments and our official Discord server.
Make sure to add Car Manufacture to your wishlist!
Hot from the presses - GRUNND is getting updated with latest fixes.
- a particular Map piece will not show too fast; - Ending Titles will show up properly - there were instances Narrator doesn't tell you what happened to each of the characters and Hero himself; - improved Variables of ending dialogue; - improved "hotspots" in some occasions to make clicking on them easier [so you don't have to be over-precise with your positioning]; - targetFrameRate upped to 60; - infinite loop bug should be fixed [but I will continue to monitor reports on this one]; - some small stuff.
Even if current issues are solved [hopefully], I will still touch up things via couple small updates.
Unfortunately we don't have an weekly-update for you this week, as we're primarily working on fixing a fatal bug. We hope to identify this in a timely manner in order to complete preparations for the demo. Sorry for the inconvenience.
For any questions or suggestions, feel free to ask us on Discord, Twitter or on Steam ːsteamhappyː
New settings were made available and it is now possible to have better game performance even with less powerful hardware. Optimizations were also made to textures and 3d models to use less memory.
A Dash System was added. Now pressing the E button on the keyboard or B/Circle on the controllers will trigger a dash that can damage enemies, throw and break things.
Hey everyone, we're back today for another week of enhancements and bug fixing! Your suggestions, feedback and bug reports are being monitored and we're getting through the list of the most-critical bugs. Soon we'll be able to share a Roadmap of the future plans for Surviving the Abyss, but for now we're focused on stability and quality of life enhancements.
Quality of Life
Destroying buildings during construction now returns 100% of the resources.
Clickable status notifications - can now click certain status notifications which takes you to the location of the issue. (e.g. 5 crew are suffocating)
Bug Fixes:
Crew Assignment:
Prevent all instances of crew being reassigned while on a transport submarine.
Ensure crew are placed within the docks when they arrive after being transported, then correctly walk to end destination building.
Power:
Fix for coal generators outputting correct power when crew are reassigned.
Fix for fuel consumption being double after loading some save files.
Anomaly:
Loading a save file during attack now loads with the attack continuing.
Misc:
Updated Habitat lens panel text & sprites.
Added event outcome messages for a number of the emergent events.
New UI for depleted resources displaying the reduced mining rate.