Based on community feedback about the controls changes in v1.02, further changes have been made:
- The change to combine run/dodge/roll has been undone. Run and dodge/roll are separate buttons again. - Changes to the radial item shortcut menu: - For keyboard players, only bound to R now, not the middle mouse button - There is a Hold vs. Toggle option in the Input Options in case holding down the button while selecting items is uncomfortable - Keyboard hotkeys are back: you can now press the 1-8 keys to instantly save and recall shortcuts.
New Features
You can now display up to 5 of your favorite photos in Nowhere in the floating gallery.
A new area, Anne's Respite, has been added to the hedge maze in Chapter 1/2. Look for the entrance with stone surrounding it.
A new area, Bryn Bach Abbey Outskirts, has been added on the road to the arena in Chapter 3/4.
Polish
- The postprocess chain has been rewritten to be much faster - this will particularly help high resolutions such as native 4k where framerates may increase by as much as 40% depending on the graphics card - Volumetrics have been boosted in many areas, particularly in Chapter 1 - Merry Band flags have been added to areas the Merry Band controls
Balance Changes
- Gentleman's Outfit has a much lower curse tolerance penalty - More First Aid Kits are distributed as random loot in Chapter 1
Bug Fixes
- Fix the options.json and saves_options.json saving to the wrong place in some circumstances after v1.00. You may need to reconfigure graphics/input/etc. options. Please reach out to support if you have any issues. - Fix clicking on an item at the edge of the Inventory menu making it scroll, making it difficult to double click to equip. - Fix machine gun bullets not drawing. - Fix the Options menu not being useable with a controller during Chapter 0 and the initial tutorial. - Fix using Pocket Nowhere or Starting a New Night from a boss fight being possible(which can lead to odd behavior). - Fix several areas where Pocket Nowhere could be used when it shouldn't. - Fix map letters being cut off or displaying strangely for particularly small rooms. - Fix some controls such as Use Left Hand Item mapped to the space bar activating upon dismissing a new item/lore. - Fix the piano in the Seance puzzle becoming unusable upon an incorrect guess. - Fix Goat's Fashion Record being re-awarded in NG+.
fixes: home's render layer not updating while giving Martin the key can't talk to mons after scanning photos mons receiving items can't be talked to after talking to them once possible fix for The Door Anomaly... Sad to see random door sprites go
changes: added alt colors for taxi driving and mole carrying home add "rules" menu option to squat game after losing so you can re read the rules if needed cutscene where Riley smacks the dome only plays once now. people were running into accidentally during tater's minigame, and running into it when trying to ram the dome as a cat Riley now spawns on bridge instead of pipe so you can talk to them more easily to replay the cutscene Game now recognizes the last input device plugged in as the device you want to use for the game. FF having an effect on throw speed. Important for eyescalibur whispers door icons no longer affected by FF
Update 1.2.0 is now live! Here's the list of stuff we added:
GAMEPLAY CHANGES AND ADDITIONS
- Added six new perks. They're all about guns and are a blast to play with! - Leveling up doesn't automagically trigger the perk selection screen by default. It can now be triggered by holding the interact key at any point during gameplay. Players can turn on the auto level up options in the Settings menu. - Player's body now appears right before the best round from a previous run. The game timer stops to give the player some breathing room before pushing forward. Picking up the body rewards the player with a small lore tidbit and a buff - just enough to help push through the next milestone. - Changed the leveling thresholds a bit to squeeze in a few more perks before things get REALLY difficult.
Dev Notes: Guns in the game got some much-needed attention - especially in scaling and versatility. New perks add some nice interplay between melee and ranged combat and greatly improve viability of Cort (the default revolver) throughout the run.
While auto level up makes sense from the instant reward perspective, your feedback showed us that it can often break the flow of combat and leave players in a vulnerable position. This change gives more control to the player - including reverting back to auto level up, if it feels better.
LORE
- Added a Lorebook! It's accessible via the menu screen and aggregates all collected lore entries. - Added lore entries for our protagonist, Yuma. Unlike enemy lore entries, Yuma's lore is unlocked by interacting with his body in-between rounds.
VISUALS
- Added post processing effects for some extra oomph during combat. - Added animated outlines to accentuate level-up and important interactives.
FIXES
- Fixed Stun, Slow and Stagger behaviors on enemies. - Fixed an issue where Conjuration Beasts sometimes continue walking when they should be dying. - Fixed an issue with bullets missing enemies that are close or running towards the player. - Enemies no longer retreat in the middle of an attack. - Fixed an issue where a disabled turret continues to soak bullets and trigger On Kill effects. - Fixed several minor UI issues.
The existence of combination formulas and the probability of card appearance have a significant impact on the difficulty. For example, while cultivating plants like strawberries to secure food is an ideal gameplay method, it becomes unnecessary to cultivate them when there are too many. Currently, the game seems to be on the difficult side. No player has filled the two days of gameplay provided in the demo version. There may be various reasons, but it seems that the size of the inventory and the number of cards that can be used in one location have the biggest impact on the difficulty. I am considering how to adjust this.
Update details : * Merged all types of protein obtained from animals into one. * Can make thread from spider webs. * Rainwater card will be replaced with a puddle when the rain stops. * Drinking water from a puddle leaves soil. * Drying puddles in the sun leaves soil. * Sun-drying a rotten puddle also leaves soil. * When an animal steals food and runs away, it leaves behind feces. * Including feces in plant cultivation speeds up the growth rate. * Can use walnuts with a slingshot. * Throwing sea creatures into the sea does not contaminate them. * Contaminated plastic bags can be washed and reused with rainwater. * Can eat rotten coconuts by breaking them. * Can use broken branches as wood material. * Added bones from large animals. * The method of using the escape card has been changed from clicking to combination. * The description of all cards has been changed to information that allows deduction of combination formulas.
Bug fixes : * Fixed issue where durability was incorrectly displayed on the back of cards. * Fixed issue where the background color of some cards was not displayed. * Fixed issue where damage value and sound effect were not displayed when a low-health animal dies. * Fixed issue that occurred when restarting.
Next update preparation : * Scenario cards that provide clues to escape the island. * Forced exposure of some important cards (sea, rock, etc.). * Addition of numerous cards and combination formulas. * Display of contamination level on the screen when it is high. * Addition of a new method for making fire.
There is someone on Stack Island who has promised Portuguese and Polish translations. The translation work has not started because the contents of the game have not yet been sorted out, but if nothing special happens, it will be translated into Portuguese and Polish.