First of all, thank you all for the amazing last 24 hours. I received many nice messages and helpful reports regarding bugs and glitches. So, without further ado, here are the problems I fixed for now. The hotfix should be online as you read these patch notes:
## —— Hotfix 0.8.5.12 —— #Fixes
- Fixed an issue where some entries in the research trees had no "available" date set and could not be researched. - Fixed an issue, where the stats for programming, sound, graphics and design where set to 0, when loading a saved game. - Fixed an issue where the "Review" page was skewed on some resolutions. - Fixed an issue where the buttons in the "My Games - Overview" disappeared upon opening the window. - Fixed an issue where the tutorial got stuck when asking the player to set the game size to "C". The tutorial should now continue once the player sets the game size accordingly. - Corrected some spelling mistakes and improved grammar in the tutorial. (Both English & German localization)
#Changes
- Added the Microsoft .NET redistributable to the game installation. This should help players who had trouble saving the game. If you still have trouble saving/loading your saved games, please uninstall the game on Steam and redownload it. - Changed the time given to the player to read the tutorial prompts to 20-30 seconds. This should make it easier for players to follow the tutorial's explanations. An option to skip ahead manually will be added in the first content update in May. - Added a confirmation window that appears upon hiring a new employee. This will make it more obvious when the player has hired a new employee during a conversation. - Added a confirmation prompt that confirms when the game has been successfully saved.
#Known issues
- Sometimes, box art is not loaded correctly when loading a saved game, and is instead displayed as white boxes. - Errors may occur when attempting to load a game from the in-game menu. Until I address this issue in the next hotfix, I recommend loading a saved game from the main menu.
Thank you for your support so far and enjoy the game. As always: For reporting bugs, feel free to use the games Discord or the community page here on steam.
We’re happy to meet you again! There isn't as much news this week as we’d like, but what news we do have is exciting!
So, let's start with the small stuff. Grab your mice, open your decks, and let's get started!
Idol worship in the swamps
Illustration of the events is still in progress; and this time we’ve worked up to this idol in the swamps. It's so creepy! What’s that it’s holding in its hands? Shield your children's eyes from the screen!
No game is complete without cursors
We haven’t overlooked even this tiny detail, and so we’ve created some stunning cursors for you to enjoy.
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But even with such small details, there were some hiccups – some cursors have flocked together right there in the artist's file and have set off to warmer lands!
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Just like in the movies
They say that the denouement of a story is very important. It's what ties everything together, after all. For several months now, we’ve been working on the denouement of our game. Our programmers have been working tirelessly to embed models and mechanics into the final battles, fine-tune the effects, and make sure everything runs smoothly. They’ve even shared some footage with us from the "filming" of the ending – check out Mortis and Persival facing their fate. We won't spoil it with the backgrounds, but you'll soon see everything for yourself in the game!
Well, that's it for today! Don't forget to subscribe to our social networks and feel free to ask any questions you might have about our game – we’re always happy to interact with you.
A release date has been set for the FOURTH of SIX major updates for Dead Estate. Axe to Grind is coming in 2 week, on April 28th. This adds a 10th character to the game, Axel, with his own unique mechanics, story, and costumes! It will also bring heaps of bugfixes in an effort to tighten up some of the screws that have started to come loose across these updates.
ROADMAP
We are not than half way through our roadmap! Let's just pretend those dates haven't changed at all over time. Really though, it became clear that we needed to slow things down a little and make sure the game was receiving some much needed care and support between major updates.
All your feedback and bug reports have been invaluable to our small team. Thank you ALL! Putting together these updates is the least we can do to show out gratitude <3
COMING SOON
Dead Estate's publisher, 2 Left Thumbs, has a brand new title launching at the end of May.
Magenta Horizon is a fast-paced, skill-based, 2d platformer spectacle fighter. Think of DMC, Ninja Gaiden, and Bayonetta - but in a 2D package! The game will sell for $10.99, with a launch discount, and an additional 25% OFF for owners of Dead Estate! Please add Magenta Horizon to your WISHLIST so you don't miss out (and it helps us out a lot. Thanks!!)
** ᴅᴇᴠ ɴᴏᴛᴇ : ***We have increased the character acceleration to make movement more responsive. Be aware, that this value may undergo further iterations in the future as we are trying to find the sweet spot for smooth character movement.*** ** # Movement - *UPDATE* Character acceleration [900 - 2600] - *UPDATE* Air Combo victim control - *Update* Air Combo projection - *Update* Melee Weapons acceleration when attacking
# Config Menu - *UPDATE* Settings is now available from lobby - *UPDATE* Mouse Settings sensibility - *ADD* Mulitiples other Settings (sound, graphics, ect) - *ADD* Reset key binding feature
# Friendship / MatchMaking - *FIX* SOCIAL SERVICE - *FIX* Friendship / Squad - *FIX* MatchMaking issue with mulitiple players in squad - *ADD* Kick from squad - *ADD* Retrun to Lobby
# Loot & Experience - *UPDATE* Items V1.1 ** ᴅᴇᴠ ɴᴏᴛᴇ : Update item statistics – the difference between scarcity is now less dramatic. **
# Weapons & Spells: - *TEMPORARY* *Update* Spells scale damage based on character level [ dmg = 30% baseDmg + 70% (Level/maxLevel) * baseDmg ] - *Update* Weapon Damage of rare weapons - *Update* Melee weapons do not cost any KI
Known Issues - unable to bind "Tab" - ragdoll issue on respawn - issue with use of consumables - issue where frost wall is not visible on low settings - issue with respawn on payload game mode
Congratulations! @Plastickbag is our newest winner! A €10 Steam gift card will be delivered to them by our contact ASAP.
Our thank you goes to every level uploader, puzzle solver and train driver that keep Train Valley 2 Workshop going! Be sure to visit our Discord server for an upcoming LPT challenge. Until next week!
My goal with this rework was to provide more power and more choice early on for the player. Additionally, I wanted to make sure that survival players wouldn’t need to path through nodes that did not directly help them (i.e. - moved the starting nutrient nodes to a side branch).
Some of the major theme changes include: moving the builder tree more front and center to encourage player to work on economy earlier, making selective breeding mandatory for further progression into the evolution tree, and separating out Bug upgrades so players are not penalized for using bugs they don’t want to use.
Additionally, I wanted to provide swarm wide upgrades as part of the general tree, without needing to unlock additional bugs. This way you will not be penalized while using selective breeding for needing general upgrades.
New
Added a new Buggo statistic panel in the evolution chamber that allows you to see the base Buggos statistics when you mouse over their evolution. This shows the damage, armor, move speed, etc. Additionally, you can now see the nutrient cost of each Buggo and the spawn weighting.
Added the ability to change your games difficulty from the settings menu.
General Balance Updates: Nerfed the Humans max unit counts by:
20% for Impossible difficulty.
30% for Standard and Hard difficulty.
40% for Easy difficulty.
50% for Relaxed difficulty.
Updated a few maps in Area 7 to provide more room and protection for the initial starting area.
Updated Robot testing facility to give more room and protection for the initial starting area.
Updated Communications relay to give more room and protection for the initial starting area.
Many new players think that more hives means you gain more nutrients while this was not the case. Give the player what they expect! Each hive will increase your nutrients gained by +5 per cycle.
Updated the Golden Swarmers spawn chance from 1% to 5% and increased their health by +10
Removed the selective breeding penalty for easy and relaxed difficulty.
Bug Fixes:
Fixed Titan’s population not showing up on the bug population tooltip.
Fixed a bug where the population / capacity info doesn’t update when nothing is spawning.
Fixed a bug where the tooltip would display in the main menu when changing scenes.
Fixed a bug on final military compound where it had a survival objective.
Another major update to the game! I'm probably nearing the end of updates for the demo, while also working on developing parts for Area 2 of the game (Deep UNSPACE) in parallel.
Area 2 won't be available in the DEMO, but I'll likely continue adding new weapons, passives, etc. to the demo itself.
Well, the focus of this update is GAMEPAD support, which I've been meaning to add for quite some time. The truth is, I simply didn't have a good idea of how to translate some of the mouse-based abilities and mechanics to the gamepad, but I think I finally figured out what the game needs for smooth gameplay with a controller. Below is a video demonstrating how the new targeting mechanics work:
I remember many people telling me that aiming, dodging, and shooting simultaneously in the game was difficult. For me, as someone who has probably played my game the most, it's easy to do these tasks as second nature, but for players, it's quite challenging, or even frustrating.
This made me think that while this mechanic may be interesting and challenging, I believe that for many people (and probably the majority), it's more frustrating than challenging. With that in mind, I decided to change the entire mechanic to a more "automatic" approach, where the player can lock onto the enemy and simply shoot at them, focusing more on dodging bullets rather than precisely hitting the enemy.
However, I still had the issue of bullets in the game not always hitting the target, especially if the target moves in curves, so I also added the possibility for the player to move the targeting in relation to the enemy's position, so that the player can make a small adjustment in the direction the shot is going, which is usually enough to hit the enemy.
I believe the mechanic turned out to be so satisfying that I personally (MAYBE) enjoy playing with a gamepad more than with a keyboard and mouse, even after so many years of getting used to them.
New Red Spider Nebula Background
I also created a new background for sector 2 of the first area in the game. Originally, Red Spider Nebula was supposed to be the second area in the game, but I ended up changing it to Deep UNSPACE as area 2. To not completely discard the idea of a red nebula area, I implemented it in this sector.
Free Movement in the Cockpit
One of the things I really wanted to do is allow for more free movement within the cockpit, so that players can move around without being stuck in fixed positions. This will help with exploration and allow players to get up close to exactly what they want to see.
Background for Sector 2 of Deep UNSPACE
I've been thinking for a long time about creating a new background for sector 2 of Deep UNSPACE, and I finally made it a reality. I'm bringing a more "bizarre" effect to the new region, with abstract and strange elements. One of the styles I really like is Dark Fantasy, and I want to convey that feeling throughout the entire region of Deep UNSPACE. In the storyline, the Dark Old Sun is a mysterious and little understood figure, and I want to convey that sense of mystery in the new area.
What's Coming Next?
I won't list all the changes and modifications here, as I'm not sure if anyone actually reads this... if you want to know more, comment below ;)
But in summary, I made several changes to how crystals are collected and increased the amount of crystals on the screen. I also slightly improved some weapon mechanics, adjusted market and workshop values, and now DOSII is fully compatible with gamepad on Steam. Additionally, I made many other small changes.
For the future, I plan to revamp some weak secondary weapons in the game and give them a more interesting visual. I'm also planning to create at least five new passive skills, including normal and radiant ones, for the next update. I have a great design for the first boss of the Deep UNSPACE area, and maybe I can share updates about it in the next update. A new trailer is also on the way! I'm not sure yet how it will be, but I plan to create a trailer that better showcases the gameplay loop and how roguelike mechanics work. Furthermore, I will update the store page with some animated GIFs and maybe change the game's horizontal cover to something more interesting.
I just wanted to touch base and wish you all a Happy Friday! Also, I thought it might be a good time to let Jenny share a new development with you.
She's pretty excited about it, and so am I!
From tests I conducted earlier today, the use of this render farm should cut down render times from 6-10 minutes per image, to 1-2 minutes! A drastic improvement, which not only allows quicker render times, but also gives me the ability to keep working on the game while the shots are rendering (previously this wasn't possible, I was either working, or rendering, but never the two together).