0.1.1 Changelogs: - Added Dashing - Added game information on launch - Added new weapon walk animation - Added transition effect for launching main menu - Changed player to have "first person" and "third person" model states - Fixed player animator issues - Fixed player camera/weapon model shaking
Resolved an issue where the existence of Ghosts in an area led to save file corruption. Regrettably, due to the nature of the issue, existing corrupted save files cannot be repaired. However, we've ensured that this issue will not occur in newly generated dungeons.
Fixed an issue with the music player which would sometimes cause a memory error, causing the client to close without an error log.
Howdy, 1.0 is here after 6 months of early access development! This update adds weather and two more achievements for cooking all the fish and finding an easter egg. There are three types of rain in game now, light rain, rain and stormy rain.
I hope you enjoyed going along with me on this development journey and that you're happy with the current amount of content in the game,. I'm really proud of what the game has become in just 6 months. Apart from if the game goes viral there won't be any further content updates or DLC but I hope to keep fixing bugs when I hear about them.
Added 3 types of rain Added 2 achievements Changed tutorials to not mention future updates Fixed offline play (This was actually in update 16 but I forgot to add it to the patch notes)
This update fixes a problem with the save system that was causing issues for Steam users with certain characters in their usernames. Save files use a slightly different format now which should be free of this error. If your game was breaking after completing Baking Mode, you should now be able to progress to the next level.
We also fixed a small bug with the 'Perfectionist' achievement that caused it to sometimes trigger incorrectly.
Major improvement to Settings/Video/Brighter Nights setting
Reworked the Sun Position/Ambient Lighting system such that the shadows remain visible at sunrise and sunset to fix the problem where the grass in particular looked totally flat/washed out at those times.
Synchronized the shadow lengths exactly with Sunrise and Sunset such that the travelling shadows from left to right can now be used as a meter to gauge day progress. Shadows will be longest right at sunrise and at sunset. Shadows will be on the left in the morning since the sun is in the east.
I am curious on opinions on Brighter Nights. I am on the fence with making this setting default, or at least something between the current somewhat dark nights and the bright nights being default.
Added ability for the Grass Shader to detect Units moving on it and then deform based on that. It is very subtle, but has been on my mind as a fun thing to try out for ages.