Added support to free movement for the "Request Coordinate" and "Request Entity" scripting functions (previously would only work when used in grid movement mode)
Added support to free movement for interacting with items that have been dropped onto the ground (via the "Interact (Adjacent)" action, "E" key by default)
Added "Message Log Timeout" setting to the Game Configuration's UI section (duration to wait before clearing messages logged via the "Log Message" function, 0 = never clear)
Added "Insert Expression" button to the Element Properties tab for easily adding placeholder expressions to text labels and text fields via the Expression Builder dialog
Added "Player Stat", "Party Member Stat", "Entity Stat", "Player Direction", "Entity Direction", and "Initiator" to the Expression Builder in the Script Editor
Updated new input bindings system so the "Interact (Cursor)" action will work with custom controls for interacting with items that are dropped onto the ground
Fixed issue where the "Character is Damaged" and "Character's Health Changes" global event scripts were not being triggered during menu-driven combat
Fixed issue where characters were not being properly defeated when reduced to zero health from a status effect that applied damage over time
Fixed issue where changing the action for a built-in binding on the Input Bindings tab wouldn't save properly the first time and would need to be assigned again
Fixed issue where text labels and images on widgets were no longer allowing mouse input to pass through the widget when the "Mouse Input Pass-Through" setting was enabled
Fixed issue where widget skill slots were not being properly cleared out when assigning null or an empty string to the slot's "skill" property
Fixed issue where the default scale was not being applied to auto-attached objects in the Voxel Editor (only the scale of the attach point itself was applied)
Fixed issue where items that had been dropped onto the ground could no longer be picked up in grid movement (player would walk to the tile instead)
Fixed issue where the "Request Entity" scripting function was no longer allowing the selection of an entity when triggered from grid movement mode
Fixed issue where an invalid coordinate could potentially be selected via the "Request Coordinate" function when quickly clicking the mouse multiple times in a row
Fixed issue where collision was not being properly set up for tiles that were added in-game in free movement mode using the "Add Tile" scripting function
Fixed issue where the player could inadvertently perform actions like move, jump, and crouch while the management screen was open in free movement mode
Fixed issue where the player would keep moving forward when attempting to interact with an object from a distance while in first-person grid movement
Fixed issue where the player could still move with the left mouse button in first-person grid movement even if mouse movement was disabled in the Game Configuration
Fixed issue where a quick script assigned as a default script for a tile or object was not being applied in-game when using the "Add Tile" or "Add Object" function
Fixed issue where the "Modify Navigation" and "Replace Navigation" scripting functions would not accept an explicit numeric value for the navigation type parameter
Fixed issue where the Pause Menu wouldn't open if the widget assigned as the player character's custom inventory widget was currently visible
Fixed issue where the "map.name" built-in variable (containing the current map's name) was not properly being allowed as an operand in conditional expressions
Fixed issue where the right operand was inadvertently being converted to an integer when modifying a character's "speed" stat with a compound operator
- Fixed game crash caused by platforms being destroyed - Fixed invisible walls around city area causing missiles and bullets to detonate - Fixed missing collision surface on some desert roads - Added UI message when trying to spawn an aircraft and no hangars are clear - Pilots no longer sit in ejection posture while still in cockpit - Aircraft canopies now hinge open instead of jettisoning when ejecting while parked - Fixed Revoker afterburner still functioning when out of fuel - Fixed target cam jitter when tracking fast moving targets - Added glass damage visuals to all aircraft canopies - Added 500kg bomb as loadout option for Revoker wing pylons - Fixed airbase captures reporting incorrect airbase name - Fixed SPAAGs refusing to attack ground vehicles - Fixed AI Darkreach failing to take off from City Airbase when overloaded - AI pilots now eject if damaged while taxiing - Fixed bomb interception messages sometimes not displaying - Stationary vehicles on buildings now obey gravity if the building is destroyed - IR missile seeker logic overhaul for less random flare behavior - Added windowed mode toggle to graphics settings
The newest update of Enigma Manor is here and completely changes the way the game is played. The size of the manor has been expanded, now consisting of multiple floors. The map will now include 12 puzzles rather than 4, as well as multiple escape routes. This will allow players to experience much more of the content that's included in the game without having to replay the game too many times. Based on feedback I've also added revives for multiplayer and made lots of improvements to optimization.
Changelog
Added 20 new rooms to the manor, greatly increasing the map size.
Added revives for multiplayer (only available for Standard and Casual mode), you will need to find a cross to use on a player's tombstone, However, just like other resources these are limited.
Added 2 more storage boxes to the map due to the much larger size, these are evenly spaced out to allow for easier access.
The manor now consists of three different floors.
Map will now include 12 puzzles and all 3 escape routes.
Put a warning for players who have their resolution set to high.
Removed SteamAudio from the game as it was having a big impact on performance.
Game Over screen will now display stats, just like the Results screen.
Players will now take less damage on Casual mode.
Enemies on Hardcore and Nightmare will now do increased damage again.
Hardcore and Nightmare mode will now spawn less resources, which includes less weapons, ammo, and heals.
Ghost is now more transparent and will spawn after 60 seconds for Nightmare mode.
Syringes will now heal 100% of player's health rather than 50%.
Half of the enemies will now spawn in unlocked rooms.
Doll puzzle timer is now set to 3 minutes rather than 1 minute.
Radios for the Morse Code and Piano puzzle will no longer play audio unless examined.
Reduced the audio range for most of the sound effects.
Fixed bug where players could interact with objects as they were dying.
Fixed bug where resurrected players were not able to use items.
Fixed issue with the game over and result screen being off center for certain resolutions.
Hope you guys enjoy the new update! As always, if you have any feedback or suggestions of things you would like to see added please let me know in the Steam Discussions board. Thanks.
Thanks to everyone's support, we've already funded production — but if you want to pick one up, make sure to do it now because this is a limited run of plushies!
There's under 3 days left as of this writing, so this is your last chance to get one.
As always, thank you all for supporting Studio Élan across these many years!
Added a detailed README found in the game directory — please give it a read!
Added a macOS DMG background. It is also available as bonus content in the game directory.
Added an Apple Silicon (arm64 / AArch64) Mach-O slice to the macOS build — Rosetta 2 is now no longer required to play Please Be Happy!
※ Note for ARM Linux and/or Asahi Linux users: Unfortunately, we are unable to provide builds for ARM Linux or Asahi Linux (arm64 / AArch64, armv7) for Please Be Happy, unlike some of our other games. This is an upstream limitation, as Unity unfortunately does not support this target platform.
Unified bundle identifier across all Studio Élan games — Please Be Happy's bundle identifier is now com.vnstudioelan.pleasebehappy.
Implemented a data migrator to handle migration of all related game data.
Updated credits screen.
Added files used in the upcoming new Studio Élan bootlogo for Please Be Happy.
※ While the new bootlogo is not actually enabled in production builds yet, it is already being shipped and you can find it in the game files inside PleaseBeHappy_Data/StreamingAssets/Assets/media/
Made major changes to the build process.
Created proper iconsets and updated the game icon across all locations.
Updated Unity SDK version to 2021.3.26f1.
Completely rewrote the in-game screenshot functionality. Screenshots are now saved to the "Please Be Happy" folder inside your Pictures folder.
※ Old screenshots are not migrated — they are left alone as-is.
Added description tooltips for each option in the preference pane.
Changed the default window state to Borderless Full Screen.
Added a missing variant of a certain CG accessible via the Gallery.
Added additional save data validation handling.
Started work on a major refactor.
Enable support for framerates above 60 FPS for ultra-smooth animations, if you happen to have such a display.
This includes the 120 Hz ProMotion displays found in modern Apple machines.