We want to share our thanks for all of the amazing support so far and just how much you've gotten into the game. Many of you have joined our Discord and shared your thoughts and ideas since launch and after going through all of them we have put together our official roadmap!
Our target for the end of 2023 is to have dedicated servers, VoIP (in-game voice chat), a quest system, and localization. All four of these are popular requests from the community and we made sure to make them our top priority for upcoming patches outside of bug fixes and general QoL.
Vehicle modification, multi-story buildings, scenarios, and a hidden island are the next features on the list to be added to the game throughout the next year. Alongside these highly requested features will be full controller support, console support, and mod support! There are no hard dates set for any of these features, but rest assured they are on our checklist for 2024.
There have been so many amazing suggestions from the community and we are beyond excited to delve in and take some of these concepts and bring them to life in HumanitZ. We plan to support the game consistently throughout the years with new items, better multiplayer stability, and taking the community's feedback to help drive the game to be the greatest it could be.
Don't forget to join our community of survivors in our Discord to share your own feedback and ideas.
Heyo friendoes! I will be doing a play through of Interstellar Sentinel for the Shmup Fest relay lineup tomorrow 9/30! We're on at 10:10am PST and streaming about an hour earlier. I hope you can make it! Schedule below!
Huge improvement in framerate when mobiles are moving. You can now pour bottles of petrol on the ground to make trails for fire. Lots of other minor fixes. Chapter 2 release date set for Halloween.
Complete list of changes:
-Greatly improved framerate with moving mobiles. -You can now use bottle of petrol to pour on the ground to make a puddle of petrol. -New object: Puddle of Petrol (spreads flames automatically when hit by heat damage). -New script command: "objEffectParentDef" (set effect parent to default object's parent). -Removed all slime baddies from Ch.1, changed Murag's quest to killing eberan. -Objects with "bottom" draw priority now show tooltip also (puddles). -Puddles of Acid now deal 5 heat damage as well as 5 body damage. -Fixed bug where caltrops, puddles, etc. would take effect twice. -Fixed collision bug with passable objects beneath transitions. -Fixed bug with "timePass" command in world editor.
Hello everyone! Following the demo release, there's been some bugs found and some things I noticed whilst watching many people play.
Here's the full changelog:
Bug Fixes:
- Fixed a bug with Forest Wanderer Kyle - his dialogue was not triggering; - Resolved the issue of duplicate dialogue with Dale, the one-armed forest wanderer; - Fixed a bug where respawning at Bear Cavern map after dying during the boss battle - the fog wall was still active after reloading, preventing the player from reentering the area; - Improved hitboxes for Cacilde's unarmed attacks - Addressed the issue where UI elements overlapped, making the watch menu visible and interactable while sitting at a bonfire - Fixed a bug where equipped weapons didn't display the "equipped" label when reloading - Corrected distortion in the damage received label on the player - Fixed a bug where slimes would dodge and not reappear on the surface - Confetti trap didn't work on the bear, it's fixed now - Fixed a bug where if we attacked and at the same time rested at a bonfire, it would make the player freeze in the attack animation - Added control instructions near Cacilde's bed to show right away how to jump :') - Moved the iron axe to be right outside Cacildes house, making it easy to find a weapon early on - Improved the fog and visuals in many scenes
New Additions:
- Added a tutorial section to the main menu, providing an overview of core game mechanics to enhance player understanding - Included an indicator in the dialogue window to guide players on how to speed up and continue dialogue.
Hope this batch of bugfixes helps having a more enjoyable gameplaye experience. Thank you for playing!
Controller support was added for all levels. The mouse will still be needed for selections, and sensitivity is not implemented yet, but it's a quick fix until I can get a more proper solution. Keep devving!
- fixed bug which caused the distance traveled statistic to not be tracked correctly - removed the experimental "ambience track" feature/option from the game and sound-menu. (It was used to break-up the playback of ingame soundtracks with a silent/windy atmosphere but it was often confused with the music playback to be broken.) - fixed one spelling mistake in the tutorial
In case any issues arise with the 1.4.2 update, post your issues on the steam-forums or on the games Discord
As a fallback you can also downgrade to the previous version (1.4.1) by right-clicking on the game in your steam-library, clicking on "Properties" > "Betas" and selecting "Celaria 1.4.1"