Note - Skill Tree Currency Tooltip does still not work. Tested. Works perfectly in Editor in multiple ways. Just does not show in full demo build. We'll be trying new approaches each upcoming patch until it works.
Patches - You can now Skip the Intro cutscene with Jump Key - NPCS now ACTUALLY have their interaction visual. More of an Unreal issue than anything we were doing wrong. Regardless they work now - Ohelim Boss AI Improved - Ohelim collision improved
First off, I just want to thank you from the bottom of my heart for purchasing Mystic Labyrinth. I'm a solo developer who has been working on the game since June of 2023. I have a full time job during the day, and I do work on Mystic Labyrinth in the evenings and weekends when I'm able. I've been so excited for the longest time to sell a video game. It's still hard for me to believe that this is happening. I wanted to put Mystic Labyrinth into Early Access so that I could start getting it into people's hands early on in development and incorporate feedback to make the game better.
Anywho, this is the first patch that I've done since launch. This update is V0.3.7.1. There's some quality of life stuff I wanted to put in for a time, but didn't get around to it. So for this update:
You now have the ability to manually resize the window size with the mouse. The game will generally scale up when the window is larger. Black bars will be added to the sides at the edges of the game screen to preserve the game's aspect ratio.
You can set the game to fullscreen.
You can remap controls for your game pad if you have one connected. I use a nintendo pro switch controller for testing but a ps4 controller has also been tested with. Hopefully in the future I'll have more controllers to test with just to be safe.
I've temporarily removed the fixed resolution options in the options menu. I was using these for testing before I implemented a solution to being able to resize the menu using the mouse cursor. I plan to put them back in in the next build with some common resolutions to make things easier if you want a specific resolution. It just didn't mesh exactly right in the code and I wanted to get this update out quickly, so I figured I would handle it next update.
That's it for now, it was just a small quality of life update. I'll be doing another update soon, but I expect the next one to be more focused on gameplay additions/improvements. I also plan to write a post in the near future about where I want Mystic Labyrinth to go from here. I've been thinking about making a roadmap for future content updates. I have an outline written out but I want to make a roadmap to make it compact and readable.
Our thanks to everyone who picked up the game already. For those still thinking about it, it's on sale this week in the Steam Replayability sale. We previously posted a fasttrack update. That needed a few extra fixes, but now it's all ready
Here's the full changelog for v.1294
Fixed issue with diplo trade getting corrupted
Fixed Steam Achievements for tutorials (properly this time in v.1294)
Added on map notice "Need Spaceport or Orbital Storage" for certain conditions
Fixed crash in Rename Location option
People will start to migrate to abandoned towns
Immigration and Emigration functions have been refactored. Using only one of those will create some population movement. Both together will have a greater effect. Population can also now migrate from colony to colony.
Merchant AI behaviour that was broken in v.1291 is working properly again
New Features: -You can now carpet bomb the direction you want
Game Changes: -Material Generator increased production (Old 1-40, New 1-100) -BDB Removed from game -Swat SMG Unit headshot chance lowered from 20% to 10% -Swat SMG headshot damage lowered from 100 to 75 -Swat SMG base damage increased from 3-7 to 5-8
PC Changes: -Texture change to the mouse cursor
Bug Fixes: -Fixed being able to pause time in thrive mode -Fixed Heliguards walking through walls