Steam weekend playtest will begin in approx 1 hour and run for 48 hours.
For a primer on the game mode and other changes see below!
And below is a non exhaustive list of the major features and changes for this release.
Updates:
Add ballistics system, body armor, ricochet, penetration, damage falloff based on real world data
Add per bone damage modifications on hit
Add Tail sounds to weapon fire
Add interactable doors and lights to all maps
Add new WIP Rogue Mode - 1 Rogue team attempts to steal intel from a region, whilst all other teams are contracted to intercept!
Added a variety of new scope options
Add friend button added to player list
Fix several crashes
Fix many, many outstanding bugs (see discord changelog)
Add first time user experience popups and toggle settings in menu
Add in-game key binds and toggle settings in menu
Add objective highlights to GPS (handheld map) icons for mission directives
Add GPS UI icon with highlight and sound notification when GPS intel is updated
Added spectator info notification when joining a server in progress
Improved material representation during rain weather
Improved DLSS, Frame Generation, and FSR 3.1 support
Texture memory optimisations on all maps
Long distance gunfire sound blending
Shooting Range Updates
Balanced late joiner team distribution
Updated menu UI (consolidated settings, tabbed filters)
Improve readability of GPS icons during night ops
How can you help?
Wishlist the game on steam
Join our Discord!
Consider becoming a founder (coming soon!)
Send us feedback and your rating in game so we really know what you think!
As always a reminder that we are a small team but we are very ambitious. If you want to get involved or follow along and get to know us we are more than happy to have you all!
Move to Point of Interest is now left-stick press.
Ability page up and down is now left trigger + dpad up and down.
Melee attack nearest enemy is now left bumper.
Zoom in and out is now left trigger + dpad left and right.
Added several item descriptions.
Added some activated ability descriptions.
Gave Dyvvrach an inventory so they can sell their credit wedges.
Jellies and oozes now have default Ego and Willpower scores of 1 instead of 0.
Rhinoxen now have a trio of single horns instead of a trio of double horns.
Changed the indefinite article for leather armor and studded leather armor.
Removed some tomb walls from dynamic encounters.
Popups aligned to mouse position are now properly clamped to the screen.
The Spindle channel now extends up to the z-level of Resheph's tomb.
Added rolling session backups when you load a save game from the main menu. These can be manually restored from the <...>/CavesOfQud/Local/Session folder.
Fixed a bug that caused Warden Indrix to sometimes corrupt your save game.
Fixed a bug that prevented save games from being loaded if the info file was corrupt.
Fixed incorrect damage in Shield Slam's description.
Fixed a bug that caused zone stratum info to occasionally appear in the names of items you've named.
Fixed a bug that caused tile clicks to incorrectly register on button down and when dragging.
Fixed a bug that caused clicking on non-active buttons to activate the selected button instead.
Fixed a bug in the display of keybinds in the menu bar of the keybinds screen.
Fixed a bug in the stat shifts of clones affecting the original object when the clones vanish.
[modding] Added GetLandingLocation to the ZoneManager for getting the arrival zone of a parasang.
[modding] The GetTransitiveLocationEvent now supports prioritization of the selected portal and destination.
[modding] More interface members of the Rack<T> collection are now virtual.
[modding] Fixed a bug that caused the AfterTravelEvent to sometimes be handled twice if the parent object moved.
Steam weekend playtest will begin in approx 1 hour and run for 48 hours.
For a primer on the game mode and other changes see below!
And below is a non exhaustive list of the major features and changes for this release.
Updates:
Add ballistics system, body armor, ricochet, penetration, damage falloff based on real world data
Add per bone damage modifications on hit
Add Tail sounds to weapon fire
Add interactable doors and lights to all maps
Add new WIP Rogue Mode - 1 Rogue team attempts to steal intel from a region, whilst all other teams are contracted to intercept!
Added a variety of new scope options
Add friend button added to player list
Fix several crashes
Fix many, many outstanding bugs (see discord changelog)
Add first time user experience popups and toggle settings in menu
Add in-game key binds and toggle settings in menu
Add objective highlights to GPS (handheld map) icons for mission directives
Add GPS UI icon with highlight and sound notification when GPS intel is updated
Added spectator info notification when joining a server in progress
Improved material representation during rain weather
Improved DLSS, Frame Generation, and FSR 3.1 support
Texture memory optimisations on all maps
Long distance gunfire sound blending
Shooting Range Updates
Balanced late joiner team distribution
Updated menu UI (consolidated settings, tabbed filters)
Improve readability of GPS icons during night ops
How can you help?
Wishlist the game on steam
Join our Discord!
Consider becoming a founder (coming soon!)
Send us feedback and your rating in game so we really know what you think!
As always a reminder that we are a small team but we are very ambitious. If you want to get involved or follow along and get to know us we are more than happy to have you all!
Our aiming reticle has some new flair we’re pretty excited about! Now when you hit an enemy, a hit indicator appears. This indicator gets larger and redder the more damage your attack deals, and builds with successive hits.
This sprint, we made significant strides in improving the feel of combat. Of the features we discussed in the last newsletter, more than half have been implemented, including improvements to screen shake, hit pause, and creating chunkier VFX for many abilities.
We've made it so any ability can add extra character motion on a per-ability and per-character basis. This is similar to root motion (something we use for character movement during abilities) but isn't tied to animations, giving us numerous new options for polishing the feel of abilities and certain characters. Here is an example of how that can look in gameplay.
Ranged basic attacks now have a set number of charges in addition to their normal short cooldowns. We are still testing the number of charges and the recharge time, but so far we’ve seen that by turning ranged basic attacks into a more limited resource, players will have to change up their combat tactics while they wait for them to recharge. This design decision was made after noticing that many playtesters defaulted to simply kiting and using ranged basic attacks, and we hope to instead guide players toward using their other ability slots, using shield and dodge, or swapping characters.
We fixed multiple issues with combat:
All projectiles were unintentionally piercing through multiple enemies. Now, only specifically designated projectiles will have this ability.
The basic attack aim reticle could sometimes go missing and wouldn't return unless the game was restarted.
Characters were sometimes able to launch abilities even while in a stagger animation. Abilities can no longer be spawned while a character is staggered.
Characters wouldn't always reset their stagger animation to the beginning if they were staggered again. Now, the stagger animation always resets to the start whenever it is triggered.
Dash attacks did not always move toward the lock-on target when lock-on was active. Now, they always go directly toward the target when the player is using lock-on.
This sprint we finished a major stability milestone with multiplayer, mostly related to informing the player’s machine about how good the connection is rather than just trying to connect, failing, and trying anyway (resulting in a bad state).
On the account system side, in this upcoming sprint we expect to fully switch over to Windmill: Our new account system backend with increased functionality and fixes for bugs from the old system. Thanks in advance for bearing with us for any downtime or issues while we move over; we expect it to be fairly unnoticeable.
Next Steps
Looking ahead, a lot of our remaining goals for the simplest version of the Beta revolve around restoring functionality from the Alpha— Things like the logic for navigating matchmaking through the UI, the round state system, the score screen, etc. Close attention is going to issues that were prevalent complaints of the Alpha, such as lag and connection strength. We've also been upgrading our account system to perform better for matchmaking as well as upgrading and expanding its overall functionality.
Once these pieces are working with our new systems, we plan to roll out a stripped down version of the Beta for our backers with Alpha access to test. Essentially this would be an updated Alpha with the same Kinfolk and functionality as you’re used to.
After we’ve verified this version is in a good state, we’ll add new Kinfolk, arenas, and Red Letter mode in for one last chance to catch any issues before it goes out to the greater audience. Once we’ve confirmed that version is stable, we’ll roll it out to Backers with Beta access. To be clear, we intend for the period of time where only Alpha players have access to the content intended for Beta to be as short as possible. We're looking to do this as a way to avoid as many unexpected Day 1 issues as possible and to make the transition from Alpha to Beta as smooth as we can.
We don’t have an exact timeline for this, but we will be sure to give everyone plenty of notice well in advance of each of these being made available to players.
Hit pause: A feature that very very briefly pauses a character’s attack animation right at the moment they damage a target. This makes hits feel more chunky and satisfying.
Logic: The programming side of any feature. For example, “cooking logic” would be the base level programming for the cooking mechanic.
Sprint: A two week period used for organization. Our newsletters are released on the last day of our sprint.
UI: User Interface. The layout of information on the screen, including menus, health bars, etc.
VFX: Visual effects. Kinfolk attacks, dust clouds, water splashes are all examples of VFX.
Thanks for checking in on us! We’ll see you for our next newsletter on July 26.
New Feature: The ability to migrate domes Optimization: Pots in Blueprints save their seed information Optimization: During the female growth period, the lack of a large bed gives a hint BUG: After the nobleman joins the army, the bed is not allocated Stats adjusted: Monsters on the border, in each group of monsters, there are 1 or 2 high-level monsters Stats adjusted: Mind-controlled soldiers are attacked by hidden bodies, resulting in the possibility that soldiers may appear abnormally in the lower left corner of the map