Hey everybody! It's been a busy last few weeks/month. I've been trying to wrap my head around all this multiplayer / networking shenanigans, attempting to reduce network bandwidth usage to allow for a more playable experience on multiplayer.
I've combed over all the network code trying to figure out any optimizations I can make, mostly offloading a lot of functionality to client side, only trying to update properties server side where possible. There are a handful of complex systems behind the scenes, all of which never took multiplayer into consideration so over time I'm hoping I can start simplifying systems so they can work better with multiplayer.
After a handful of testing sessions, it's become clear to me that the multiplayer is still not stable enough to play properly. I've changed a lot under the hood and have laid the groundwork for things to improve, and this has made small improvements to the overall quality of the game, however there is still much more work to be done. I will keep making incremental improvements to the multiplayer, but I'd also like to get a content update squeezed in to help keep the singleplayer game interesting. If anything, session joining and lobby mechanics have been mostly ironed out, so hopefully there won't be issues getting into the actual game from the get go.
I also had a sneaking suspicion that the tablet specifically was causing a lot of issues as well, both for gameplay and networking. It's janky, the way I've programmed it is completely unorthodox and not optimal at all, which in turn makes it a networking nightmare. I've changed it over to a different system that will hopefully make quality of life better.
Unfortunately as a solo developer with not a lot of people to help test the multiplayer side of things, I have a hard time knowing what issues there are and just how bad the connection issues can be so I'm asking anyone who does play multiplayer to reach out to me or hop in the Discord to describe their experience for me. Any bit of information will help, including system specs, how many players you tried playing with, etc.
Also, I've been noticing every once in a while for a very few select people that the game will not start up when trying to launch it. Since this issue is so rare, I have no idea what could be causing this, but I'd like to see if I can remedy it for the few people this does happen to. Temporarily, one thing that seems to help fix the issue is validating the game files through Steam. If anybody does run into this, please let me know.
This update will be one of a few major optimization updates, the next one hopefully being done sometime shortly after the turn of the year, potentially after a small content update. I'm also still open to suggestions for gameplay additions / tweaks.
Bug Fixes
Fixed flashlight beam replication issue.
Fixed multiplayer lobby player names not showing properly
Fixed an issue where any client that loads faster than the host will not have their input activated.
Fixed some issues with multiplayer session joining sometimes bugging out. Additionally, added some info popup boxes to make more clear when session joining is happening, and when it failed.
Fixed some sound effects for specific gameplay events firing for all players instead of just nearby players.
Fixed the master volume slider not working in the audio settings menu.
Fixed a bug where if you stood on top of the ghost at the beginning of a hunt before the grace period was over, the ghost was unable to do damage to you.
Gameplay
Overhauled the tablet function.
Previously, the tablet was a physical item that could be picked up, meaning only one player could use it at a time. Now it is built in to the UI, allowing anyone to use the map at any time.
Previously, the tablet was its own networked item (and it didn't even work properly, only the host could see updated info and pings) which caused excess bandwidth usage and buggy behavior. The map is now client side, relying on properties already replicated in the game to populate information, reducing bandwidth and allowing the map to work for everyone properly.
Equipment shows up as it's icon on the map.
Numbered pings are EMF readouts and remain permanently on the map.
"!" pings are motion sensor trips from the ghost and are temporary.
"?" pings are ghost interactions in proximity of a camera and are temporary.
The nexus points now show up on the map when they become available.
Burn material count has been moved to the map screen to reduce clutter.
Whenever a significant gameplay event has happened, a note will be added to the tablet. These notes will provide helpful tips and thoughts to assist you. (Not all notes have been implemented, just a few to start out with).
Greetings, Clerks! Another haul of bug fixes, improvements and Design Tweaks are upon us.
Fixes:
Fixed a bug that allowed the player thoughts about the 3 messages found to play multiple times when getting close to Building 1 door.
Fixed an issue that made the rocks falling from the cliff often stay stuck mid-air around the destroyed pine tree.
Fixed an issue softlocking the player when they died for the first time after seeing the Train's contents.
Fixed an issue softlocking the player if they hurried the Train to go as fast as possible before the mandatory full stop happens during the Story progression for the 1st time.
Fixed an issue softlocking the player if they went to the Observatory and then back before seeing the Trains' contents.
Improvements:
Added a sound que when the air can machine becomes unusable, to highlight the loss of the Air Pressure.
Improved the way water turns to blood. Still needs some work to be perfect.
Darkened the blood on mouth UI and when player spits it out.
Added gibs for the Animals falling from the wall.
Added a sound that emphasizes the train passing the Border. Can only be heard after the mandatory full stop happens during the Story.
Improved the "Broken Chains" outcome in the Capital Chambers and fixed some inconsistencies that were sometimes present during that sequence.
Added the option to skip the Elevator Sequence (available once Player completed the game at least once).
Now the Capital Chamber will react to the player spilling bucket contents in there.
Mo runs quicker, his dialogue can be skipped faster, and some UI sequences are shortened after player completes the game at least once).
Design Changes:
Train will now keep slowing down until player makes the bridge to the Observatory.
Slightly increased the time needed before the THRESHOLD happens once player cam uncover what's in the grave.
UPDATE: Hotfix 1.0.4. - 11/25, 3 pm CET
Fixed an issue where if you've selected your country too quickly on a second run, your character could become stuck in place.
Thanks for doing your part at the Border Post! Back to work.
Fixed an issue where the rest of Kimmy's Gym images were not properly being granted. In the same scene, fixed the replay so it would not give an exception upon opening.
Gallery
Made a few changes to how the gallery works. Before, I would have a dictionary seperating it into pages, which...works. However, it means that things might not show on page 2 that has been granted, so on and so forth. Made the contentlist all the images, and it will paginate based on 6 images per page.
Another change is Arrows so you can click on those to go between pages, or use the right or left (in the gallery) or keypad 4 and 6 if you are looking at the images.
Where am I with the story
Started workin on the last segment for Part 2 this week. Here is a scene where Lily and Tony talk after observing some protocols.:) So, it is moving along.;)
I removed the Refresh Rate slider. Seems it did make things worse. I reverted the game back to its old 60 fps self. The only way to have stable performance and no-lag input is to set the game in your graphics driver to run at 60 fps, if you are someone with a higher refresh rate monitor that is. For most people i believe this will be no issue. Sorry for the inconvenience, it seems i'm not quite done with this issue. Unsure if this is a Unity thing, or a Nvidia/AMD thing. Will look out for possible fixes.
Also i added more sounds to the mixers. I'm certain there are more but there are a gajillion sound making things and just when i think i got them all, more pop up. I hate it here :D
Hope you dudes had a good weekend at least หsteamthumbsupห
A new huge addition to the game, blueprints, are here!
Blue- what?
Blueprints allow you to save a selected area to disk (and Steam Cloud of course!), allowing you to copy and paste it whenever and wherever you want, in any dungeon!
It's as easy as pressing save!
Paste them anywhere!
This way, you can reuse contraptions for example.
You can also upload them for everyone to enjoy, similar to dungeons. Of course, blueprints need no clear check though, which means their upload happens in seconds!
The Blueprint Browser
The new Blueprint Browser is the central hub where al the magic happens. Here you can browse through your own blueprints, search for online ones, and reuse your favorite blueprints!
You can also search by name, which works in all three tabs.
Grid and Room Outlines
To make room for the new blueprint browser, we removed the dedicated buttons to toggle the grid and room outlines.
These are now accessible in the settings menu, and you can also bind toggling them to a hotkey now. They are not bound by default.
Quick Share
In addition, you can also use the CTRL+C and CTRL+V shortcuts to both copy and paste selections in and from your system clipboard.
This means after copying a blueprint, you could paste it into Discord for example, in case you want to quickly share a project you are working on!
Shadows Can Now Equip Rings
The Ultimate Power
You can now give ShadowsRings!
They can carry up to how many rings your current Ring Box fits, so if you have the Big Ring Box, you can give each shadow a maximum of 2 rings at once.
Always Access Rings In Part Book
You now also don't need to use the Ringless tag to access the rings inside the part book to allow giving Shadows rings even without the tag. Note however that for collecting rings as the player, you still need the ringless tag of course.
Improvements To Searching For Dungeons By Name
Some of you might have noticed that searching for a dungeon by its name was quite difficult in the past, as the dungeon browser returned way too many search results that didn't match up enough with what you were searching for.
I'm glad to report that this is now fixed, as it turned out to be a bug with the underlying mod.io API.
The search is now way more accurate and should help you find the dungeon you want.
In the following example I was searching for "Tower of Winds", and the game now solely returns 2 dungeons, perfectly matching with my query, whereas before it was returning 30+ pages of dungeons.
Retry From Checkpoint Hotkey
You can now bind a key of your choice to retry from last checkpoint. it is not bound by default.
File Location Updates
In order to allow automatic file transfer from demo to full game and to allow unique save data per logged in steam user, I had to make certain accommodation to where user data is located.
While the old save data locations are still acknowledged by the game to support backwards compatibility, I encourage everyone to manually move over their files from the old location to the new one if possible.
New Anti-Piracy Measure
A newly implemented anti-piracy measure prevents playing the game when it cannot establish a connection with the Steam client.
This does not mean that you cannot play offline (you absolutely can!), however if you try to execute the QuestsMaster.exe file standalone without Steam being open in the background (having Steam offline still works fine too), the game will shut down after the splash screen.
I'm honestly not sure how bad of an issue piracy is with Quest Master, but I figured I'd might as well add it.
Last Week Of The Halloween Event
A friendly reminder that the Halloween Event ends on November 29th, so if you haven't grabbed the exclusive goodies yet, make sure to do so before the time runs out!
Improved the resolution of the fireworks effect in the "Snowy Street" stage. Previously, the resolution was lowered for compression purposes, resulting in blurry visuals. This has been restored to ensure clear and sharp explosions.
Camera and Clothes Switching Issue (Zara)
Fixed a bug where changing between "Camera 5" and the "Special Camera" would incorrectly display the wrong "Clothes" selection.
Zara Added to Adventure Mode (Random)
Zara is now fully integrated into Adventure Mode (Random).
Resolved an issue where selecting Zara before starting this mode caused an error that prevented the player from controlling the character.
General Clothes Fixes for Zara
Addressed various issues affecting Zara's "Clothes," ensuring consistent behavior and appearance across all game modes.
Gifts System Adjustments
Fixed a bug in Hard difficulty where "Gifts" were not spawning double the "Cameras" and "Clothes" as intended.
Sprites for "Gifts" have been improved
Thank you for your continued support! Enjoy the update, and as always, share your feedback to help us improve further!
Terror of the Seven Seas - Terror of the Seven Seas
1. Focus skills no longer run out of time. 2. Current navigation is now a passive skill 3. Fixed a bug where player's ports were reconquered by the NPCs if he was a pirate 4. Relandscaped terrain around certain ports to give easier access, prevent ships from spawning into land locked lakes and adjusted ship spawn points. 5. Fixed incorrect camera location and rotation with some ports. 6. Adjusted so that flag and flag pole are in the correct position for middle-eastern ports. 7. Removed honor rank related information for the captain stats. Since the feature was never implemented.
Have you ever imagined taking a peek behind the scenes of the creation of *Etheriia*? Seeing the worlds taking shape, exclusive renders and, of course, videos that... well, are too mysterious to be here. ๐
There, in addition to early access to content, you'll find behind the scenes, new materials and a direct place to help us keep this epic adventure alive. Oh, and don't worry, the games will continue here on Steam!
It's just an extra portal for you to explore more of our multiverse.
And there's more! Anyone who joins this journey now will receive a special gift prepared with love by our team. A little surprise to thank those who decide to explore Etheriia even deeper. ๐
โTrust is a rare currency... if you deserve it, perhaps I will consider your situation.โ โ Evelyn
Hey there, travelers, ready to support and discover the secrets of Etheriia? Watch now
Weโre excited to unveil version 0.6.4, just in time for the Steam release of Lustful Apocalypse. This update packs in new content, gameplay enhancements, and essential fixes to ensure a seamless and thrilling experience. Whatโs New in 0.6.4:
๐ Added Pest Control Campaign (Bug storyline). ๐ก๏ธ Added Smash โem Back Campaign (Ogre storyline). ๐ฅ Added Wyn Power Explosion to War Mode. ๐ Added Bug animations to War Mode. โ๏ธ Added War Mode Ogre defeat scene. ๐ Added War Mode Bug defeat scene. ๐บ Updated War Mode Wolf defeat scene. โ๏ธ Updated core gameplay code for stability. ๐ฑ Added better device compatibility. ๐จ Updated Menu GUI. ๐ต Added SFX to War defeat scenes. ๐ Added 14 collectables. ๐ผ๏ธ Added Collectables scene. ๐ ๏ธ Added core bug and SFX fixes. ๐ฑ๏ธ Updated buttons in GUI with new hover effects. โ๏ธ Quick Battle will now pick a random enemy to fight. ๐ Using power in Explore now decreases overall power.
We hope you enjoy exploring all the new features and improvements. Donโt forget to share your thoughts with us, as your feedback drives future updates!