Fixed the long-standing bug where scrolling in character editor, shop and combat log sometimes didn't work if your FPS dropped below 60.
Performance:
Slightly increased the responsiveness to mouse and keyboard input throughout the game.
Details:
This patches fixes the most annoying bug in Dawnsbury Days. Over the past year since the game's release, this bug was reported 11 times in the Dawnsbury Days feedback form, at least 3 times on the Steam forums and at least twice on Discord, far more than any other bug.
The bug was that if you used the mouse scroll wheel to scroll through spell lists, shop items, your feats or anywhere else where scrolling is needed, sometimes the game didn't scroll. If you tried to drag the scroll bar by dragging with mouse left button, it also sometimes didn't work, and neither did clicking on an empty space in the scroll bar.
But despite the impact and the number of reports, the bug was also really hard to track down. Players who reported it couldn't reliably reproduce it. Often restarting the game "fixed" the bug, or moving the game to another monitor screen and sometimes the bug would appear only in some screens and not others.
This week, thanks also to recent detailed reports by beets and SwingRipper (thank you both very much!), I finally tracked down the bug and fixed it. Scrollbars should now always work for everyone, whether using the wheel or left-click-dragging, and regardless of your FPS.
The technical explanation is that if your game runs at less than 60 FPS, then two or more update cycles will sometimes happen without a draw cycle in between them. Update cycles normally handle input, but scrollbars are an exception and input to them is handled in draw cycles. On low FPS, there are more update cycles than draw cycles and as a result, the input may be "processed" and forgotten before it reaches the next draw cycle and thus the scrollbar logic.
Please continue to share your feedback about the MFL 2 and specifically the latest feature additionsːcool_seagullː Looking forward to hearing from all of you and seeing you in the game. Once again thank you allːer_heartːːlove_seagullːːMHRISE_Felyneː
💰 Balance Display: The new balance is now visible in the UI, but full implementation is still in progress. 🔗 SteamID64 Visibility: You can now view and copy the host’s SteamID64. 🎮 Direct Connection: Clients can now manually enter the SteamID64 to connect to an already hosted lobby. 🔒 Lobby Access Control: Password protection remains available to prevent random players from joining.
I hope you are doing well since the last newsletter.
Today we reveal one of the pieces composed by Morusque, who took care of a large part of the ambient music related to the different places in the game. Just like for Toby Fox, I'm extremely happy to have him in the team, and I love the compositions he made. He managed to transcribe with great accuracy the original atmospheres, adding just the little strange sparkle that was needed to give a new pleasure of discovery to each environment.
Morusque comes from the same obscure old school French-speaking video game creation forums as me, and I have loved his work for a really long time now. He's a great and weird artist, and there was one time when we didn't know each other in person he came to wake me up while I was taking a little nap at a video game festival somewhere in France, then we chatted a little bit and I was really happy to have met him. Isn't that a good story?
I'm really excited for you to discover all this new music, in addition to the other new features in this updated version. Thank you for your enthusiasm, and have a great day! See you soon!
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Hey there everyone!
Last time we revealed some of the new battle music for OFF, and thank you very much for the kind comments! Many of you had noticed we had labeled the song as being specific for Zone 1… and we will have more to discuss about the other Zones at a later date. :)
A lot of comments asked about the new music for the Overworld of OFF. Today we’re giving a first look at the music of Morusque in his interview, in particular the Zone 1 Overworld and the Post Office.
Only 7 days left until you can grab your trusty vacuum backpack and dive into the ultimate clean-up showdown! 🌪✨
A FREE DEMO is on its way, giving you the chance to outlast, outsmart, and out-vacuum your rivals in a whirlwind battle of suction and strategy. One Kevin will rise, the rest will be… well, vacuumed away. 😳🫧
Push, pull, and vacuum your way to victory while making sure you don’t end up as just another dust bunny in someone else’s collection. Only the best clean up crew leader will be left standing! 💨💥
✨ Watch our trailer to see the madness in action:
🎉 Follow us and wishlist now to prove you’re the ultimate Hoover Hero! 🌪🫧💨
We're going to have to wait a tiny bit to get the demo on Steam, but in the meantime, you can not just get the demo of Plumbum on itch.io but also get early access to Steam keys for this game in the case you're donating there!
This will help immensely to financially support this game's development as I have to cover some personal finances, but also support financially other of our games' development as well. Also, for higher bidders of the itch.io donations, you can get the original soundtrack of the game.
So, while you wait for the Steam demo to appear, why not try the demo on itch.io and donate there as well?
Pizza Pup was not getting the recognition they clearly deserve, so now we've updated it to properly show pizza pups face and name.
Oh we also fixed default resolution being an issue.........
oh and we fixed that one bluescreening issue that totally existed beyond the 4th wall.......
and now we're just writing these notes for the people who actually read each induvial small patch note fully, seriously what're you doing here? You're not getting a hint for the secret ending, not until we update the game in a major way, maybe localization or something, until then you just have to figure it out