Major performance optimization for when realisitic lighting is enabled and the player is using the mouse to orbit or zoom the camera.
Improved the computer's progress panel pixel shader to hopefully make it readable on ultra high definition monitors, based on beta tester feedback.
Improved the "Dave Sexton Presents" logo screen by replacing the hyper gear 3D object with a much nicer looking 3D puzzle piece.
Sound
Fixed a bug that caused the music volume to jump to the maximum when the game is started, if the volume in the sound settings file is currently "0" and yet the "IsMuted" setting is false somehow.
Fixed the volume settings sliders so that they can be dragged to unmute, rather than the player having to click the unmute button themselves before being able to drag the slider.
Fixed other volume settings-related inconsistencies.
Computer
Added more computer screens to advance the story after all of the workbench tablet puzzles are completed.
Added new computer puzzles to the end of the game that teach the player more syntax, which will be expanded into more puzzles and probably also new workbench puzzles in the future.
Added more tutorial computer puzzles that allow the player to exercise what they've learned as they progress, rather than throwing them into new concepts one after another.
The player's work-in-progress code for computer and tablet puzzles is now saved periodically as the player is editing their code, so that when leaving and returning to the computer or tablet, or after closing the game and restarting it, the player's code is automatically restored for the current puzzle.
Updated the system status and scan screens to include more accurate numbers that do actually, subtly, indicate the player's overall progress and contextual progress.
A single, insignificant space character now appears on both sides of the +, -, * and / operators in function definitions, making them much easier to read and understand.
To beta testers, it looked like expressions containing binary operators were all one long term, which caused them to basically ignore them completely due to their apparent complexity, thus missing the entire point of the function.
Improved some error messages to be more helpful to the player.
Improved the code editor so that when code is pasted it automatically scrolls to the bottom of the pasted code, if scrolling is required to bring it into view.
Fixed some fatal crashes related to pasting code.
Fixed a rare bug that could cause the game to hang when the computer attempts to write a line that doesn't fit on the screen horizontally, and it has no obvious whitespace at which to wrap it.
This issue did not occur in practice, but technically it was possible, so now it's fixed.
Improved computer puzzles so that when a puzzle begins with a parameter name and an arrow already added for the player, and the player deletes all of the code in their guess, leaving only whitespace, and then the player runs the puzzle to receive their error message about code being required, the game now automatically restores the original parameter name and arrow when the player chooses to (R)etry, so they no longer must (E)xit first and then return to the computer to reset the puzzle.
This didn't seem necessary to me since the error message exxcplicitly shows the player already, but it uses a generic parameter name "x", which may confuse players (especially non-programmers) because they may not know yet that the parameter name can be anything that they want. By simply restroing the original parameter name for them, it helps them out in the tutorial puzzles.
Workbench
Added more workbench tutorial and tablet puzzles!
Flat gears and bevel gears that aren't on a short rod are no longer powered, even if they are properly positioned next to an adjacent powered gear.
This fixes some unintended solutions to puzzles whereby gears could just be spinning in the air and not actually connected to the power pipeline.
When a particular cell has a failure in it because of a rotation conflict, such as two bevel gears twisting the center rod in two different directions, the parts associated with the conflict are now highlighted in red for the player.
The 4th non-tutorial gear puzzle has been replaced with a similar, but better puzzle.
The 2nd non-tutorial gear puzzle allowed some unintended solutions, which are now impossible.
Added a simpler introductory flat gear puzzle to illustrate how they can stack along the same edge of adjacent cells.
Removed the blueish glow from the tablet's frame when it has focus. It was unnecessary and a bit distracting.
Improved the workbench tablet so that when navigating to its fullscreen view, it automatically gets keyboard focus as well.
Fixed tablet puzzles so they no longer give the player the option to (E)xit, which crashes the game and frankly has no useful purpose at the moment anyway. To leave the tablet view, it's best if the player simply clicks the navigation button on the tablet's frame, for now.
Improved tablet puzzles so that when the player solves the puzzle, it gives them the option to (R)eset and play the coding puzzle again.
Reset also undoes all of the side effects that applied to the workbench puzzle, but doesn't change anything that the player themselves had done.
The purpose of this feature is for when there are multiple ways to get a successful computer puzzle output, but the side effects on the workbench puzzle are incorrect, which would cause the player to be permanently stuck without the ability to reset and retry the coding puzzle to get the correct side effects.
Added a new "#Activate" side effect for tablet puzzles, which can be interpreted by puzzles in various ways.
Credits
Added a special thanks to beta testers in the credits.
Slight improvements to the appearance of the credits screen: modified color scheme, spacing, and some header text.
Enabled automatic scrolling of the credits when the mouse cursor isn't over it.
Credited Paint.NET as a tool that I've used during development (to edit some in-game images and textures).
General
Several small bug fixes across various areas of the game.
HOTFIX (1.0.0.3b) Live! Some rare but important issues have been addressed in this hotfix. Threw in some small fixes while I was at it as well.
- Fixed a couple of rare crashes that could happen for some players in options menu or when picking up a hitchhiker.
- changed sprites for the fender for the muscle car to fit the item-sprite. - added more info about the roof racks in their descriptions. - removed the "hair-effect" when checking your extra-space
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Patch 1.0.0.3 is now live! There are still bugs that I am aware of and I'm working to fix them all, but wanted to get this out now, since it fixes some more common and critical issues. Here are the patch-notes:
- Fixed crash that could happen when certain passive-effects where active at the same time - fixed a rare crash where the options menu failed to draw the blurred game background - fixed the driver's license in the character creation showing the wrong occupation/loadout - fixed some tooltip displaying color codes - fixed shoplifting not ending if you drag the item to the glovebox - fixed so you can't lock yourself out of shops with shoplifting because of there being no 1x1-items - fixed inventory closing, resulting in losing any items outside the trunk, when gaining a new skill tree. - fixed the music display not updating when pressing the "prev" - the steering wheel sleeves now actually work - fixed rare crash when picking up a sidequest that would cause the game to crash every time you opened your trunk - fixed bug with muscle car, where you could lower seats in a way to make hitchhikers disappear into the void
following patchnotes could be considered spoilers
- fixed bug where you could be soft-locked after winning the race - fixed if you got the soft-lock from race, you can load your save, trigger a save by opening closing your trunk, then reload. Game should function normally again - fixed the idiot replacing your interior upgrade with flowers AGAIN every time you load the game - fixed so you can't go to the party cabin if you've failed the quest
Default Flashlight has been upgraded to be 2.5x Brighter and the distance has been upgraded 3x Thanks for all the love and feedback and responses! i hope you enjoy this project. Sometimes i gotta put what i think aside and listen to people i care for and make changes so they can enjoy this project as best as possible!
- flashlight has become 2.5x Brighter and 3x further - added continue button - added begin button that allows you to play color fear again keeping your night points and inventory! - added gamma adjustment in settings! - added Photo intruder - also updated house lighting to be more clear in larger areas - added ghost that walks around house to make you feel like there is an intruder
- fixed enemy ghosting effect looking like camouflage - fixed orange spawning other enemies as the same time - fixed basement intruder bug that made it un-collideable
Just now, we added the "Lift the cue" feature to ourgame [Shortcut: Q] , in which you will be able to play a variety of trick shots. The following are some actual combat demonstrations:
Aim low to the right and use medium force to hit a jump shot, making the white ball jump slightly and still have a strong rotation when it lands.
Aim in the middle and use medium force to hit a regular jump ball, crossing the obstacle ball and hitting the target ball.
Aim to the left and use small force to make a curve shot.
You can even clear the table with one shot (this is a foul...)
Additional Rules
A ball flies off the table is considered a foul, and the next player gets a ball-in-hand.
If the 9 is no longer on the table when a foul occurs, the fouler loses and is punished.
When the 9 is scored, if any other ball is out (e.g. the cue ball flies out of the table when the 9 is scored), the player will be deemed to have lost.
It takes time to practice, then you become the king of trick shot! Thank you for your support. If you have any suggestions or encounter any problems, you can give us feedback via wavebox66@gmail.com!
Hi Everyone, thanks so much for checking out POLE VAULT! We're blown away by all the love you've shown our little project.
We heard the request to make the intro cinematic skippable, and so we've added a setting in the Gameplay Settings menu to do that! If you set it to Off, pressing Play from the main menu, or Restart from the in-game menu will skip the intro cinematic!
We’re pleased to share a small weekend update that introduces support for the Korean language! A special thanks to our amazing community members who contributed to the translation—your efforts have helped make the game more accessible to even more players!
Additionally, this update includes several fixes:
Fixed a rare crash occurring in the building window when modifications are made.
Fixed a rare crash that could happen when the Tax Collector visits a house.
Fixed a rare crash related to the road system.
Have a great rest of the weekend and thank you for your continued support!
Resolution scaling replaces window resolution in the options
Monster info display will appear if you hover over a monster for a few seconds
Color of tiles on the minimap now match their physical counterparts
Dead monsters redden the tiles they bump against
Player now slides on ice as long as time is moving rather than just when pressing a movement key
Aiming reticle size slider added in the options
Very light controller lockout when using a keyboard/mouse -to fix a lingering bug
Added some physics to dying
Added option to turn off bumping into dead monsters
Some new visual goodies to the gold pile
The red screen flash when you're hit now roughly indicates the direction you were hit from
CHANGED IN THIS UPDATE
Kestral feathers can now be used with any type of projectile
Kestral feathers now provide a +15 percent to hit instead of +10
Bat ears now show which wall tiles have already been lit and which have not
Moved inventory below the stat bar
Altered the camera shake when hit
Sharpened up some of the fonts
Adjusted player and monster movement speeds slightly
Made the options menu a bit bigger
Updated centaur bestiary text
Updated monster bit text in How To Play section
Adjusted the slipperiness of ice
Increased the amount of damage fire does to monsters
Lowered the amount of time a monster stays on fire
Flake of frost now has a percentage chance to activate like the other monster bits
Reimported a lot of textures to hopefully smooth out performance and decrease game boot times
ADDED BACK IN THIS UPDATE:
Roofs on halls in classic mode
FIXED IN THIS UPDATE
Cursed items can now be dropped even if they aren't equiped
Run stats are no longer lost when loading a save
Player now has the correct amount of hp when a save is loaded
Stat bar now shows the correct numbers when a save is loaded
Items are no longer be invisible when a save is loaded
Fixed rare chance the player could spawn on the same tile as a monster
The minimap now correctly shows what you are seeing when you are hallucinating
Pit trap now properly sends you down a level even if you are holding the amulet
Wraiths no longer light up tiles after they are dead
Orcs now properly abandon their gold if they're shot at, even if you miss
Orcs now no longer jitter while sitting on their gold
Bonfires no longer cause the ground around them to pulse strangely
Fixed rare instance of part of the dungeon floor being blocked off
Fixed late game bug where certain monsterbits would cause a crash if you were hit with dragon fire
Rattler venom now works properly again
REMOVED IN THIS UPDATE:
CRT shader -it may come back someday but it wasn't playing nice with the new way I have the viewports set up ingame so it had to go, alternatively you can set your resolution scale to about 20-25 percent and get a crtesque resolution.
FXAA -it's bugged with the new way of rendering I'm doing. The sky is visible through walls and ceilings, and everything is overly bright
No sky box here. Just a sky.
This update is mostly about upping the presentation of the game a bit. I took a few week break after christmas so there's not as much here as I would like but I figured it was about time for an update. The new skybox isn't acually a box but a separate scene that the actual game world is layered on top of. This way, the background can have it's own shaders and effects applied separate from the rest of the game. And because of that, I have removed the window resolution option in favor of having the game and the background having their resolusions scaled to whatever you want. So if you're a few frames below what you'd like, you can set the resolution scale to 80 or 90 percent. Remember thought that that is the percentage scale of the window! So if you have a 1080p monitor and your in fullscreen mode, then a scale of 50 would be 50 percent of 1080 but if you're in windowed mode it would be 50 percent of whatever the windows size is. All the while leaving the games UI at a native resolution. I would have liked to add super sampling where you can pick scales higher than 100 percent but there's an odd bug with godot where grey outlines appear on the tops of all of the walls. It seems to have something to do with the bloom effect and how it affected by the filtering of the screen texture when its scaled back down to your windows resolution. In any case, it's pretty unlikely to be fixed since godot 3 isn't worked on as much anymore. So unfortunately supersampling wont be in. I have also added a little monster info display that appears when you look at a monster for a few seconds. It gives you some idea your odds when fighting it. I'm a little hesitant about it though since I know that at some point someone will have an 90 percent chance to hit something and then end up missing 5 times and dying. I've heard that in Civilization Revolution the game would sort of “guarantee” chance. In that if you were to attack an enemy and had a 33 percent chance of winning, if you lost twice the game would make sure you won on the third time. Something like that. I will not be shackling the RNG gods like that here however. The dice will have to fall where they may! But there is one gameplay improvement here though. The player and monsters now slide on ice when waiting. Which means if you're in a fight with a monster both of you will slide around after you attack each other, so watch out if you're fighting on ice around pits! Also you will be pushed back when you are hit and when you land hits so be careful.
There's a few other bits of visual flair added in this update like the minimap matching the colors of the floor but those are the major features.
A decent bit of work went into the game's backend to get the effects in so please let me know if you run in to any bugs or crashes.
Also if you're enjoying the game consider writing a review! See you next update!
Version 1.6.3.30 - Content Batch 5, More Skills to 100
Updates: Arrows in Equipment now shows, free fire chance. Prestige UI Now Closes the bank if open. Codex UI Now Closes the bank if open. Game Settings UI Now Closes the bank if open. World Map UI Now Closes the bank if open. Stats UI Now Closes the bank if open. Bloobimization Now Closes the bank if open. All Experience Per Hour Scripts now display Their time in 04:15:23 not 04 H 15 m 23 s to be consistent with time remaining. Auto Eat in Equipment now states if its on in the tooltip. Statistics now Show Prestige Levels. Herbology Cauldron/Well now show the amount off items missing in the crafting UI. All Skill Information UIs now close the bank if open. Added Teleports to Magic Skill Information UI. Updated All Imbued Resources sprites. Updated All Cloth/Silk Sprites. Updated All Leather Sprites. Updated All Imbued Slates Sprites. Updated All Ores Sprites. Updated Golden Log Sprite. Updated Golden Fleece, Wool Sprites. Updated Molten Glass Sprite. Updated Sandstone Sprite. Updated Crushed Gem Sprite. Updated Ancient Pick Sprite. Updated Bank Deposit Sprite. Thank you to Pearkare for the new updated Sprites. Added Lunarwood Trees (Level 100 Woodcutting Required). Added to Firemaking Lunarwood Logs (Level 100 Firemaking Required). Added Blue Marlin (Level 100 Fishing Required). Added Blue Marlin (Level 100 Cooking Required). Update Gorthank the Twin Titan. Updates Lots of Gold Values, Some items values have been nerfed and some buffed. Added Gem Stall (Level 95 Thieving Required). Added Mycelial Coffer (Level 100 Thieving Required). Added Bait Time Remaining to Tracking.
Bug Fixes: Updated Thiefs Log to only update chests images on initial load. Fixed Devotion Skill Information , Invocations scrolling to far. Fixed Phantom Helm in Smithing crafting UI , showing necrosis helms tooltip. Devotion Will now update invocations on level up. Fixed an Issue with tracking where the loot info would stay on screen. Fixed Firemaking statistics staying on screen. Using a ship will no longer allow travel if you don't have enough gold.