I made the decision today after monitoring user feedback and engagement that it's best to sunset version 2.0 unstable build from 1.0 Steam store as it was not well received by the community. Trying to make 2.0 similar to the first one was a mistake on my end and it shows that I did not understand what you enjoyed. I apologize for that. I'll remove 2.0 at the end of February for the few of you that would like to play it a bit longer.
Additionally, because I am no longer able to update and support 1.0, I've taken it out of Early Access. I'll leave the Steam Store page up for those that still want to buy and play 1.0. I'll continue to monitor feedback for the next course of action. (I'll take another look at the 1.0 files and see if I can fix the cooking pot spawning in the ground, although no promises.)
I'm still deciding as what to do with 2.0 since it doesn't seem to be well liked. I did put 2 years or so into making it so I don't want to abandon it. I'll consider building a new Steam store page if enough people want it, otherwise. I might drop development on it entirely.
On that note. Thank you everyone for buying and playing the game. It was stressful but fun working on this project and I would not have been able to get this far without your support. I apologize I was not able to implement everything on the list. I should simplified the list.
- Fixed some storage issues leading to sometimes having unusually large amounts of resources - Fixed babies having beards - Moved NEXT button for Dynasty Creator to the bottom - Fixed unintended duplication of objects on load
This week ended up being another insane, high pressure, cutthroat week for me - truthfully, I'm unaware when things are going to let up. In the meantime though, there is some stuff to report on :).
File List
At last, the file list is now done and dusted! It's got funky backdrop tabs, icons labeling things, and completed UI to surround it. The way it was laid out in-engine was super slow and unintuitive, so I probably went and adjusted a number by a tiny amount at least 50 times, probably 100.
For now, the empty spot next to it is being reserved for later. This feature marks another box checked on the road to 1.3 - the list of stuff left to do is getting shorter and shorter!
Other news
As time inevitably ticks forward, Flowlab's developer and I continue to try and get to the bottom of the controller problem. Progress is being made, but with all things debugging, it can - and has - been a long and arduous process so far.
The driver I was using for my controller may have not had the best of intentions.
There is also more behind-the-scenes stuff cooking for 2.0, but that's all going to be kept a secret for now :). In due time.
Thanks for following the dev log! This upcoming week is forecasted to be.. well, I dunno how stormy quite yet. We shall see, and until then, onward to other features!
-Adjusted hitboxes on smaller interactable objects -Adjusted positions of interactable objects where hitbox adjustments were not viable -Fixed a collision error with the elevator controls in the hotel lobby -Removed auto-scrolling upon completion of the typewriter effect in the dialogue UI
1.Fixed the BUG that switching to ride an animal while holding a weapon can cause incorrect blood volume display. 2.Fixed the BUG that causes errors when removing buffs (such as bandages providing infinite health recovery). 3.Fixed the BUG that switching rideable animals can cause NPCs to lose their following state. 4.Fixed the BUG that the avatar on the minimap does not update synchronously after the player switches helmets. 5.Fixed some text errors. 6.Fixed the BUG that some achievements cannot be triggered.
While I’ve worked hard to ensure this demo is as polished and bug-free as possible, if you do encounter any issues, please don’t hesitate to leave a comment here, on the discussion board, or—preferably—join our Discord to report them.
I’d also love to hear your feedback and suggestions! As I’m still actively working on the final 10% of content and balancing the meta, your input could shape the game. Feel free to join me on Discord and get involved in the process.
Thank you for your support, and I hope you enjoy playing Noah's Dilemma!
- TAB once to select all units on screen, twice to select all units on map - Esc now cancels pause(p) - Players can now cancel Yari building constructions - AI can now deploy additional supply platforms - Adjustments to Yari bomber targeting and damage - Fixed neutral explosive pods. Their damage was being multiplied unintentionally. - Additional code optimizations - Endeavor supply carrier health was lower than intended. It has been increased from 500 to 4000.