Update 1.3.2.8 is live, solving the issues with Marazhai’s romance, bringing you fixes for a number of desync issues, localization fixes, and adding Turkish localization on consoles and for Void Shadows DLC.
Some cutscenes could freeze the game when skipped - fixed;
Narrative
Fixed an issue where Abel sometimes did not join the Lord Captain in the Let the Cycle Be Discontinued Pasqal’s quest, which could break multiple cutscenes;
Restored a few missing options in Marazhai’s romance dialogues that mysteriously disappeared after patch 1.3, preventing one of the endings from being reached;
Mechanics
Fixed the description for Bounty Hunter’s Hot on the Trail ability to be consistent with the actual bonus;
Items
Thought Guide’s Will bonus is now correctly reflected in its description;
Blooddrinking Staff’s Will bonus is now correctly reflected in its description;
Astartes Chainsword’s description no longer duplicates itself;
Noble Sword had an incorrect description that didn’t match its actual stats - fixed;
Locations
Fixed the hitbox of Occluding Sphere at the Inquisition Shipwreck, which could cause pathing issues;
Fixed a broken cutscene at Santiel’s pride;
Fixed a few unreachable overtips at Santiel’s pride;
Co-op
Fixed a number of desyncs caused by Bring it Down ability;
Fixed a number of desyncs caused by Vanguard abilities;
Audio
Improved sound effects and music in multiple cutscenes;
Localization
Turkish localization is now available on consoles;
Void Shadows DLC is now also available in Turkish;
Fixed font issues with some special characters for multiple languages including Turkish;
A lot of minor localization fixes in all languages: typos, formatting, incorrect tags, “[draft]” text, term inconsistencies etc.;
Fixed a lot of missing and incorrect glossary links;
Some Eurac-V item descriptions didn’t have any translation other than English and Russian - fixed;
Champion of the Abyss buff had an incorrect description in Russian - fixed;
Sprint now has a “Duration” tag Mikiri now has a “Duration” tag You can now switch presets in combat when there are no monsters and the portal is open Projectiles with a "Range" tag will not fire if the range is 0 Adjusted the "gain XX buff after using a displacement skill" mechanism so that you can still gain buffs after using skills that do not displace but have a displacement tag (such as Stab - Spirit Blade) Fixed an issue with the damage reduction effect in flask not taking effect correctly Fixed an issue with Nirvana Wings being able to be resurrected repeatedly Fixed an issue with being able to repeatedly obtain resources using the decomposition system and warehouse storage Fixed an issue with the displayed range of some skills not matching the actual hit range Fixed an interaction error between Energy Ball and Slate - Magma Fixed an issue with some timely skill strength changes not properly affecting skill attributes Fixed an issue with the range of the Nirvana effect provided by the Illustrated Book - Nirvana Wings not being updated in a timely manner due to the effect range Fixed some missing text
FIXES: - The 'Reckless' skill no longer makes you invincible and functions as intended - Fixed the Refinery showing exact numbers instead of obfuscated values
On February 19th, 2025, a new free Content Update 0.1.6 arrives in the Early Access of Assetto Corsa EVO. In this video, we showcase the exciting new cars and track featured:
Lancia Delta HF Integrale "Evoluzione 2" – Admire it in its distinctive Giallo Ginestra color as it performs spectacular drifts, showcasing its perfect combination of turbo engine and all-wheel drive.
Lamborghini Huracán STO – A masterpiece of engineering, inspired by GT racing, designed to deliver the ultimate in speed and precision on the road.
Fuji Speedway – For the first time in the history of the AC brand, we bring you the stunning Fuji Speedway. A technical and captivating track, made even more breathtaking by the view of Mount Fuji. Every corner is a challenge, every straight a rush of adrenaline.
Get ready to put yourself to the test and download the update on Steam, available on Wednesday, February 19th!
Hey folks! Our first demo update is live (technically it's the 2nd but shhh)
Fixed an issue that caused controller and keybord bindings to show as text instead of the icon when using non-english keyboard layouts
Fix to an issue where navigating to additional levels was possible after a level was selected and started loading
Fix to an issue where level select navigation buttons would show as text instead of the icon when switching control schemes
We've also found a few other bugs from the weekend so we're working to have another update before Next Fest. Thank you for the reports provided so far!
1. Complete the interaction logic for the skill "Ama-no-Tejin" 2. Add aiming assist lines for Atalanta's shooting and adjust aiming offset speed 3. Optimize jump responsiveness 4. Randomize monster spawning mechanics 5. Implement a more detailed weather system 6. Optimize various camera offsets and fix irrecoverable offset issues 7. Adjust monster knockback effects 8. Complete Atalanta's skills: [Archer's Focus], [Split Arrows], [Arrow Rain] 9. Fix controller input issues 10. Add camera modes: Look-Ahead and Follow 11. Fix camera jitter during character rotation 12. Fix character escaping camera boundaries 13. Add black fade-in transitions for level entries 14. Change all fonts from pixel style to sans-serif for better readability
Right after release, I received a lot of requests from the community to add mouse controls to the game.
So I did!
You can enable it in Options > Controls > Enable Mouse. If you refunded the game, you can still try it in the demo. I crunched hard to implement this as quickly as possible, so I didn’t have much time for thorough testing. Please let me know if you run into any weird issues!
Check out the video below to see everything you can do with the mouse and why it wasn’t included before release.
Thanks again for all the feedback: this game keeps getting better thanks of you! I also want to heartily thank everyone leaving reviews. It’s such a delight to read them, and they give me the energy I need to keep working hard and making you happy.
179 of 183 bugs have been squashed. Of the remaining four bugs, two require further testing and two require more work.
Artwork, music and sound design are being worked on.
There is nothing that demotivates me more as a game dev than working with Unity. I can not believe how painfully frustrating this piece of software is.
To explain further, in the last two weeks I have attempted to add a fade effect to the game when the player respawns. I decided to do this first and foremost by adding a UI panel that I'd fade from opaque to transparent. Now, I know this is not the most ideal way of doing this, but I intended this initial implementation as a test of the effect. Attempting to implement this has been one of the most frustrating experiences in my personal recent memory.
I decided to implement this through using my pre-existing in game UI prefab. My reasoning for this was that I didn't want to make an extra prefab if it wasn't needed, and as it was just one panel that I wanted to implement so the addition to the prefab should not have been a massive change. This is where my problems began. When I added the panel to the prefab I set the colour of the panel to be black, and the alpha to be transparent. I then wrote a quick piece of code that would make it fade out, and I set this to be called when the player reset from a death. Then I clicked play in the editor, and was immediately greeted by a black screen. And I was quite confused.
My confusion stemmed from the fact that I knew I had set the properties to be transparent. Or at least, I thought I knew. "Well, no bother. I'll just check and make sure my code is not reversed of what I thought or see if there is anything I forgot to do" I thought to myself, and off I went to check. As I checked I found that I had indeed set the transparency correctly in the prefab and as I checked my code I found that it was not reversed. I found this odd, but I thought I could just set the transparency in the Start() function and then test my implementation, and so I did. And then I clicked play in the editor again.
Having made my way through my in-game menus I was once again greeted by a blacked out screen. And I was perplexed. Now, to avoid rehashing the entire story I ended work on it that day with my implementation not working and me being annoyed and perplexed by this behaviour. I didn't necessarily think this was an issue with Unity yet, but I was very confused as to why my implementation had failed. Also, I should mention that there were times where it seemed to work in my testing, but it was not consistent and I was not able to determine what caused this change in behaviour. After this I let it rest for a day or two before gathering the energy to have another go at it.
When I loaded up the editor some days later I went right to testing and found the problem was still there. I know this may seem a bit sill to do, but Unity sometimes fixes itself after being closed and opened again. Anyways, I digress. I spent this day trying several things I thought would fix it, and talking to several people who all suggested various things that didn't end up working. I eventually realised that the state of the prefab was not the same in the hierarchy in the level scenes as in the prefab preview, so I opened the preview and moved some things around and that seemed to fix the issue. This allowed me to do some more testing, during which I found that my implemented fade effect was quite annoying to me. I also used this chance to test on a level that I knew would provide the worst edge-case scenario which informed my decision not to implement the fade. But, I had not quite made the decision as I did want to try a snappier, but harsher effect and maybe some other ones that could sway my opinion. So I closed down the editor for the day and decided to come back to it a few days later.
As I opened the editor again, I thought I had resolved the previous issues and that I would be able to test some different fades. I was wrong. When I tried to implement a snappier fade, I found that the effect was not happening at all. This was odd, and after several attempted changes and a long conversation with someone who has much more game dev experience than me I was still not able to resolve the issue. Though I was able to discern a few things about Unity and this prefab. Mainly, I believe that there is something quite broken in this system. It is quite possible that this is something I have caused, but I do doubt it as I didn't attempt anything completely new or very unusual. I am more inclined to say the issue lies somewhere in the communication between scripts and prefabs in Unity, or with prefabs in general. What I can say for certain is that this has really, really annoyed me. No, it has angered me.
Now, I already have plenty bad experiences with the Unity Game Engine but this one feels particularly bad. I think the main reason for this is how it seems there is no way of resolving this, and nothing I have done seems to have made any improvements. Even if I were to completely erase the prefab and re-make it I have no confidence that this issue would not re-emerge, and re-making the prefab is not really a task I want to undertake as it is a rather convoluted one. Working with this engine just feels hopeless, and this being yet another issue in an ever growing list of issues does not help.
I can say with certainty that I will never use Unity again after Lab 77. Never. It really feels as if 90% of the engine is 50% implemented at best, and if you dig even a bit under the surface you realise there are so many systems you have to make yourself because the ones in the engine don't work. I find it really difficult to understand how anyone who works on the engine can be happy with the result, and that's not even counting the terrible business practices that go on there.
In short, this means that I will be switching completely to Godot for all future projects. This is not to say Godot is a perfect engine, as I find the workflow unintuitive and I don't yet love the way signals work but it is leagues better than Unity currently is. At least the features that are in Godot work. If I wanted to have to re-do as much of the engine as I fear I would if I kept going with Unity, I would make my own engine, and I don't want to do that either.
All in all, I think I have decided not to implement the fade. I know and understand that the snapping of the camera may be jarring to some players, but given the edge cases and my intention to maintain uniformity across all teleportations, respawns or placements I don't believe the fade effect would work. Additionally, I do not wish to interrupt the flow of the game which means that I didn't want to stop the player moving during the fade. I also found the fading annoying as a player, which also informed my decision.
That is all for this extra large Dev Diary, well rant. Anyways, more to come in two weeks.
-Olav
P.S. Just came back to read this and for one thing I'm still angry and for the other I have kind of enjoyed writing this one as a bit more of a story. Though I can't say that'll be the case for all upcoming ones.