We have been hard at work improving the UI, and adding a ton of requested quality of life changes. There are still more to come, but the build is now stable and time to get boarder feedback!
Updates:
UI Updates: - Adjusted the scaling of the Market Panel - Adjusted the Captain Information Panel size - More Tooltips
We are pushing a new build to ‘coming_in_hot’ on Steam for Darkest Dungeon. This build is the culmination of the past few months as we wanted to do some slight updates to the game to solve some longstanding issues as well as release a 64-bit version of the client.
Coming back and working on Darkest Dungeon has been a delight. That said we are very conscious of the robust mod community that has been thriving since principal development has ceased. As such we’ve done our best to ensure that the work we’ve done has not had any adverse impact on the existing mods.
A big feature of this work has been in preparing and testing a 64 bit version of the game. This has the added benefit of the game running slightly better for everyone! And if you are using mods you can now go even crazier with the amount of mods you load and play with.
We’ve been working with the team on Black Reliquary to test and validate this new build, but we are now ready to push it to a larger pool of players to help ensure stability.
In addition to that we’ve fixed the following issues: 🔸 Random crashes caused by incorrect null pointers (basically, less random crashes) 🔸 Abbey Help Window is Missing Texts 🔸 Windowed Resolution Scale Differs on 32bit Build From the None Beta 🔸 Player Able to Duplicate Trinkets While Dragging Them From Slot to Inventory 🔸 Duplicating Items When Looting Treasure During any Quest
❗ We STRONGLY recommend that before you switch to the branch and receive the update, you back up your save files! ❗
After you switch branches on STEAM you will be given the option when launching the game if you want to use the new 64 bit client or the new 32 bit client.
We kindly ask you to switch over and assist in testing and let us know if you hit any issues.
This update rolls up several months of bugfixes and updates to OpenXR.
This release also includes a variety of bug fixes and quality of life improvements across SteamVR and Steam Link.
We continue to focus on OpenXR as our preferred API for new games and applications. SteamVR’s official OpenXR subforum is here and we’d love to hear your feedback, as well as suggestions for new features.
SteamVR:
Added a prompt to terminate processes holding resources required by vrserver.
Fix bug preventing games from forcing fade-to-compositor while they are submitting frames.
When using an VIVE Focus Vision or an VIVE Ultimate Tracker dongle, SteamVR will display a one-time warning reminding the user to install the VIVE Hub application.
Fix Quest 3S icons and render models defaulting to CV1-style controllers when using Meta Link.
Fix render artifact on the edge of 2D overlays.
Added IVROverlay VROverlayFlags_MinimalControlBar. This lets desktop replacement apps opt out of control bars.
Speculative fix for crash when updating firmware.
Default to turning on "Prop_Hmd_AllowsClientToControlTextureIndex" and "Prop_ForceSystemLayerUseAppPoses_Bool" for many Direct Mode HMD drivers, such as those from Pico, DPVR, and the HTC Vive Pro 2, which significantly reduces frame judder at low framerates and during hitches.
OpenXR:
Handle XR_SWAPCHAIN_USAGE_MUTABLE_FORMAT_BIT and XR_SWAPCHAIN_USAGE_UNORDERED_ACCESS_BIT for Vulkan swapchain textures.
Fixed a bug where Meta Quest wouldn’t work in some OpenXR titles.
Implement XR_EXT_user_presence.
Fix xrEndFrame not returning XR_ERROR_LAYER_LIMIT_EXCEEDED when submitted layer count exceeds graphicsProperties::layerCount.
Fix xrCreateReference space not returning XR_ERROR_REFERENCE_SPACE_UNSUPPORTED for unsupported reference spaces.
Fix hand tracking velocities not being zeroed out when no hand tracking data is being received.
Steam Link:
Add toggle to disable hand tracking passthrough.
Fix hang that could occur if frequently adjusting encoded video size
Multiple crash fixes
As always, if you are interested, we encourage enrolling into SteamVR Beta by right-clicking on SteamVR in your Steam library, clicking on "Properties" and selecting "Betas" from the list on the left hand side and then clicking "Beta" under Beta Participation. Additionally, if you use Steam Link for Meta Quest, you can opt into the beta here or in-headset by going to your library, clicking the "..." on Steam Link, selecting Settings and clicking the button to the right of "Installed Version Information."
Help & Information:
The Steam Link for Meta Quest FAQ page is available here.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a SteamVR System Report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
We've gotten a bunch of detailed critique and are starting another round of development. New things to come in the next build:
150 unique items - Instead of having a million versions of a top hat with slightly different stats that don't make much difference, each item will be unique, affecting the game in it's own way. Items themselves will upgrade as you progress based on how you play.
Redesigned the Speed System - Right now you can frantically move your pieces super fast, but that isn't as much fun as deciding thoughtfully where to move things based on optimizing your score and making it to the end of the levels. Now speed will be tied directly to how many pieces you can move, and each level will up the speed so that it is harder and harder to win, giving a sense of progression!
Progression is based on "runs" rather than unlocking "stars - Instead of getting 3 victory stars based on your score, the question will be how far you can get in each system. Once you've mastered one system you'll unlock the next one.
Randomization on each "run" New system with random seeds as well as both pre-designed and randomly generated levels, you'll get a bonus if you skip a level, but the speed goes up... risky and rewarding!
Totally new shop system Beat the difficulty curve with crazy combos, permanant upgrades to your ships and items.
Unlock everything! New screen to track which items you have unlocked, some ultra rare items may take some time to find, but it's worth it!
The demo for the upcoming The Liquid Jet is out for you to try!
It is an atmospheric, dreamy night's tale of a girl going to a warehouse rave party with her friends, where she'll go to experience a long, profound bad (or maybe not so bad?) trip. Get ready for it, and have a little taste for yourselves <3
Added a "New" button in the game selector so guests can automatically create a match to join an online game.
Fixed a bug that caused objects to disappear from outdoor work areas when taken out of the inventory, preventing zone objects from being placed afterward.
Fixed a bug that caused the player to get stuck after canceling crafting in a crafter and then opening decoration mode in online mode.
Fixed a bug that prevented flavored beers from syncing correctly in guest games.
Fixed a bug where passing out due to late hours did not properly close the tavern construction mode if it was open.
Fixed a bug that caused a soft lock when playing with a controller during the game's intro.
Fixed a bug where if a guest took the last drink from a beverage dispenser, the tavern customers would change what they were ordering.
Fixed a bug that could cause a soft lock in Hikari's fishing tutorial.
Fixed a bug that could cause extra fishing rods to be obtained during the fishing tutorial.
Fixed a bug that made customers get angry more frequently.
Fixed various visual issues related to beach water.