Changes and fixes:
Lots of small fixes.
Proper pathfinding.
Animations for units.
Synchronized peer to peer requests.
Known bugs and missing stuff:
There is a small bug with unit movement that rarely causes units to get stuck. This will be fixed in the next version.
No request buffering yet. This will be implemented in the next version. Until then you will experience a small "twitching" effect when stuff happens.
The game will be deleted from store for a possible perspective change, will reach new information about how we want to change the game.
New
- moved decoration ui to the window. (still working on its controller support)
- gray kitty
- new decorations and decoration categories (Desk)
- reduced file size
- new decors
Fix
- fixed black screen when loading in
- fixed certain dialogue missing
- fixed broom not unlock flying
- fixed missing tutorial uis OOPS
- fixed cannot open notebook in dorm after waking up
- fixed deleting save
- fixed unlocked locations spill over to other saves
- fixed stargazing missing text
- fixed cat thinking it's food
- fixed key item indicator not updating in notebook
- fixed skill increase after max level
- fixed accessibility and gameplay settings not saved
- maybe fixed ghost dorm teleporting everywhere
- fixed character symbol linger after encounter triggered
- newspaper content dyslexic font
- maybe fixed Daisy groundhog day PLS let it be fixed
- fixed missing translation in dialogue
Polish
- flavor texts
- picture view for decoration ui
- adding bug report button in pause menu
- ui polish
- dining hall to forging tower hitboxes
- Individual shop sold out messages
- pop-up to confirm unspent character builder points
- pop-up to confirm and inform activity upgrade
Balance
- swapped cyrus 2 encounters, so he doesn't ask about your attendance first thing in a semester.
- oops shop is supposed to stock one more pot cus daisy not that rich
- character drop rate
Notes
- a big list of bugs found and squashed and undoubtedly just spawned some more
- first batch of fan-nominated items! Check out a certain earring and cat customization?
- im reminded of some forgotten back burner features oops, like theo's confession scene, or giving other products actual use and now have many good QoL suggestions too
- i had so much fun adding new little touches!
- classes finally had their individual flavor texts even if still not as many as normal activities
- did an overhaul to reduce file size, might have caused some inadvertent missing sprites
- will be adding more decors soon
This is the final beta update for version 6.
It contains four scenes, and the Chinese translation is extended for the whole of day 1 (Friday).
The first scene is with Karla and Noe. This is a relatively brief scene that delves deeper into the troubles in their relationship. Noe is unhappy that Karla is withholding what he calls 'girlfriend duties.' She is holding out due to the inequality in their relationship.
This lays the groundwork for Max to steal her away from Noe by stepping up and giving her what she's missing out in their relationship.
The next part of the Karla and Noe scene involves Caprice. After Karla walks away, Noe spots Caprice and takes an interest in her.
Caprice's response to Noe is determined by several factors.
If 'Netorare' is disabled in the game settings, she'll shoot him down as not her type.
Netorare is a term used to describe a scenario where a love interest cheats on the player with another male character. This differs from Netorase, which allows the player to share a love interest with another male character.
With Netorare enabled, Caprice's response to Noe will be based on her relationship with Max. If you haven't kept up your affinity with her, she'll be more open to Noe's advances.
Following on will be the scene with Haylee, which will make up the majority of the update.
Mom will bring Haylee up to Max's room and then leave the two of you alone. Max will show Haylee some self-defense moves before the scene requirement takes effect, and Haylee will either leave or stay for a longer lesson.
For her to stay, Max needs to have a Nice Guy Persona with her, and either a High Affinity, or Medium Affinity and have kissed her in an earlier scene.
If the player isn't interested in Haylee, they can opt to not show her further moves, causing her to leave anyway.
Following Haylee's scene, there is a possible video call with another character. This call will only take place if specific prerequisites are met.
Lastly, there is a scene with Mom. This is where Mom reveals she knows about Max's panty collection. This might not come as a surprise if Catherine paid Max a visit the previous evening, as she told him his Mom knows about the panties.
The point of the scene is to plant the seed of extended functionality with the panty collection mechanic. Essentially, Mom tells Max she understands young men have certain urges, and she'll wash and return to his closet any panties that require cleaning.
The Prowler now automatically enters executions after tackling
Rewrote the Prowler's tail stab ability from scratch with various improvements
When performing the attack, the character will spin to give it more reach
When a save is loaded the ability correctly removes attached enemies
Replaced the Prowler's default unarmed weapon with Claws
Similar to the default fists, kills instead of knocking enemies down, you'll have to get creative to set up executions now.
Lowered the amount of blood spray created when executing as the prowler
Too many overkill executions caused too much of a performance hit, this should help with that
Adjusted the physics construction of the Prowler's tail to avoid collision issues
Fixes acceleration issues when diving over physics props
Added Rook's active ability: Hostage Grab
Pressing the ability button while near a standing enemy will grab them and use them as a shield until they die.
Pressing the button again will snap their neck and drop them
Added some new tracks from WITCHA!
Added new level: the mall
Largest level (and most challenging) of the arcade campaign
Added a new class of weapon, one-handed melee.
One-handed melee weapons are far lighter than two-handed and have no charge up time, swinging instantly upon clicking. This increased dexterity comes at the cost of range, power, etc.
Added nails as a new ammo type/projectile
Added new weapons:
Knife: One-handed bladed melee weapon
Cleaver: One-handed bladed melee weapon. Slower than a knife, but has more coverage
Wrench: One-handed blunt melee weapon
Crowbar: One-handed blunt melee weapon. Increased range and swing speed, but slower recovery time.
Sledgehammer: Two-handed blunt melee weapon that can break walls
SCAR: Fully automatic medium caliber rifle
Nailgun: Safety removed, shoots nails
Rebuilt the dialog system from the ground up
Read dialog at your own pace, fast forward, etc.
Branching conversations
Added several new cutscenes to the campaign, reworked all existing cutscenes
Alt-fire for two-handed weapons has been implemented, right-clicking with any two-handed weapon does an instant bash that knocks enemies to the ground. This alternate move does not interfere with charging or swinging the weapon so you can combo it to take on larger groups.
\[WIP] Added an alt-fire to the hunting rifle that scopes in
Added animations for racking the slide on most handguns
Added BLOOD currency, getting new high scores in levels earns you blood which can be spent on various unlockables.
Blood is calculated based on your highest achieved score, beating a level the first time earns max blood, but any completion afterward only earns the increase in the highscore.
Weapons can now be unlocked and equipped to the trunk of the car, any level that starts with a car will have the item saved in the trunk
This is the first implementation of this system, so currently all weapons are available for purchase from the get-go
Added a controls reference tab to the settings menu
This currently only shows the default controls, but will be updated to allow keyremapping
Changed control scheme slightly, right-click is now alt-fire, middle-click is character ability (previously both were right-click)
Added dynamic cursors for most item classes
Checkpoints are now created upon completing a level
Previously, if you somehow died after clearing a level but before switching floors, it would reset the floor but still allow you to leave.
Added a restart level button to the pause menu
PRESS R TO RESTART HARDER
Locked levels are now visible in the contract menu with a tooltip for how to unlock them
Completed levels display their achieved rank on their polaroid in the contract view
\[Technical] Reworked how contracts and levels are saved
This new system is far more robust than the one previously used in the demo.
Unfortunately saves prior to this patch will not be compatible.
\[Technical] Reworked how music data is stored
Implemented new system for cultists weapon randomization
Reworked tutorial
Reworked changing characters in the bar
Arcade Cultists now have a small chance to spawn with SMG's, Nailguns, Knives, and Wrenches
Added 'Slashed' score type for bladed weapons
Adjusted the animations for charging two-handed melee
The first pass of these animations were too subtle to quickly identify in actively gameplay, with these more exaggerated animations it should be easier to tell when your attacks are ready.
Updated the description text for several levels
Added sounds for thrown bladed weapons killing enemies
Added blood now smears as you move when killing several enemies in close-quarters
Moved the window next to the primary entrance on 'Killhouse' to prevent enemies from immediately pursuing the player.
Removed the destructible walls in 'High Rise' since they led to some shader issues and didn't add much gameplay wise.
Taking damage now awards a fixed amount of blood that is determined based on how many hits have been taken previously
0-1 hits > 3 blood
2 hits > 2 blood
3+ hits > 1 blood
Reworked unarmed weapons (Fists, claws, etc.)
Improved animations, response time, and utility
Kicking a door now creates a time-slowing effect
Fixed an issue where enemies could not respond to sounds properly
Fixed enemies being pushed out from under the player when being executed
Fixed being able to move while doing an execution by charging a melee attack before starting the execution
Fixed high-caliber bullets not creating blood sprays when penetrating targets
Fixed a bug that prevented enemies using melee weapons from being able to swing while pursuing a target
Enemies are even more skilled now at using their melee weapons.
Lowered the default unreal lighting quality to 1 (increasing it has no graphical improvement, thus unreal was using far more resources to render simple lights)
Fixed melee projectiles spawning significantly more bloodspray particles than intended, increased the particles in a single spray slightly to compensate.
Fixed some blood spray particles colliding instantly upon spawn and thus not being as visible as intended
These last few fixes should greatly improve performance by about +20FPS
"Drag to sign" text on the contract pen no longer prevents the selection of the pen
Fixed breaking glass at the start of 'High Rise' starting the level early
Replaced navigation modifiers at several entrances to now discourage enemies from roaming outside instead of being incapable of pathing outside
Cultists will not pursue sounds that they can only reach by exiting their building
Characters can no longer use their special ability while in the diner
Fixed health bar hearts not resetting correctly when regaining health
Items can no longer be picked up through walls
Executions can no longer be performed through walls
Returning to the diner as a different character than the one previously selected in the diner will now automatically update the player's selected character
This should resolve some meta-data related issues when changing characters (i.e. rook's name being displayed when the prowlers should be shown instead)
Fixed the Prowler's tail from occasionally colliding with bullets and blocking sound checks
Fixed animation desync in the handgun firing animation
Potential fix for a crash relating to killing an enemy while knocking a door into them
Early Access .8011
--- Features ---
Chillspire dungeon added
Trash cans now permanently allow you to throw away items
Player can now add grass to silo (Instead of just monsters)
--- Other Changes ---
Unity project upgrade from 2021 -> Unity 6
Game launch speeds increased by 25%
Decreased storage requirements
Mobile battery usage decreased by 15%
Performance speeds increased 10-45%
Android SDK 35 targeted (New google requirements)
Inn costs increased - Heal monster party while sleeping at inns now
Skill names fixed, Exoskeleton and Vampire Bite
Rare monster palette changes + evolution line - Mandeblite, Blobby(s), Artiknife, Lognaw
Fish weights now show in info box top/center when clicking items
--- Balancing ---
Water damaged to Electric from 2x -> 1x
--- Control Fixes ---
Unable to open main menu after exiting the monster storage
Passport menu issues moving through each NPC
Shift/L2 not always working for quick transfering items
Monster skills now toggle in monster control side menu. Right joystick no longer used and while active, N/E/S/W buttons used while open.
Inconsistencies with dialog box closing
--- Bugs ---
Can't open PVP menu after building it up (Menu locked behind Solaris build)
Spectral moves getting reset to other move types
Can't assign monsters to farm after doing a full page sort
Palmshore inn door blocked
First time opening map menu while inside farm showing wrong numbers
Battle action choices popping up after capturing monster
Trainer battles sometimes spawning multiple monsters
Boltoso missing evolution from visual evolve list
Gold showing up as 999 sometimes when checking items
Silo issue with adding grass to max capacity