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0.8.7.2
- added labels to map overview
- world map: fixed issue with holding fast travel button
- world map: added fix for potentially being stuck in world map collider
- world map: allow holding left mouse button to continuously update target position
- fixed missing audio ambience in some underground locations
- fixed rare random crash due to character list handling
- fixed drag and drop of abilities from inventory to action bar resulting in blank fields on action bar
- co-op: fixed both players downed not immediately resulting in game over (regression)
- co-op with secondary screen: fixed player interface being visible during loading and pause screen
- updated some visual assets
- minor content fixes
- minor UI fixed and improvements
- make error handler also catch errors and exceptions from threads
- updated engine to Unity 2021.3 (latest long-term support version)
- updated audio plugin
- modding: fixed changes to GameplayValues not getting applied
- additional internal framework improvements
0.8.7.3
- changed quickload behavior to load latest manual quicksave (if exists) instead of latest save of any kind; added user setting for this
- hard difficulty: removed hitstun on player
- hard difficulty: slightly increased enemy melee attack speed
- fixed dialogue progress issues in Puke Bar and in Tower location due to recent dialogue system changes (regression)
0.8.7.4
- fixed spawned minions of Titans potentially attacking the Titans
- fixed rare crash due to tutorial event handling
- fixed rare crash on using block ability around exploding enemies
- fixed crash on having a ticking grenade in player inventory
- co-op: fixed rare crash when exiting an area
- fixed tutorial about throwable items not getting marked as solved
- fixed drag and drop of grenade to NPC inventory not arming that grenade
- fixed quest tasks involving items showing different progress when visiting other worlds
- fixed inventory navigation prompts for controller not getting updated after changing button bindings
- minor asset, level design and text fixes
0.8.7.5
- fixed buffered roll command while attacking not getting updated with latest input direction at moment of rolling
- co-op: fixed some enemies continuing to attack downed partner
- action bar: fixed not being able to drop modified weapon on top of non-modified weapon
- add location knowledge of Old Trees in Mortus dialogue when he mentions it
- updated reward amount for Little Pests quest
- fixed some corpse container not getting disabled after looting
- fixed threatening NPCs with weapon making them sometimes try to walk away through walls
- fixed a few rare crashes
0.8.7.6
- updated Buzzer weapon: less damage, reduced range, charge up triggers automatically after some time, increased energy ball speed, diminished punching through additional targets
- updated Shock ability: removed target stun, use pushback, added slow movement debuff, slightly increased damage
- updated Freeze ability: reduced stun duration, increased energy usage
- reduced critical hit bonus (to reduce randomness in gameplay in later game stages)
- co-op UI: fixed a few issues when using the large UI setting
- co-op UI: fix healing target marker for second player
- added icon for block ability
- fixed pathfinding through multiple doors failing when first door was open and later one was closed
- fixed character changing look duration during melee attack when holding manual melee attack mode key
- fixed being able to attack hologram character
- minor UI improvements regarding memorized items
- updated Unity Input plugin
- additional minor bug fixes and improvements
0.8.7.7
- dialogue stat checks: show text for multiple choice even if not being able to select that option due to stats
- removed Animalism skill for now (under consideration / redesign; catching Fleshworms is still possible)
- fixed pull ability not pulling
- fixed slowdown from spider web not getting removed immediately when web vanishes
- Glutt boss fight: fixed Glutt not eating worms
- fixed end of Early Access message triggering even if not having finished Oracle
- fixed ground dirt and grass in bunker areas sometimes drawn outside grid or on top of objects
- fixed skills tooltip or description not reflecting currently assigned but not yet applied points
- fixed crash when level loading was initiated shortly after a script sequence triggered a delayed action
- fixed crash when door gets destroyed while lockpicking it
- fixed a few more rare crashes
- fixed visual issues with action bar
- fixed a few issues with the help text of the map overview
- allow right mouse button as key binding for free look
- disabled player character dropping all items when player character body explodes
- for walk commands through click on overview map: avoid locked doors if there's another path
- fixed some animation and usability issues for lockpicking
- Buzzer weapon: updated magazine size
- mark Tauris on world map when mentioned at Fleshkraken caretaker
- use UnityInputManager as the default controller manager on Windows (fixes Nintendo Switch Pro controller on Windows)
- upgraded to Unity 2021.3.16
- localization: added debug console option to export German text (for further reference on localizing; English should still be the main reference)
- small level design and text fixes
- additional minor bug fixes and improvements
0.8.7.8
- give experience points for unlocking doors (skill or key) similar to other skill actions; adjusted xp for these skill actions
- player movement: slower movement speed when walking backwards while targeting (experimental)
- fixed minor delay in ranged enemy red pointer warning
- fixed stealth attacks sometimes missing target
- fixed additional issues with point and click commands for stealth attacks
- hard difficulty: made ranged warning duration more generous but increased melee attack speed for enemies
- don't cancel point and click walk commands when opening inventory
- show 'Stealing' headline on loot container if appropriate
- local co-op: allow walk commands through map UI similar to singleplayer
- local co-op: fixed a few issues with using the shortcut travel markers
- fixed a few pickpocketing issues when targeting walking characters
- fixed some NPC reactions to stealing
- improved NPC waypoint handling
- fixed a few other smaller NPC issues throughout the game
- Fleshface in Tauris can also be activated now by puking next to him
- fixed Bunker17 not yielding exploration xp
- allow selling Nano Health
- fixed input conflict between back button and other actions on custom button bindings
- world map travel speed: allow toggling back to slow while traveling
- added some missing German text
- several major framework additions and changes behind the scenes (should hopefully not break anything)
- replaced random loot calculation (should have similar results, was updated for better data analysis)
- additional minor bug fixes and improvements
0.8.7.9
- improved character pathfinding: walk directly towards target nodes now instead of zig-zagging
- fixed a few other pathfinding issues
- slightly reduced movement impact of walking backwards while targeting
- added option to disable random player character comments (e.g. on looting); at character creation and later through "Current Game" settings
- adjusted alert distance for some human enemies
- fixed some issues with idle NPCs cancelling their paths
- fixed triggering ability from action bar deleting main item or ability selection
- when using Next and Previous Ability and no ability is selected, select most recent that was in that slot instead of selecting first from list
- exclude Puke Ability from Next and Previous ability shortcuts
- fixed some offensive abilities not causing threat on NPCs as weapon damage would do
- world map: show dotted target path towards cursor when not traveling
- permadeath run: disabled quicksaving; autosave on leaving game
- fixed potential lock on game start-up due to loading order
- level design allows placing items on tables now (not by player though)
- removed unintended ranged combat aiming help applied to mouse controls
- added user setting for ranged combat aiming help for mouse controls (off by default)
- fixed directional calculation error for ranged combat aiming for controller
- fixed minor target position miscalculation when throwing items with controller
- fixed some issues with handling getting damage while reloading
- fixed issue with point and click stealth attack commands
- make player character use time and animation for opening doors similar to NPCs
- fixed a few NPC issues with doors
- fixed a few cases of NPCs not walking back to their original location after investigating blips
- reduced chance of dying NPC dropping weapon so that it bumps against attacker (player)
- fixed turrets in Mine 19 still attacking even after being hacked and set to peaceful
- fixed a case of quest 'The Witch' not getting marked as finished
- fixed scene item for Nano Health having a different focus color than other items
- fixed a few issues with visual decorations on NPC visuals
- fixed case of player character not looking at object on starting dialogue with object
- fixed issue with quest tasks getting shown twice in quest view
- fixed rare crash due to pathfinding
- fixed some rare crash on controller disconnection
- localization: minor text changes, removed some obsolete text, added some missing entries
- debug console view: show list of currently active mods
- additional performance and usability improvements, bug fixes and framework additions
0.8.7.10
Improvements and changes:
- make player get XP for enemies that are guided through mines
- infection: introduced max time until throwing up gets triggered to prevent potentially never getting triggered
- added max target count to Legion of Flesh
- UI: updated a few notifications like "new item" for clarity and better compatibility with localization
- UI: improved handling of damage numbers above head
- improved some visual assets
- memorizing items: added entry to popup display in intenvory
- additional framework features
- minor performance improvements

Bug fixes:
- fixed a few issues with local co-op
- fixed using abilities through action bar bypassing cooldown checks
- fixed Fire Circle not hitting some static targets
- fixed a few issues with fire propagation
- fixed pathfinding setting a course straight through poisoned water
- fixed some cases of enemies attacking player after vanishing
- memorizing items: fixed consuming full stack and only returning one resource item
- fixed rare issue with missing crafting knowledge on old savegames
- fixed an issue with quest item in Old Trees
- fixed pickpocketing display and availability on some NPC types
- fixed some issues when quickloading while level is fading out
- fixed being able to insert grenades into NPC inventory as pacifist
- fixed Flesh Vermin still attacking player after using Vanish ability
- fixed Glutt freezing when worm is killed that he was trying to grab
- fixed collider size of giants becoming too small
- fixed some sound issues in the tower location
- fixed a few issues with handling player stats, including traits like pacifism, when being spawned with a different avatar or in virtual worlds
- fixed a few issues when additional NPCs join the current conversation with the player
- fixed player commenting on Fleshworm pickup even if player comments are disabled
- fixed issues with tutorial display of some custom key and button bindings
- fixed some water display
- fixed issue with handling controller disconnects
- minor level design fixes
- additional minor bug fixes and improvements
Note: We're changing the version numbering from here on by simply increasing the second number. So regular updates will be 0.9, 0.10, 0.11 and so on, until 1.0 will arive. And hotfixes will be 0.9.1, 0.9.2 and so on. We're doing this because the previous numbering system lead to some confusion.

0.9

Improvements and changes

- improved quest handling and dialogue of priest quests around New Delphi
- updated mutant runner behavior: two charges instead of three, added cooldown, prevent multiple charging runners
- set shotgun and automatic weapon bullet speeds to the same value as rifle bullets
- quest inventory has unlimited space now (and added UI for handling this)
- improved perma-death mode: on death directly restart at gameplay start of game, keeping original character creation decisions
- make 'Usable Parts' stackable

Usability improvements

- overview map: mouse click on exit will lead to character using that exit after having walked over
- overview map: allow click to walk commands also for control schemes using keyboard movement exclusively
- improved handling of point and click commands in combat
- fixed point and click commands with some destructible objects
- keyboard input only: fixed usage of charge up weapons
- keyboard input only: fixed abilities using mouse cursor for direction
- co-op: fixed issues on mouse / controller combination while having multiple controller connected
- fixed default button prompts for DualSense controller
- fixed player character stopping movement when drag and drop equipping
- fixed comparison tooltip being cut off at screen border
- disabled character looking towards hovered combat target when using direct movement
- deassigned default ranged and melee selection keys (used in manual mouse input mode) due to conflicts; updated related tutorial messages

Bug fixes

- fixed issues with infection and puking in non-physical worlds
- fixed issue with blocking
- fixed animation issue with flying robots
- fixed turrets salvo visuals and actual shooting direction diverging
- fixed mutants being able to open door in some situations
- fixed some other issues with NPCs investigating doors
- fixed some NPC behavior issues
- fixes UI and other feedback issues with weapons like Flamethrower and Automatic Rifle
- fixed "Lock Mouse Cursor" setting not getting applied
- fixed potential issues in Titans Heart
- fixed some animation issues
- fixed NPC wait command (which fixes a few issues with NPC behaviors)
- fixed NPC potentially getting pushed through walls from explosions
- fixed a few potential crashes with mod loading
- fixed rare crash on NPC investigating something
- fixed a rare crash that would happen when loading save games
- fixed more rare crashes
- minor text changes

Technical improvements and changes

- improved loading times
- updated spawning NPCs: prefer level design values over values in savegame
- added "combat" playtest entry
- added missing font support for some community translations on some systems
- additional minor bug fixes, improvements and framework additions
0.9.1
- fixed random crash at some specific game events, e.g. after quest item delivery to Mortus in Tauris
0.10

Additions

- added test level with new combat enemies (Shift+F10 -> Playtest -> NewEnemies)

Improvements and changes

- increased default speed on world map
- map overview: added some NPCs to the map after having spoken to them
- made equipping weapon and armor slots take a bit of time
- improved UI while equipping weapons and armor and fixed a few usability issues related to that
- scroll wheel selection of weapons: added short delay before actually equipping (due to new equipment durations)
- updated NPC look directions: patrolling characters will turn around for a moment before beginning to walk in other direction
- updated some mutant animations
- updated some weapons

Bug fixes

- fixed healing over time getting discarded when leaving location
- fixed a few quest tasks not showing the relevant location name
- fixed PS4 Controller showing Xbox icons by default
- Steam Deck Co-op: fixed some UI issues
- fixed some UI issues with action selection
- fixed a few UI bugs related to equipment and inventory
- fixed a few issues with the German localization
- additional framework changes, bug fixes and improvements
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Stephan Hövelbrinks: 0.10

Additions

- added test level with new combat enemies (Shift+F10 -> Playtest -> NewEnemies)

Improvements and changes

- increased default speed on world map
- map overview: added some NPCs to the map after having spoken to them
- made equipping weapon and armor slots take a bit of time
- improved UI while equipping weapons and armor and fixed a few usability issues related to that
- scroll wheel selection of weapons: added short delay before actually equipping (due to new equipment durations)
- updated NPC look directions: patrolling characters will turn around for a moment before beginning to walk in other direction
- updated some mutant animations
- updated some weapons

Bug fixes

- fixed healing over time getting discarded when leaving location
- fixed a few quest tasks not showing the relevant location name
- fixed PS4 Controller showing Xbox icons by default
- Steam Deck Co-op: fixed some UI issues
- fixed some UI issues with action selection
- fixed a few UI bugs related to equipment and inventory
- fixed a few issues with the German localization
- additional framework changes, bug fixes and improvements
Holy moly, hab ich von Anfang an die ganze Warterei(zeit) falsch verstanden? Wir sind jetzt erst bei 0.10 ??? Um Gottes Willen, da hätt ich mir dieses immer wieder Reinsehen in die Updates die ganze Monate sparen können. Und ich Hirn hab meiner Tochte immer wieder bescheid gegeben. Bis hin zu motherfrickinn 0.9, wo verdammich nochmal 1.0 folgt!...Mann!!! Das war für den Ar..., echt jetzt.
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opilein: Holy moly, hab ich von Anfang an die ganze Warterei(zeit) falsch verstanden? Wir sind jetzt erst bei 0.10 ??? Um Gottes Willen, da hätt ich mir dieses immer wieder Reinsehen in die Updates die ganze Monate sparen können. Und ich Hirn hab meiner Tochte immer wieder bescheid gegeben. Bis hin zu motherfrickinn 0.9, wo verdammich nochmal 1.0 folgt!...Mann!!! Das war für den Ar..., echt jetzt.
Das war das Problem mit der Nummerierung, dass da der Prozentfortschritt der Entwicklung abgelesen wurde. Die einzelnen Updates kann man aber schwer in dem Zusammenhang einordnen, deswegen nun eine fortlaufende Nummerierung.
Wir machen guten Fortschritt mit dem Spiel, haben nun die meisten technischen Tasks erledigt, aber müssen immer noch viel weiteren Inhalt ins Spiel packen. Das dauert, weil wir ein sehr kleines Team sind. Und es dauert leider länger als gedacht.
Tut mir leid. Es lag nicht in meiner Absicht, falsche Erwartungshaltung zu wecken.
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opilein: Holy moly, hab ich von Anfang an die ganze Warterei(zeit) falsch verstanden? Wir sind jetzt erst bei 0.10 ??? Um Gottes Willen, da hätt ich mir dieses immer wieder Reinsehen in die Updates die ganze Monate sparen können. Und ich Hirn hab meiner Tochte immer wieder bescheid gegeben. Bis hin zu motherfrickinn 0.9, wo verdammich nochmal 1.0 folgt!...Mann!!! Das war für den Ar..., echt jetzt.
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Stephan Hövelbrinks: Das war das Problem mit der Nummerierung, dass da der Prozentfortschritt der Entwicklung abgelesen wurde. Die einzelnen Updates kann man aber schwer in dem Zusammenhang einordnen, deswegen nun eine fortlaufende Nummerierung.
Wir machen guten Fortschritt mit dem Spiel, haben nun die meisten technischen Tasks erledigt, aber müssen immer noch viel weiteren Inhalt ins Spiel packen. Das dauert, weil wir ein sehr kleines Team sind. Und es dauert leider länger als gedacht.
Tut mir leid. Es lag nicht in meiner Absicht, falsche Erwartungshaltung zu wecken.
Ist schon ok :). Ich, wir waren halt happy, dass "es bald los gehen könnte"... Hatten beschlossen Euer Spiel erst mit dem full release zu beginnen. Euer Spiel hatte vom Start weg dieselbe "Magie" wie Quake damals bei mir und wie "Signalis" bei meiner Tochter ausgeübt, weniger thematisch, mehr so feeling mässig, schwierig zu beschreiben. Aber ein "haben will!" war sofort da.

Nichts braucht Dir leid zu tun :), wir sind ja froh, dass es Euer Spiel überhaupt gibt. Dinge brauchen ihre Zeit. Und jetzt, mit der richtigen Nummerierung wird es einfacher. Vielleicht hab ich auch irgendwo im Laufe der Zeit irgendeine Message nicht mitbekommen, die den Verlauf erklärt hat.
Verzeih den Ton. War halt wie eine Vollbremsung, wegen Vorfreude und so...
Post edited October 26, 2023 by opilein