Game owners can access the guide from the steam menu, or the doc folder of the game.
Non game owners can download a copy from team-jungle.com:
www.team-jungle.com/images/doc/gamer_guide.pdf
Thank you
v1.19 Release and unlocked codebase
Hey folks
This version has minor changes not really anything of major note except I have taken the decision to lower the price of the game and release it.
The main reasoning is I am desperate for feedback to continue, after a long winter of making no progress in the development I needed to change the scenery in order to get some refreshment.
The main code change in 1.19 is that ALL code of the game and my engine (monkey box) has been unlocked and is viewable and editable in the src/game and src/monkey_box directories, have a look, play about.
Modding was added with workshop support but needs user content.
Whatever, enjoy.
I will follow up soon with a quick start guide and am monitoring for feedback before I commit to changes needed to improve this game.
Comments, feedback criticisms just fire up into a steam post or on the team-jungle.com forum.
Thank you.
Charles.
Early Access Patch v1.17
The Workshop is now open.
The `Mod Manager` tool is ready for use and a modding user guide is available to get started with modding. This document will be updated with more content when ready.
Early Access Patch v1.16
Changes:
Baked in 'burned' scenery textures have been disabled to speed up loading time and reduce texture usage.
The auto-map now uses an rgba8 canvas, from rgba4, to support older graphics cards.
The main game texture atlas can now auto-scale-down textures for graphics cards that do not support large textures, such as pre-OpenGL 3.3 supported cards.
Fixes:
UI bug fix for new load-out HUD.
Next up:
The next patch, v1.17, will include a mod-manager tool and new content. Stay tuned.
Early Access Patch v1.15
New:
Random maps can now be 'travel sized', that is an extra wide map with little height.
On screen messages can be posted to the player, such as when entering a map location.
Toughened Land Stalker and Toughened Desert Warrior armour added (level 9).
The HUD now has two compact modes enabled by default. These reduce the space used by the equipment and menu buttons, and can be disabled in the HUD section of the interface options.
Face picker has a done button to improve ease of use.
Changes:
Clean up for TAB hover information.
Tweaks to night-time lighting levels for better colour and atmosphere.
Shadow effects cleaned up.
All vector line-work in the UI is finer and looks neater.
Code-base has been re-organised and cleaned up, there are minor performance improvements.
Movement animation tweaked slightly so that the timings are reset when an actor stands still (animation improvement tweaks will come shortly).
Fixes:
Visual error in female Land Stalker and Desert Warrior armour fixed.
Desert Warrior gear now has changed colours for leg component.
EA Update May/June
Hey folks, so what's going on?
In Dark Wish, this month will see mostly mechanical changes to the game.
The aim is to improve game-play, reduce screen clutter, and add proto-type exploration mechanics to improve this side of the game.
This will have an impact on the story slightly, the Reactor Corp. truck will be moved from a usable vehicle to a plot device to accommodate the changes. This may seem a downer, but an improved game-play experience when travelling is more important. The truck may make a game-play impact later in the future, but only if we can think of what it can offer in these terms.
Stay tuned for these updates as they will be pushed into the live build.
On a side note, I have seen some stolen Steam keys appearing over the internet, please don't buy any of these. The only legit release of Dark Wish is on the Steam store page directly.
Charles
EA Patch 1.14
Hotfix
The new travel mode would not initiate tutorial maps properly, this is now fixed and working again.
The truck has now changed function and will not be directly usable until a later date depending on design choices. For now existing save files may not work correctly and may be unusable.
Early Access Patch 1.13
Changes
A new travel mode is active on the over-world map, and this will be faster than the previous one. A new option is available in the game-play settings to switch back to the old mode, if desired.
Fixes
Rifles are now configured properly, their values were not shown correctly.
Early Access Patch 1.12
New:
Added the 'name' console command to change player name.
Changes:
Map exits are now all located to the right side of the map area. The new design for over-world map travel will be planned out soon and then the circular map exits will be changed to a box exit. The new position will then be used to full effect. Old saves should convert their exits to the new location, old signposts may still be out of position for now.
Fixes:
Character face picker wasn't located properly when in full HD resolution.
Some faction group guards can no longer trade or join the player, especially before a fight.
Fixed an issue where the player couldn't start a fight with any neutral non-story NPC.
Player truck should now spawn above the map exit when entering a new map.
Fixed a text problem with the credits screen.
Early Access Patch 1.11
Changes:
Some missing item descriptions added.
Detailed mode for inspecting items has been improved for clarity.
The combat panel can be hidden completely if so toggled on the main HUD.
Tweaks to light levels to look nicer and not so harsh.
Dialogue buttons are now more obvious from the main dialogue text.
Fixes: A problem with over-world encounters was fixed whereby an unusual number of 'barren' maps would spawn as a default option when quest or special encounters are not available.
A rare problem would lock story dialogue for some NPCs if the player tried to attack them first and the game didn't stop them.