- fixed humanoid corpses occasionally getting shown with wrong sprite for one frame when looting them - fixed a few situations with looting and moving item stacks when inventory or storage is almost full - fixed consuming item through inventory removing count from last stack instead of focused stack - when inventory gets sorted, also sort stack counts - fixed issue with automatic rifle enemy behavior - fixed some small content issues - multiple performance improvements - framework: updated audio plugin - framework: updated handling of local characters in save games for better compatibility with level design changes - additional bug fixes and UI improvements
Ok. Looks like this partial work on technical issues as well as content isn't working out so good right now regarding content. That was a bit of a failure this week on my side, as the framework updates took more time than anticipated. So next week I'm gonna try to just concentrate on writing dialogue etc.
The audio plugin update as well as all the performance improvements and the inventory changes were quite complex internally, so if that broke anything, please report it via the F1 in-game command.
In other news: The community translators have been busy, updating their language mods. Take a look at the Death Trash workshop if you're interested in a language version other than English or German. And I'm sure the people working on it would appreciate a Thumbs Up or some feedback. (Keep in mind we still plan to have a few official translations for the 1.0 version.) https://steamcommunity.com/workshop/browse/?appid=941460
Have a nice weekend!
- Stephan
Update 0.7.31
Patch Notes 0.7.31
- updated effects on higher infection: not as lethal, and leading to forced puking eventually - make Occultism correctly increase max possible infection value - disallow eating meat when at full infection - improved a few elements in the Little Pests quest - fixed potential issues with force triggering puke on player character - fixed potential infinite booze handout through random puke bar guest - fixed equipment slots not being able to use with mouse when cancelling equipment slot selection - prevent equipping the same implant twice - fixed clicking on currently executed scene action restarting the action - co-op: fixed players not getting downed by exploding mutants - small update to icons for unusable items and already owned items - additional small bug fixes and framework improvements
Hey. This week we'll have a smaller update as we had some "development side quests" we were working on aimed at long-term tasks.
Thank you to everyone who gave feedback on the infection system. I think the biggest issues should be fixed with this update, but if you have more thoughts about it, please keep it coming via F1 in-game or here on Steam.
Have a nice weekend!
- Stephan
Update 0.7.30
Patch Notes 0.7.30
- added new infection value which increases through actions like using implant abilites and eating meat, has negative impact on high values, and gets cleansed by puking - updated a few items related to this new system - minor update to tutorial area for this - removed old energy system for abilities and related terminals - added another location to south east - allow buying equipment items more than once, but add marker for owned weapons and equipment - hide stamina bar in combat mode when full - fixed being able to drop items into walls with mouse controls - on loading level make sure all lootable items are reachable - fixed some door issues - updated spikes collider - small level design and asset improvements - fixed a crash due to pooled objects being reused when not fully initialized - co-op: share experience points from consumables and skill usage - co-op shared camera: fixed awkward moment on unlocking tutorial bypass - co-op shared camera: disallow using point and click commands on map overview - fixed buttons being too large on high display resolutions - fixed a few issues with language mod handling - updated both controller plugins, adding support for more variants - additional small bug fixes and framework improvements
The infection system is fresh and might need more work. If you encounter any issues with it please report it via F1 or here or in the forum. If you have ideas on how to expand on it and what effects it should have on higher values, please tell us, too. The main purpose of the infection system is to bring more of the narrative layer into the direct gameplay, to give more raison d'ĂȘtre to the puke ability, and to replace the previous energy system, which we weren't really happy with.
The new location is nothing noteworthy, again, but the important thing is that I'm getting more time to work on content and small additions with each update becoming a regular thing now.
Apart from that lots of technical work and bug fixes again.
Have a nice weekend!
- Stephan
Update 0.7.29
Patch Notes 0.7.29
- added blocker location on the way from Puke Bar to New Delphi - make NPCs react to a few events like hitting objects - make enemies react to doors getting opened near them - updated NPCs following waypoints and pausing on waypoints - fixed a few situations of NPCs walking into spikes - fixed world map encounter being spawned in impassable terrain - make player character a full pathfinding blocker during dialogue; fixes blind man trying to walk through player towards lever - updated energy bar UI - added max keyword to stats display if level is at max - fixed text cursor potentially remaining in scene on switching input - improved performance in Glutt boss fight - additional framework improvements
Another week behind us with progress on multiple fronts. The new location is nothing spectacular. Don't return to the game just for that. But it's part of what I hinted at before: New content will probably arrive in ongoing small chunks through our weekly updates instead of holding it back for major updates.
Steam Awards
Thanks so much to everyone who gave Death Trash one of the Steam Awards. (The voting is still ongoing.) I know the game is still very much work in progress, so when someone says that the game is already among their favorites or that they like a specific part about it so much, then this makes us really happy. We'll continue trying to make this game a great one.
Steam Sale
By the way: If you don't own Death Trash yet or want to gift it to someone: It's on sale currently.
- expanded world map in preparation for future content - fixed inconsistencies on combinations of focus highlighting individual objects and highlighting all - fixed inconsistencies of focus highlighting in shared co-op screen - fixed large performance impact when using highlight all - fixed pathfinding issues on low framerates - fixed pathfinding issue on alt-tabbing out and in to paused application - fixed item descriptions potentially breaking when split into two columns - fixed issues with using the space key on the world map - co-op: fixed pointer towards other player potentially obscured by level elements - fixed a few small level design issues - adding game state data to sending script error reports - additional small bug fixes and framework improvements
More technical challenges solved this week. But we also spent a bit time on updating the world map and improving its tools. Be aware this update is just about updating the map and not adding new locations to it, but it's of course part of the ongoing work on new content.
Hope you'll have a great weekend, and see you again next week with another update.
Update 0.7.27
- fixed saving in world map desolation leading to broken save game - disable dialogue action of NPCs in combat (e.g. accidentally talking to blind man) - don't make companion interrupt player dialogue or scene interaction when companion is in combat - fixed combat behavior of bots in mine level - co-op: fixed mouse cursor position when playing as mouse player on second screen - co-op: disable second screen toggle if second screen was activated; added info that deactivation needs a game restart - fixed some UI issues due to dynamic text lengths - fixed issues with metal gate colliders - fixed walk cursor display having wrong pixel offset - fixed some minor issues with some scene assets - added code to handle explored state of an area in save games on entering a resized area (for future content changes) - additional small bug fixes and framework improvements
This week we fixed more bugs reported by players and also solved a few technical problems. Behind the scenes we continued to work on future content. I made progress on the world map and painted a new sub world map for a certain area of the game.
I keep being hopeful to being able to focus more on the actual game in the coming weeks.
- Stephan
Death Trash will run on Steam Deck
Just a short news bit because we're so excited about it:
Death Trash will run on the upcoming Steam Deck.
Here's someone from Valve playing it: https://twitter.com/OnDeck/status/1456685910217539585
(Pretty big honor to be showcased there, by the way.)
- Stephan
Update 0.7.26
- barrels can contain loot now - show quest update notification for individual tasks - fixed quest not getting updated when losing quest items - fixed not getting combat experience through minions - fixed not getting experience when leading enemy through mine - fixed not getting experience for enemies killed by exploding mutants - improving handling of loading some invalid user data - fixed a random crash happening mostly on boss fights - fixed a few UI issues due to dynamic font changes - dimmed hit marker on glancing attacks - use kneel animation when equipping implants - small level design fixes - additional small bug fixes and framework improvements
Aside from these improvements we were mostly kept busy again by tech- and cross-platform problems. Fortunately a few of them are solved now. And I'm currently painting the world map for the rest of the game. Hopefully you'll have as much fun journeying through it as I have working on it once it's fully there. The part of the world map that's currently available already will probably see some changes, too, to better integrate with the upcoming parts.
See you again next week!
- Stephan
Update 0.7.25
- added kneel animation for some player character actions - make crafting quest also trigger on trying to deconstruct items - allow continuing manual mouse movement when opening map overview - updated visuals of fast travel marker - updated mutant attack animations - updated Fleshworm attack and hit animations - added idle animation for flesh maggots - updated item icon for crafting knowledge - fixed some issues on the world map - small level design fixes - updated munition count in tutorial hub - fixed a crash on using quick action button on terminals in Old Trees and Puke Bar - updated some localization entries - additional small bug fixes and framework improvements
That was an unexpectedly slow week regarding tangible updates as we were also busy on cross-platform stuff, pursuing crash bugs, bureaucratic tasks and painting new parts of the world map for future locations. But still, development goes on with a steady pace.
If you haven't noticed, Death Trash is on sale right now with 10% off during the Steam Halloween sale. If you don't own the game yet, but would like to, now is a good time.
A few language mods were updated in the last days, so please take a look if that's of interest to you: https://steamcommunity.com/workshop/browse/?appid=941460
See you again next week with another update!
Update 0.7.24
We'll probably stick to this weekly rhythm of updates now. Raw patch notes plus a few additional thoughts and infos.
- added possibility to enter wasteland from anywhere on the world map - smoothened collisions when rolling against or touching other characters - added level optimizations that fix collider situations where player could get stuck in some corners - fixed loading optimization not getting applied to later levels like Puke Bar and New Delphi - added small animation for items getting picked up - fixed occurences of procedurally generated levels not having any character placed - fixed a potential issue on world map where encounters skipped individual range checks - fixed an issue of zero damage getting shown on player death when health was near zero - fixed a potential crash on Fleshkraken ending dialogue - fixed a door issue in Old Trees - small game feel additions for a few UI actions - updated a few UI elements to better fit different text lengths through localization - fixed a few UI components on dynamically changing language and font settings - fixed a few issues with UI notifications on getting items - fixed mouse cursor not changing during loading screen - updated some localization entries - additional small bug fixes and framework improvements
Lots of technical stuff fixed this week. The long-term task of making the UI compatible with localization should be finished for now. Our automatic improvement of the level collider shapes should fix almost all of the issues where a character could get stuck. If you still encounter such an issue, please send us an F1 in-game report from the location.
Thank you for all the reported feedback so far! You're helping making it a much better game.
See you again next week with (hopefully) focus shifted towards making new content and updating the existing one. (Small steps though.)