Here's another patch release, which brings us to v4.25. Among other things the poison bug has been addressed and nights are now shorter.
Enjoy! :)
Fixed:
Some geometry holes
Inside of tower appears hidden when seen from the roof near Silas' cot
Light leakage in shortcut from Gusto & Fatale's cell to the courtyard
Stables' inside appears a little late when climbing up the stairs in the north courtyard
Poison damage doesn’t stop even after exiting the poisonous area (even when wearing the plague doctor mask)
When talking to Silas and pressing the ESC key twice the dialog interface loses focus and cannot be interacted with anymore
Camera can go inside Gusto's head (spoiler: it’s full of air!)
The end of the shortcut tunnel from Gusto & Fatale's cell disappears when Tilo stands in some spots
Collider for wall near rampart is missing
The sun casts light through the rampart in the afternoon
Added/Improved:
Small framerate improvement (especially when AIs are present)
The nights are now shorter
Added butterflies in the courtyard
Patch release v4.18
Here's a patch (v4.18) which fixes most of the bugs that were reported since last week's release. Thanks again so much for your bug reports, guys!
Enjoy! :)
Fixed:
Courtyard sections are turning off too soon when going through the elevator corridor door
Fog in sewers is sometimes rendered under the water
Untextured walls in sewers beyond the large metal grate
The moon’s specular lighting gives strange result (overbright speculars) indoors when night falls
Flatulence FX of farting rat is almost invisible (sacrilege!)
Some rocks pop in when getting close to the distillery shortcut
Water droplets particles effects (in the jail and sewers) are broken
Some gaps in the sets geometry (far tower)
Throwing a grease jar on a brazier doesn't fan the flames anymore
Silas’ key is not pickable after it's knocked down by a projectile
Candlestick erroneously shows 10 remaining candles when starting a new game and opening the inventory
All of the queued quest updates spam the UI after hiding and showing the HUD
Cases where the inventory UI fails to show a tool as equipped after picking one up
Quest update popups completely obscure the dialog UI in 4:3 resolutions (text under should remain readable now)
Tilo can seemingly pickup candles after reloading a save even if he’s already maxed out
Latches that lower ladders cannot be triggered by throwing projectiles at them
Some icons pertaining to gamepads are still visible in the inventory UI when using mouse/keyboard
Irrelevant colliders left in jail tower
Changed/Improved:
Some areas like the stables and the top of the tower now let more light in
Hiding is now forbidden while Tilo’s wearing the armor
More coherent specular highlights on the lake at night (the moon is not THAT bright)
New build (v4.13): Bug fixes and improved assets!
Hi everyone! This is mainly a bug fix update although it also contains new assets (mainly in the far tower area) like trees (SpeedTree) and photogrammetry rocks.
In order to make exploring at night more engaging the nights are not as dark as they used to be (although I’m sure they’re still full of terror). And you can now find a candle dispenser in the jailer’s office.
Speaking of candles, you don’t have to look for candles in your inventory before you can use your candlestick anymore: When you pick up a candle it goes directly onto your candlestick. Additionally you’ll also see a number indicating how many spare candles are left in your inventory.
Oh and a long-standing issue with ultra-widescreen and black masks has been addressed: when Tilo was hiding the masks on the camera did not cover the entire screen.
Other than that progress is good and we’re working hard on opening a new area beyond the far tower! :)
Fixed:
Rare case where a rat doesn’t go back to patrolling after chasing Tilo
Missing wall colliders inside main tower (for stairs leading up to the rampart)
Missing ceiling geometry above staircase in main tower
Rats disappear when crossing the second bridge of the far tower
Rats can open the door at the end of the second bridge
Cases where rats aggressivity is not properly reset after reloading a save
Rare cases where shadows from a light source fail to appear
Ladder in gallery rafters doesn’t properly reset after lowering it and reloading a save where it was still up
Camera masks when Tilo is hiding do not extend far enough for ultra-wide resolutions
Rolo disappears when climbing on a specific spot in the forge
Lore UI instructions show "Button_B" for "Close" when using mouse/keyboard
Quest update popup hides books UI in 4:3 resolutions
Rat patrolling stairs in front of holding cells is not visible from area above
Cannot talk to Fatale after reloading a game where she went to sleep
After taking the rec room key then dying and reloading, the key can't be picked anymore
Sometimes after a reload rats chase Tilo but don't attack him for a few seconds
Sometimes after a save the confirmation UI remains faintly visible on screen
After grabbing a stool and dying the stool remains attached to Tilo after respawning
Bad colliders in a couple of places within the main tower
Rare cases where Kerold moves off of his stool after reloading a save
The rat guarding the elevator corridor disappears too soon when entering
Inventory can be called up while the stats UI is displayed
The camera sometimes remains in the void after reloading a scene and flies back to Tilo only as he exists his hiding place
Added/Improved:
Replaced all the trees with new SpeedTree assets
Improved performance when standing on top of the main tower
Set dressing is now complete in many places
Improved textures and shaders on several assets
New shader for the lake looks MUCH better
Nights outside are not as dark anymore
Candles are now automatically equipped onto the candlestick (no more fidgeting in the inventory)
The HUD now displays the remaining candles next to the candlestick icon (candles are now like “ammo” for the candlestick)
Books UI now makes Previous, Next and Close buttons more readable when using mouse/keyboard
Re-implemented fog in exteriors
Some yet non-public areas could sometimes be reachable via hacking. They shouldn’t be anymore (sorry!)
Bug fixes (and a new shortcut) in build 3.93!
Hi there! This is a bug fix release which takes care of a few long-standing issues and adds a new shortcut from the distillery to the sewers (so you don't have to confront the leeches on your way back).
As always, thank you guys for your ever-reliable help in tracking down bugs!! :)
Fixed:
The rat on the rampart cannot follow Tilo to the bridge to the far tower
Weird “midnight sun” glitch causing the sun to go back through the sky at exactly midnight
Next and previous page UI buttons do not appear when they’re supposed to
Rats in courtyard disappear when Tilo is close to the broken cannon (under the gallery)
Quest UI doesn’t pop up when picking up an escaped beetle
Rare case where escaped beetles do not properly reinitialize after consecutive reloads
After reloading a save the sun can sometimes linger in a wrong orientation before time of day catches up to the one in the save
Button to put on a full costume is absent from instructions when using mouse/keyboard
Colliders are missing on the arches’ roofs on the bridge to the far tower
Items description sometimes appear truncated (missing scrollbar)
Scrollbar sometimes appear on a short item description that doesn’t warrant it
Footnotes sometimes miss their scrollbar or conversely have one when it’s not needed
Camera freaks out when getting near the door to the catacombs’ corridor
Scrolling down items description using the mouse wheel is much too slow
Dev mode was let on by mistake (duh)
Changed/Improved:
Saving is now allowed only after Tilo has finished hiding (as opposed to right when starting to hide)
It is now possible to middle-mouse click on a costume item to quickly put on the entire costume
Magnet aim now works with the drawbridge brake (from across the gap)
Greaves description has been updated with a piece of trivia
It is now possible to simply close an item’s description UI by right-clicking on it (useful and logical, since a right-click is what causes it to appear)
Added a new shortcut between the secret distillery and other parts of the sewers
GoaT Dev Update - Catacombs Raider!
Hey guys, here's the latest official update on the site: http://www.ghostofatale.com/catacombs-raider
As usual it talks about game development progress, along with some screenshots of a new area we're working on: Dwindling Height's catacombs!
And there's a couple of videos about improvements and changes as well. Enjoy! :)
New build 3.83!
Here's a new Ghost of a Tale build (version 3.83) featuring quite a few bug fixes and changes! Most notably there's a new targeting system, improved reloading times and under-the-hood preparation work for upcoming updates.
You can find more details (pictures and videos) in the latest official update on the site: http://www.ghostofatale.com/catacombs-raider
Fixed:
Some wooden beams are missing their colliders
It’s not possible to scroll down in the quest log using the mouse wheel
Some sections turn off erroneously sending Tilo to fall through the world
Silas disappears when Tilo walks to the end of the cannons
The guard from the war room can sometimes disappear when Tilo hides in a barrel at the top of the tower
The main menu reappears unexpectedly just after saving your game
The aiming reticle is not precise enough (see update on site)
Tilo can become manoeuvrable although the inventory is open (after the basket elevator reaches its destination)
The counterweight of the basket elevator has no collider
Colliders of knocked-out guards can sometimes block Tilo
Broken animation on metal gates’ lock mesh
Changed/Improved:
New cobblestones assets
Counter for knocked-out rats is now an hourglass (this will be improved later)
Improved heat distortion effect on braziers
Reinstated fog effect during the day
Tilo’s footstep sounds are reduced when he’s sneaking
Opening a sliding door now creates an auditive distractions that can attract guards
Hornets attack lasts longer now
Implemented new aiming system (can be toggled in the gameplay options menu)
Falling items that are quest-critical (keys, crimson mushrooms, etc...) can no longer become inaccessible due to wonky physics
Tilo no longer gets knocked out when hit by a rat
Grabbing mechanics for the guards is out (caused too many issues and wasn’t fun after a while)
Added a single guard (for now) patrolling the far tower (forest area)
A lot of spots in the world now have magnet aim applied to them (see update)
New rock assets
Throwing accuracy has been much improved!
Radius of auditive distractions (sticks and bottles) is now wider
GoaT Dev Update - Interviews en francais
Hey guys, there's a small Ghost of a Tale update on the site: http://www.ghostofatale.com/interviews-en-francais
It's an especially interesting one if you speak French... ;)
A thing to note is yet another update is on its way which will talk about recent development progress and will feature screenshots of a brand new location in the game... :)
GoaT Dev Update - Rocks and Water!
Hi guys, there's a brand new Ghost of a Tale update on the site!
http://www.ghostofatale.com/rocks-and-water
It talks about rocks! Water! With pictures! Videos! Check it out! :)
Seith
Hotfix 7 for GDC build
The latest GDC build patch is here! Say hi to version 3.60... :)
Fixed:
Tilo and the rats can’t go down stairs to flooded cell
Rats cannot follow Tilo inside the room in the gatehouse atop the wall separating the courtyards
The camera is going through some thin piece of geometry as the door to Kerold's cell opens
During the daytime, on loading a save made during nighttime, the scene remains daytime for a few seconds
Rare bug after reloading where Rats’ halberds spew sparks as if they’re hitting something
Tilo dying doesn’t interrupt his hiding in a chest
The rat patrolling the rampart is not visible through the window in the small tower above
More geometry holes!
Loading an autosave sometimes loads the wrong save (in a specific series of save/load manipulations)
Basket elevator rope goes through the ground after loading a save where the basket is down
Section visibility issue when Tilo climbs on the roof to the gatehouse
Hotfix 6 for GDC build
Did I say the previous hotfix was the last one for GDC?! You must have misread me... ;). Here's version 3.58.
Thanks again for all your help, guys!
Fixed:
Rats can't open/cross doors anymore!
Cannot knock down the key to Silas’ footlocker by throwing something at it
Tilo can release buckets in the air (floating buckets)
Lots of little geometry holes!
One of the garden walls is missing its collider
“Test Quest” appearing under markers on the map (the fix will likely mess with existing rose icons, sorry about that)
Can’t pick up grain bag behind Faustus (moved the bags around)
Pumpkin hat in garden is physicalized
NPC name labels still appear when Tilo is chased by a guard
Sewer elevator lever label says “door lever”
Ambient lighting gets lighter at night when going through passage between the courtyards (and in other places)
When a tutorial is up it’s not possible to interact with the main menu anymore
Accessing main menu and closing it when a tutorial prompt is up unpauses the game
The main menu sometimes pops up after the very first autosave
Renown points appear over the books UI
NPCs have lost their speech bubble icons!
If Tilo is knocked down, opening and closing the inventory grants control again
Falling through far wall in sewers under Kerold’s cell