As you might be aware from previous announcements, In Death will be coming out of Early Access the 2nd October. We just wanted to inform you on what this will mean with regard to your progression:
Achievement progression will not be affected, though you will obviously see a lot of new achievements
Leaderboard will be reset, as we are making significant changes to scoring formula and older scores become meaningless and can not be migrated to the new system.
The Ladder will remain unchanged (as ranking only depends on binary win/loss history but not specifics of the winning condition), but you should expect increased mobility of players as people come to grips with new scoring system.
On October 2nd, In Death Leaves Early Access
Dear Players,
The Sólfar team is incredibly excited to announce that In Death is leaving Early Access on Tuesday October 2nd. Its been an amazing journey with those of you who chose to support our efforts to perfect this game after we first went to Early Access last February. We’ve been hard at work adding new content and balancing our full release based on the frankly incredible hours our players have logged in game over the past few months.
On October 2nd, we will formally leave Early Access and deliver the new chapter, Paradise Lost that we teased a couple of weeks back at Gamescom. The all new Crossbow is ready and waiting for your shooting pleasure in Sanctuary, and we hope you enjoy close quarters combat with it as much as we have. The scoring system in Challenges, our async multiplayer mode, has been tweaked and balanced with the great feedback you’ve given us, resulting in what he hope is a fair shot for all play styles to reach the pinnacle of the Ladder. And In Paradise Lost, you’ll encounter a fresh host of angelic and demonic antagonists, culminating in an epic boss fight with Gabriel the Fallen.
We also want to let you know that at Full Release on October 2, the retail price of In Death will increase from $19.99 to $29.99. If you’ve already purchased the game during Early Access, you will of course receive all of the new content at no additional charge. This does mean that if you’ve been thinking about jumping into In Death’s dream kingdom but haven’t crossed over yet, now would be a good moment to do so. And if you have friends that might like to get in on our game at the Early Access price, they can do so until October 2nd.
Thanks again for playing, we can’t wait to see you in the Afterlife!
The Afterlife is Getting Bigger
Dear Players,
For the last 6 months we have been actively working on new content for In Death and here is a sneak preview, which we revealed today with NVIDIA at Gamescom in Cologne. We are adding a whole new chapter to the game called Paradise Lost, which comes as a succession of Purgatory. There you will find new enemies in the form of cute cherubs harassing you from the air as well as banshees hitting your with their powerful magic. Finally, you will not get through Paradise Lost without dealing with the Archangel Gabriel that guards its exit.
To help you on this journey we also offer you the choice of a new weapon, the Crossbow. Dealing more short-range damage than the bow, you will appreciate its power but only when you get up close and personal. Yours is the choice.
We are fast approaching the Full Release of In Death, where you will as an Early Access player receive all of the new content for no additional charge. Expect more details on our full launch in the coming days and weeks. And thanks again for joining us in the Afterlife, your feedback has been a huge boost to our efforts.
Servers back to green
The network connectivity should be restored now.
Network Trouble
We are facing some network trouble in the moment, so online features and persistence will not work. We are actively troubleshooting and will inform you when back to normal. Sorry for the inconvenience.
Patch 22922
Bugfixes:
Removed collisions on Familiar.
By player demand, occasional wacky ragdoll death animations are now a feature.
Fix for time dilation affecting frozen enemies.
Executioner score (Kill Sprees) now take correct play session duration. In very rare occasions, it was calculated incorrectly
Achievements that open up certain pits and add orphans to the world do so correctly now.
Holy Armor now persists across continue points.
Tutorial videos now loop correctly.
Gold collected and damage dealt were adding 25% of their value to Pit Dweller bonus. Killing spree and orphan kills were not adding to pit bonus.
During the Anakim boss fight, abominations and knights no longer count towards Executioner score.
With this patch, good players should on average see higher Pit Dweller bonus scores.
Patch 22842
Bug fixes
Teleportation onto islands is back with a proper fix to being able to teleport onto the sides of rocks (you shouldn't be able to anymore).
Orphan scoring should work now.
Fixing the fact that mobs would spawn/remain alive after Anakim's death.
Everyone was tossed into the highest graphic tier by mistake some patches ago. Oops! Fixed the default pixel density settings, so you may need to readjust them if you had them set to a custom value.
Knights no longer do melee damage after death.
Anakim exit portal should not open when you are teleporting around in the area where it spawns, only when you exit it to go get the loot. No more accidental moving on to the next level, hopefully!
Balancing
Grace of God is less common now.
Very steep roofs are no longer reachable by teleporting.
Achievement text for the unscathed achievements should be clearer.
Huginn, Muninn and their murder of Crows now impart visions of the future?
Quality of Life
Arrow and quiver application should be more user friendly now.
Additionally, arrow pickups get automatically placed into free slots, if there are any, provided you do not already have an arrow of the same type.
Added a confirmation dialog for starting the tutorial so that you are less likely to accidentally exit a run into the tutorial. (This one's for you Gonzaxpain)
Visuals and UI
Scoreboard tweaks. Rounding error fix.
The Familiar in your hand now shows Gold, Score and Time left if you're in Challenge mode.
Proper single-player mode scoreboard!
Removed the experimental friends leaderboard for the time being.
Known Issues
Arrows will collide with the familiar (glowing orb) until you check your score (turn your palm so that it is facing to the sky) once in the run. Check your score and it won't be an issue. This will be fixed post-haste!
Bugfix patch 22772
Bug fixes
Fix tutorial progression bug where you had full health and could not pick up the Blood of the Lamb.
Make the knife not get flung into a random direction when you're moving using free loco and teleporting and throwing just after your teleport finishes. Instead it gets cancelled.
Made it possible to teleport on the rocks where the reliquary portals are so that you don't have to shoot straight into the portal to make it in and out of the reliquary.
Feature and Bugfix patch 22757
This patch has a fair amount of performance optimisation as well as the following:
Features
New scoring system used for leaderboards and challenges
New UI for run results, challenge results and challenge history
Redesign of the sanctuary.
Bug fixes
Some visual bug fixes.
You should no longer be able to accidentally teleport onto rocks below buildings.
Improvements to issues you may have been having with the death screen.
Free locomotion should no longer be too slow while Grace of God is active.
Grace of God fixes: player arrows should not be time dilated. Teleport arrow teleport respects time dilation.
Abominations can now be perfect-parried... and they'll play the right sound.
Sniper archers now fire arrows with the right speed.
Balancing
Damage over time effects no longer stack.
Divine sight has a preference for actually visible enemies now. If none are visible, then the closest.
Quality of Life
Added warning when initiating challenges close to Reckoning time
You can now invert which hand is for free locomotion and which is for the smooth rotation in the movement preferences. This will hopefully be nice for the left-handed players that got used to the inverted scheme.
Scoring update incoming
As we mentioned earlier when we did a progression reset, it was part of multi-phased update where the next step was an update to the scoring system.
As things were, gold collected during a run was the sole metric used to decide ranking in the leaderboards as well as deciding the winner of a challenge. After onboarding some of your feedback we decided to create an aggregated score value that would combine various different play styles in order for players to have more opportunities to reach a high score using different combinations of tactics.
In this update we introduce this new scoring value. At the end of matches, you can see the breakdown of your score for the run. The different values contributing to your score should be mostly self-evident from their description (hover over the attribute to get information), but we otherwise want to keep it a slight mystery. We also expect to tune the aggregation formula in response to your playing until we find a good balance.
This new score value is then used for the the global leaderboard (and the 24h version). This means that after the update, the leaderboard will probably be quite volatile while players optimize their play style for the new scoring system.
For the ladder, we are maintaining the current rankings, but starting from the update, the score value of runs will be used to decide the winner of a challenge.
Currently, you can not see your score during a run, but we are working on an update to this.