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Genre: Puzzle, Adventure, Indie

Last Will

Security patch and fixes

Hello everyone. It has truly been a while since I did a patch update, so to ensure everyone that this project is not over, here is one covering the last 3-4 patches.

I have also been doing some price comparisons, and decided to lower the price of the game, to better reflect its overall quality. it is my first entry after all, and it feel only fair that it has more of an "indie" price point.

- Recompiled everything with the latest Unity version. (should clear the annoying controller bug)
- Resized fonts.
- Resized text field so log pictures do not interfere with text.
- Fixed chess room bug with missing floor tile.
- Optimized build, it is now half its previous size.
- Fixed some echo/reverb zones.
- Upgraded dedicated host for multiplayer.
- Various small tweaks and fixes.

Cleanup and spellchecks (v0.98)



A new patch is out with a lot of minor fixes, and the following tweaks:



# Load / Save


- Rewrote saving/loading script.
- Added a series of checks to prevent the dreaded "dark screen of death" on gamefile load.
- Loading a saved game now respects lantern settings.

# Music


- Added two new tracks to the roundtrack.
- Increased soundtrack variation between episodes.

# Spelling


- Went through the hintsystem and a lot of handouts to check for spelling mistakes. Fixed as many as I could find.

# Global


- Fixed dictionaries (bug was causing certain words to be missing / wrong)
- Adjusted room lighting.
- Hint system can now highlight missed objects.

# Main menu


- Changed the sound effects volume on interactable items.
- New main menu mechanics.
- Cleaned out derelect code about episodic release dates.

# Hint system


- Fixed bug that could cause first hint to never appear.
- Fixed screenshot bug when asking for hints.
- Hints now have singular entries in the notebook.
- Hint system can now highlight overlooked items in the room, or items hidden some obscure place.
- Hinted items will be shining, and can be seen through walls and furniture.
- Tweaked pause menu sound.

# Archive


- Fixed some wordlist and word-validation issues.
- Adjusted spread between random vowels and consonants.
- Tweaked hints
- Optimized book meshes for faster loading / better framerate.

# Chapel


- Balanced collision meshes in room for better multiplayer use.
- Adjusted light settings.

# Master bedroom


- Tweaked clues.

Quick fix patch (v0.92)

A quick fix to patch up some Episode 3 regions that were a bit broken.

- Workshop cog placement can now be done in any order, without breaking anything.
- More hints added throughout.
- Bunch of typos from the puzzle pool fixed.
- Some furniture and props rescaled.
- More props added to the random trinket pool.
- Lighting changes.

Transfer room patch



# Transfer chamber


- Added missing puzzle.
- Increased lightsources.
- Fixed bug that could disable subtitles during transference.
- Fixed elevator ending.
- Added better multiplayer support.

# South garret


- Fixed floor, so it now plays the correct walking sounds.

# Master Bedroom


- Adjusted clues and hints in room to make the puzzle more sensible.

# Steam cloud


- Fixed some steam cloud issues.
- Game progression is now also stored in Steam Cloud.
- Turned on the Steam Cloud badge on the Steam store page.

# General fixes


- Fixed some echoing issues in certain rooms.
- Increased randomization of a handful of rooms.
- Tweaked the difficulty balancer, based on new statistic information, to better generate leveled runs.
- Lowered the chance of certain rooms, which puzzles are deemed low quality / low randomizability.
- Improved controller support.

"Keep calm and shut the doors" patch



A quick patch with mostly bug-related issues fixed. Hoping to roll out the new transfer chamber this weekend, with added puzzles and alternate endings.

Doors


- Fixed issues with doors unexplicably opening for no reason on certain machines.
- Fixed so that locked doors can not be pried open with draggable furniture.
- Fixed cabinet hinge issues in multiplayer games between linux and non-linux users.

Chess room


- Fixed rotation bug on chesspieces, so they no longer derp around.
- Fixed missing bottom on said chess pieces.

Draggable objects


- Made object physics colliders more stable.
- If objects for any reason disappear from the scene, they will spawn after a short while at their original position.
- Fixed opacity of certain object markings.

Multiplayer


- Fixed some mac-related version control issues on multiplayer.
- The lantern is back (as an experiment, we removed the lantern in multiplayer, but decided to bring it back again.)

Settings and savefiles


- Linux users are experiencing that their files are lost on certain versions, causing save files to disappear. We tried different solutions, and this version includes some linux-only fixes.
- Fixed bug that made toggle-checkbox for fullscreen show the opposite of the reality.
- Fixed some bugs that could case preferences to not be saved.

Misc


- Rescaled some furniture, which proportions to the player was whack.
- Bolted some floating furniture to the ground.
- Added a few riddles.
- Added more high-res artwork. Replaced some old artwork that was either blurry or out-of-style with surroundings.
- Rephrased the clues of the Workshop puzzle.
- Optimized client build size and memory usage.

The "Touch of Alchemy" patch



Still crunching on puzzles for the final chamber, there are ment to be two, one to power up the transfer machine, and one to activate the elevator (and escape).
Not done yet, but in the meantime, we have a small patch for you right here.

# The Laboratory (episode 4)


Instead of the existing puzzle, the new Laboratory can now generate new puzzles of the same sort, increasing replayability of the room.
(all rooms with static puzzles are planned to be upgraded to more randomizable rooms)
The difficulty will be random as well, but the upper difficulty step will be based on number of timed games completed.

# Transfer chamber (episode 4)


- Fixed entrance bug.
- Repositioned room position, added stairwell.

# Prop bank


- New props : a hammer, a calendar and a rake.

# Achievements


- Fixed "True Heir" to be unlocked when all four episodes are completed in timed mode.

# Lighting


- Fixed that at least one lamp in each room will always be turned on.

# Grapics


- Fixed framerate running wild on certain machines.

First patch containing Episode 4 : Thy kingdom come is out



Hello everybody :D



I am glad to announce that we are ready to push out an early build of the fourth episode : Thy kingdom come. These still have some work left in order to be more randomizable and replayable, but we are just happy to get them out there.

The patch includes the four puzzlerooms and one storyroom, which will get its own puzzle as well soon.

These are:


- The Observatory
- The South Garret
- The Gallery
- The Laboratory
- The Transfer Chamber (storyroom, but will get it's own riddles soon)

We have a bunch of half-done and three-quater-done rooms as well, and hope to land them across this week.

I am terribly sorry about the wait of this episode, but to celebrate that the episode is out, we are slashing the price in half this week.

We also cleaned up the achievement list, so it only contains achievements that are actually doable within the game as it is. If you are a hardcore 100%'er, we recommend reading LastNonak's guide (after ofcourse giving it your best try yourself first)

We will be back Wednesday with a follow-up patch, containing the transfer chamber puzzles and hopefully more rooms.

Additionally, we had time to do some client fixes:


- Better graphics quality management.
- Fixed some multiplayer furniture-dragging and physics bugs.
- Fixed a slew of savegame issues.
- Fixed missing inventory item art.
- Corrected dozens of spelling mistakes.
- Cleaner trading card art.
- Tons of smaller fixes.

Status update and happy new years!

Hi all

So, new years is already here, and I am sad to say that even though we had a lot of work done, the fourth episode is simply not ready yet. We do hope to have it done in the first week in the new year though.

I will put up a testing version wendesday for those in the beta-bunch, and we will try it out and polish it through untill Saturday, where it should be ready to go live.

We are also shooting a updated trailer for the game, since a sh*tton of things have happened since the first trailer, and the trailer should do a better job at reflecting the game.

So, I will just finish off by wishing you all a happy new year, and thank you for your patience :)

Seasonal tuneups



Greetings all, and merry holidays to everyone out there. Episode 4 is growing closer to launch, and it seems like getting it done before years end is very much doable
Until then, I have made a patch with a handful of tuneups and fixes, both old stuff and new.

# The Chapel


- Fixed bug where unique items could spawn twice.

# Master Bedroom


- Fixed broken puzzle
- Added a few more puzzles
- Adjusted lighting and furnitures in the room.
- Added a bit more fluff to the room.

# Isolated Study


- Adjusted room scale options.

# Item dragging


- Fixed pivot point for object rotation.
- Object rotation now respects mouse sensitivity settings.
- Closeup inspections also now respects mouse sensitivity.

# Props


- Replaced some low-res props with better ones.

# Dining hall


- Reworked the kitchen part of the dining hall.

# Passageway


- Fixed some mesh-texturing to fix area of "white plastic" on walls.

# Shelves and drawers


- Fixed a bug where drawers could cause items inside them to be cloned.

# Walking


- Tweaked the stepping system a bit, so the character has a harder time starting to climb areas he should not.

# Easter eggs


- Added a couple of seasonal easter eggs, tis the season.

# Riddles


- Couple of new riddles to the bank.

Forgotten But Not Forgiven patch



Hi everybody.

It has been too long since our last patch, and I apologized for that. These last months have been a kick in the groin for me, but it seems like things are finally getting back on track, and the same goes with this game.
We still have one episode in the works, and a handful of rooms in the other episodes that haven't gone live yet. I need to be cautious not to make too optimistic estimates, all I can say with certainty is that they will be complete before this years end.
The patch today contains mostly rewrites and optimizations, while we are working our way closer to our final goal, full VR support for both Oculus and Vive users.
This was my plan since the beginning of this game, but getting the equipment was easier said than done, but now we have the tools needed to fully develop and test for VR.
As for the rest of the backlog, I've taken December off from work, enabling me to both relax but also get the hacksaw out and finish up some more sweet puzzles, mysteries and riddles for Last Will.

Please enjoy this patch, and we hope to return to a steady stream of patch updates within a respectable time-frame.

# Dragging


- Ensures that a copy of the hovering icon does not appear when looking the opposite way.
- Rewritten dragging engine, making furniture easier to drag, better multiplayer support and easier to rotate (right-click to rotate a dragged item)

# Multiplayer


- Fixed player label positions when people are standing very close.
- Fixed some Russian and Korean symbol issues.

# Study parlor


- Fixed light positioning points.

# The Chapel


- Fixed faulty drawer bug.

# Entrance hall


- Fixed bug where a framed hidden photo would spawn in the middle of the room.

# Paintings


- Reworked multiple paintings shaders.

# Game room


- Reworked lighting settings for the room.

# The library


- Fixed randomization bug that could cause the library to almost never appear for some.

# Debug tool


- Fixed bug that could cause double labels for each items.

# Core engine stuff


- Fixed some margins for text areas, so they better stay inside the screen view.
- Fixed a bug that could cause certain items to become non-responsive for no apparent reason.
- Too many minor tweaks and fixes to mention.