You guys have been absolutely shredding the bug reports! We've been trying to keep up. Here is another build as promised with the following fixes per your requests:
<*> Master Audio now saves and loads
<*> Cleaned up an incorrectly pointing door in Beckberry
<*> Fixes to ship collisions and some collision masks for enemy ships. (They will still chase you through land, though. Still working on that one!)
<*> Applied another fix to some huntzone stuff to prevent freezes and a crash when you try to go on land from a load game.
<*> Added some log entries for when the lumberjack is defeated to explain how to use backdash and give you a hint about where to go next.
<*> Further options menu cleanup to prevent crashes. You should be able to use the keyboard or controller to navigate the key customizer, but it doesn't record controller input just yet.
I'm going to continue moving bug discussions to the "Resolved Issues" forum. If the issues arise again I will pull it back out, but I will try to be as cautious as possible about verifying those bugs before I move them over.
I can't thank you all enough for your participation and interest in this project. I means the world to me to have an active community around the game, and I can't wait to get into working on the meat of the content again.
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Turbulent waters for launch week! Glad you frontliners have been here to help us swat the bugs!
Here's some stuff I did for the patch:
<*> Fixed Beckberry quest line and level inconsistencies. Should be able to complete that one now.
<*> Fixed a bug with Foreman Mev not taking damage.
<*> Remedied a freeze in the deepcaves below the well.
<*> Added a feature to hold up or down for a second to move the camera up or down, respectively.
<*> Couple more menu tweaks.
Thanks again for all your reports! We've also added a "Resolved Issues" forum that I will be trying to sort bug reports into them as they are addressed and fixed.
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So, for our first update, we wanted to focus on squashing as many of the major complaint bugs as possible in the shortest time frame. You guys have been phenomenal at reporting bugs and giving feedback and we owe it to you to follow up with action!
Many have asked what engine was used to develop this project. We started out using GameMaker: Studio 1.4 and several month ago converted the project to GameMaker: Studio 2 (Highly recommend checking out the /r/gamemaker subreddit, they are an amazing group of talented and helpful developers).
In the conversion process, there were a lot of compatibility glitches and minor hiccups here and there that resulted in an amateur hour look in some places, and we are still swatting those bugs daily. Hang with us! We are making good progress.
Here are some of the things we've fixed since the first release:
<*> Ram enemy will now charge at you indefinitely if it spots you, but will still follow its normal path if it charges another ram.
<*> 2h weapon now drops next to you if you select a tool from the inventory. This way you can pick your weapon back up if you have to use a tool.
<*> Gamepad input will now override mouse controls in menus. That was causing a really annoying thing where your menu would be stuck if the cursor was on screen, even when playing with gamepad. No more!
<*> Inventory should be a bit easier to navigate with keys and gamepad.
<*> Options/Pause menu should work with any key input, though you will still have to use the mouse to set custom keys. We are still working on the key customizer to make it player-friendly.
<*> Added the scroll wheel as an alternate brandish key. Now you can "cycle" through your two weapon types with the mouse if you are a mouse/keyboard player.
<*> Added some slop to the ladder coming off the ship to make it easier to get down.
<*> 1h weapons have varying speed based on their type and their damage modifiers should apply properly to their swipe effects as well, incase that is what is actually making contact with enemies. Inconsistent damage on enemies was being reported because of this.
<*> Applied a fix to prevent items from getting stuck in walls. Keep us posted on this, I'm not sold that it is 100% fixed.
<*> Falling into bottomless pits should kill you instantly instead of waiting forever and letting you move around and stuff in the void.
<*> Various bugfixes for music inconsistencies, collisions, level hitches and freezes.
We are aware of a few more bugs that have been reported in the Community Hub and are still working on them. Some NPC object text override stuff is a big one, couple freeze reports, ground sticking things, missing sprites for the female character. We will catch them in a timely fashion! Also have had reports about the game not giving you enough direction, or brutalizing you too much on death. I'd love to hear some feedback on this.
Also, many have asked about Linux/OSX builds. They are soon to come, just gotta get some hardware for testing and get our Apple developer cert up to date.
If you do get stuck, or have some other weird inescapable bug you can use the tilde key (`) to open up the developer console and type 'room reset' and hit enter. There are a bunch of other hidden commands we may reveal in time.
We also made some more items in-game more expensive cause of the abundance of treasure. But what's a pirate without treasure? Have you found the shovel guy yet?
As always, be sure to click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on facebook or twitter, look us up! :D
Super thrilled that you guys are into Levantera and have been posting bug reports. I wanted to give you a look at what we have worked on since launch!
Last night our good friend Highsight did a short gameplay event for Levantera and brought up some great feedback, much of which has also been brought to our attention here in the Steam Community Hub.
We are currently prioritizing the hub and emailed bugs as #1 issues, and are devoting all our development time to fixing those bugs and managing those reports.
Here's a look at our commit log from the last day:
<*> Overhauled ram object. Made the game restart when backing out of gender select. Changed some layer issues in Midorisama wilderness. Added flicker effect sprite that uses image alpha instead of visibility.
<*> Started work on unifying Options menu object for universal key input
<*> Added new flicker effect to all enemies. Added weapon speed to 1h weapons. Messed with the invisible wall in Beckberry.
<*> Setup weapons to pass through damage variables to their swipe effects. Fixed a state stick in the big door object. Increased the cost of health potions. Increased the rewards for quests. Put some frames on the climbing vines in Largo village.
<*> Added some slop to the ladder coming down from the M.S. Tradewind. Now it is easier to climb down and doesn't require as much precision.
These updates aren't ready just yet, as we've had to completely pull the guts out of our options menu. Soon as it is all sewn back up, we will have a fresh update for you guys and get you back to sailing!
In the meantime, thanks for hanging with us through some annoying bugs and hope to see more feedback, screenshots, and continued content in the Community Hub!
Also, was super thrilled to see my boy Justin McElroy (My Brother, My Brother, and Me) give us a mention on Twitter earlier today!
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Early Access release is just around the corner! We are working hard to iron out a last pass of game-critical bugs and crashes to get Levantera into your hands in as stable a build as possible!
Here's some good stuff expect on release day:
3 Chapters of main plot arc
Basic Naval Combat and a ship-to-ship platforming encounter
Basic Crew Management
Some side quests hidden throughout the world map
And here's some not as good stuff to expect:
<*> Empty areas! There are some ports and zones that just don't have any content. It's a big world! We are counting on community activity to help us build it out!
<*> Nonsense dialogue! Some characters may say some things that may not make any sense or point to places that don't exist...yet!
<*> Probably lots of bugs! We are trying to smash 'em all bug a big part of fixing bugs is finding bugs! I hope yall can help with that.
We have a few resources available to help!
The public Levantera trello board is an active, inside (albeit spoiler ridden) look at the dev team's development progress. Bugs have been categorized in order of priority and a lot of future content has been planned here.
An email address (levanterabugs@lassogames.com) has been provided to report bugs directly to the trello board.
And of course, the Steam community hub will also be an excellent resource for reporting bugs and corresponding directly with the dev team.
We hope you enjoy sailing the high seas on day 1, and look forward to creating the world of Cerrawyn with you!
Be sure to click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on facebook or twitter, look us up! :D