V 0.44 Revamp Part III | The Facility, Secret Quest and Missing Person!
Hello fellow players :D
This is the third in a series of updates for the "unstabletestbranch", which can be enabled under the betas section in the games steam settings.
NOTE:
These phases are basically the revamps as they are being worked on. They will not include the reworked save files, meaning that you will have to replay ACT I and II once the release of ACT III happens.
DO NOT save if you want to keep your old save on the other branches. Only save if you want to start a new game on this branch.
The Legacy branch is for all who want to continue with their old save files even after ACT III released.
This third phase includes the facility, the missing persons quest and a secret quest. Can you unlock the secret quest?
DO NOT CONTINUE AFTER SAVING HENRY, IF YOU RETURN TO 2014 SIMPLY DON'T TALK TO EDWARD.
The next update might take a while. I am now going to head towards the act 2 revamp and I want to have a little progress done before you can try it :)
Below is the change log.
Cheers and God bless :) August 25th 0.44 Revamp Part III
Added a gamma, contrast slider and a bloom toggle for the graphics menu
Revamped the 1920s Town Center, along with new music
Revamped the facility quest
Revamped the Missing Person Quest
Added a secret quest after the facility quest
Many of the quests have been made time tracked (For instance as long as you are in ACT I you can revisit the weather machine debacle on the hill)
Rotated the charger, so that you can see the Charge level of Sir Atom, when refueling
Exchanged the uranium voice line of the narrator, to mention the front of the car
Fixed hopefully the bug where you would stop randomly while flying
p1
Fixed the gun from not dropping after receiving a new item. No more anti gravity coffee from Mr.
Coffee
Fixed the bugged front doors of the facility
Fixed the street lamps in 1795
Fixed the spelling mistake "resque" p2
Fixed the wrong name of the agents orders
A few postprocessing fixes p3
Hopefully fixed the weird and random car stops
V 0.43 Revamp Part II | Mining, weapon handling and more!
Hello fellow players :D
This is the second in a series of updates for the "unstabletestbranch", which can be enabled under the betas section in the games steam settings.
NOTE:
These phases are basically the revamps as they are being worked on. They will not include the reworked save files, meaning that you will have to replay ACT I and II once the release of ACT III happens.
DO NOT save if you want to keep your old save on the other branches. Only save if you want to start a new game on this branch.
The Legacy branch is for all who want to continue with their old save files even after ACT III released.
This second phase includes the prologue up to the part, where Edward explains his plan while being at the school building. Make sure not to continue after that point :)
The weapon handling has been now made more user friendly. As well as some visual changes to the accelerator itself.
Mining is another of the latest additions. In case you are stranded in the wild west with empty uranium and a Mr. Crafty, you might have access to this mine to restock your fuel!
Shout-out to Sven and Lukec for the screens!
How to enter the mine you ask? Well you need to complete a quest a certain way to gain access to it.
Below is the change log.
Cheers and God bless :) August 17th 0.43 Revamp Part II
Added ore mining
Added a fanfare when learning new craftable objects
Added more variety to the Yebay Station
Revamped the weapon handling
Revamped the Thunderous Matters quest
Revamped the Gun quest
Revamped the Enhancements Quest
A few color adjustments
A few additions to the prologue story
Performance boost for night time city lighting
Fixed the item dropping
Fixed the spamming of elevator buttons resulting in the disappearance of npc's
Fixed the ramp at the facilities tunnels
Fixed the camera inside the car from being stuck when switching from 3rd person to 1st during flight
Fixed the bug where the motor is still going after getting out of the car
Fixed Mr. Crafty from leaving items behind at times
Fixed the car from crashing into another self in the void
V 0.42 Revamp Part I | Testbranch Update
Hello fellow players :D
This is the first in a series of updates for the "unstabletestbranch", which can be enabled under the betas section in the games steam settings.
NOTE:
These phases are basically the revamps as they are being worked on. They will not include the reworked save files, meaning that you will have to replay ACT I and II once the release of ACT III happens.
Mind you this is nothing that you have to play in case you want to experience the complete revamped story as a full release. I planned these phases in order to ease the wait for ACT III in the coming weeks :)
DO NOT save if you want to keep your old save on the other branches. Only save if you want to start a new game on this branch.
The Legacy branch is for all who want to continue with their old save files even after ACT III released.
This first phase is a small starter, including the prologue, explaining how everything got started! If you want to continue on this branch save only after the prologue ends, and the old game originally starts. Once Phase II is released, you will be able to play the next few quests.
Below is the change log.
Cheers and God bless :)
August 10th 0.42 Revamp Part I
-Revamped the tutorial and added a prologue -Revamped the car looks (The time machine part was moved to the front, the luggage space is now in the back) -A few alterations to old Edwards face -Fixed the lamp from falling through the floor -Fixed the flying fish -Fixed the npc blinking p1 -Fixed a few spelling mistakes p2 -Fixed the jump trigger from being toggled upon space bar release
V 0.415 | UI Revamps | Revamp Phase Started | Bug fixes
Hello fellow players :D
I am back from my short summer break! Secondly I am happy announce that the revamp phase has begun. A last minor update with a few quality of life improvements has been published.
Consumable items now show a consumption level! This new addition is presently only viewable in the inventory, but will be added to the box menu as well in the future.
Now, as you can probably spot on the screen, there is another feature! If you have a lamp, previously toggled/ activated, in your inventory, it will be used as a lightsource and wielded in the left hand. Being able to handle still other items or objects at the same time. Shout Out to DigitalRoc for the suggestion.
There have been minor and major fixes to present issues in the game. Below is the full the changelog.
Cheers and God bless.
August 6th 0.415 -Revamped some of the UI and Item handling *Consumables show now how much is left of the item in the inventory (not including boxes yes) *Lamps show now a lightbulb if active in the inventory -If a lamp in your inventory is active it will be carried around -Fixed the Accordion Man Quest -Fixed Npc's from being stuck at the yebay station -Fixed the water levels from bugging out
Little Patch 0.41 | For players with missing items after the update!
Sorry for the slight delay, I have been trying to figure out the specific save file bug. Shout-out to ZacShell for aiding in it :)
I am sorry that this even happened because it went right through pre publish testing somehow and it only occured for some players. God bless.
p1 -Fixed Edwards Pathfinding for the Tower in ACT II p2 -Fixed Sandy from selling soup -Fixed the missing redwood trees in the past -Fixed the problem with the save files from older versions not loading properly
V 0.41 | New Mini Job! | Revamp phase! | ACT III News
Hello fellow players!
Great news!
ACT III has been finished and is now going into the closed testing phase.
I am happy to announce that the revamp phase is now starting and will end in at least 2 months. There is still so much work left to do, but I can slowly & finally see the update release date approaching.
This also means that this is the last update before ACT III releases, due to the revamps.
You can actively follow the ACT I and II revamp phase in the "Unstable Test Branch" (you can change it in the steam settings). Be cautious though, because playing this branch would be at your own risk, since it will be the branch, where the save revamps will also happen.
For all who want to continue to play the old save files after act 3 releases, I have also created the "LEGACY" branch, which will continue after the release of act 3. Meant for the old save games to persist.
--Note: A guide will likely be created in the steam forums (in the future) on how to switch branches--
Now to the immediate content for you guys.
The Meadery has been expanded upon!
You can buy honey and bee related products!
A new mini job has been added, will you handle the task? Watch out for the vicious bees!
A few smaller additions and changes have been made.
The train is now more stable and looks better!
And less important dialogue is now minimized to local speech bubbles!
As previously mentioned there is a lot of work to be done, but it is now very close to being finished. Stay tuned :)
Here is a little ACT III screenshot to tease you with!
As always, below is the full changelog. God bless.
July 20th 0.41 -Added local speech bubbles (If citizen speak outside of dialogue, a speech bubble appears above their head instead of the global message box) -Added a meadery salesman to the honey fields -Added the mead making job -Tweaked the message dequeue process (Now fixed to the left hand side of the text box) -Changed the camera shake to also jitter for rotation in half of the instances -Revamped the hover train visually -A few color corrections -A few more level fixes and appearance tweaks -Fixed the npc's from ignoring enemies -Fixed the player from falling of the train -Fixed the camera whilst inside the car -Fixed the possibility of Sir Atom getting negative values -Fixed the delayed movement -Fixed the problem if the player is trying off a ledge, the code would miss on it and would let the player plummet down. -Fixed another load of spelling mistakes -Fixed some textures for a few characters -Fixed the ability to push cars with ease -Fixed it so you cannot talk to Athor during the explosion of the weather machine -Fixed the act 2 elevator
Little Patch 0.4
Hey there guys :)
I had to do a few fixes for you, now the game should run again at near optimal (early access) levels. Have fun!
p1 -Fixed the item handling for the mini jobs -Fixed the items from flying outside the car trunk -Fixed a few visual bugs in the worlds -Adjusted the water colors a bit -Rescaled the fragment checker p2 -Fixed some frame drops especially in the town center
V0.4 | Major Bugs fixed | Storage Revamp | New Water Shader!
Hello fellow players :D
The annual update is here!
Some major fixes upfront. The major problems of clipping items have been fixed.
The issue of Edward being stuck in the sewers for example has also been straightened out. With the update come a few new funny issues like being able to push cars like toys. Enjoy while it lasts because it won't be long ^^
ACT III is now in its end stages and roughly 95-97% Done :D
Remember that afterwards will come the revamp period, where in I will not make a public update for 2 months.
This will also be the time when I will move the last public version to the so called LEGACY BRANCH.
That will be done because of the save system revamps. Anyone after the ACT III release will not be able to play any old saves. To be able to continue them still, players will be able to play it on this legacy branch.
With the update comes a new water shader :D
It includes nice caustic effects as well! Some of the water colors will be fixed in the next weeks to look more fitting.
Now as it has been suggested in the past, boxes can be named now :D
And I revamped the box menu as well so it is actually visible ^^...
There are several other additions or changes and fixes, I will leave them as always down below.
Have a great day/night and God bless you :)
June 12th 0.4
-Added a new water shader -Added footsteps to a few npc's
-Added a craftable tracker for Time Fragments
-Moved the time fragment counter into the fragment tracker
-Revamped the Box UI
-Added box naming
-Exchanged the Bill I & II mechanics with custom models
-Items close enough are now locked to your hands and don't fly around weirdly
-Changed the Components Crafty Entry to be unlocked from the start when starting a new game
-Fixed the combat AI so that for example Edward does not get stuck in the sewers
-Fixed the time display in town from always showing monday
-Fixed the car from falling underground
-Fixed the items falling through the floor at times
-Fixed the swimming for ponds
-Fixed hats from turning into sophisticated dinosaurs after load
-Fixed a few spelling mistakes
-Fixed the discovery of markers in the wrong time period (Where they should not be triggered)
-Fixed the height for sitting npcs in the car, so they don't go through the roof
-Fixed the lightning on the hover wheels from being stuck at times
-Fixed from throwing items when crouching
-Fixed that npc's that go into combat mode won't close their open dialog
Small patch | V 0.395
I already went into adding new side content for you players when I noticed a few bugs. Some being reported to me, thank you guys. This means I have to push a premature mini update/fix.
Here is the change log:
May 18th 0.395 -Revamped the Church -Added a priest who prays at the altar -Fixed a few spelling mistakes -Fixed the double boxing -Fixed the Thunderous Matters Clock not fitting into the weather machine -Fixed the Burger Lord kitchen door being to small for the player p1 -Fixed the priest from existing, before the church was -Fixed the item scrolling from getting locked at times
Have a truly good day guys :) God bless.
V 0.39 | NPC Revamps | About time | AND MORE!
Hello fellow players.
A new update has been released :D
First and foremost. I am working on the last and major quest for ACT III and afterwards will come the epilogue.
Following that will be the revamp for ACT I and II and the save system, which will take hopefully till end of June. Do not take my word for it as I have a few ideas for these acts which will likely need a lot of testing. None the less I want the wait to be worth while.
The NPCs have received a major face lift :D
Gone are the pixellated faces even for higher quality settings.
While potato has still a bit of a lower quality I hope the result shows on higher levels.
BUY NOW OFFICIAL THE CAPTAIN PEN ACTION FIGURINE!
PACKED WITH ITS 15 CLASSY AND ORIGINAL VOICE LINES LIKE:
"WEEEE!",
"GET TO THE CAR, RAAWLL!"
and of course: "I AM A PENCIL, PUT ME DOWN I HAVE RIGHTS!"
There has been a change to the item handling. Gone are the days of wall clipping items :D
For the most part, unless the engine skips a frame again. Then you may or may not lose your item for ever ^^'
Try out the new item throwing feature! By holding down your right mouse button and releasing it.
Some new visual effects for the flying car have been added. Thrusters and statically charged hover engines.
Below is the full changelog. Hope this will ease your wait for ACT III as I am putting most of my time into it.
Cheers and God bless you all :)
May 15th 0.39 -The monthly day count (for each month and the corresponding year) is now corrected. -Wastebins in the future now also have physics -Added a new clock display to the town center -Added electromagnetic visual and sound effects to the hover wheels for the car -Added the asian restaurant trader to bernd, in order to sell you also other goods. -Added thruster effects to the car -Added item throwing -Added the Captain Pencil Action Figurine with 5 of his classic voice lines BUY NOW! -Added the Captain Pencil Achievement -Added a hat to the store -Made Health/Hunger calculation easier to predict, rather than being random. -Altered the fission reactor crafting recipe -Revamped the character models, made a few texture upscales -Revamped the highway bridge -Added more future misc to the town -A few visual and sound alterations to the plasma gun -Tweaked the Camera Shaking for a few situations -Fixed some physics clipping (Changed the time step) -Fixed clipping of held items through objects, for the most part -Fixed the usage of held items while walking. -Fixed the double jump issue when hitting space in the air. -Fixed the weird scaling of the info board holographic display, in the town center -Fixed Sandies dialogue box from being stuck after leaving the conversation -Fixed Npc's from going through the blast door (other than through the opening) in the ACT II sewer base -Fixed the player on the map view -Fixed the wastebin in the future -Fixed the bandit boss not spawning the clock
p1 -Fixed the missing atmospheric haze -Fixed the talking pen from not talking -Fixed the reactor from not fitting into the slot -Fixed sir atom from not taking any fuel
p2 -Fixed The Francisco's face from looking to blurry -Fixed some of the old physics errors due to changing the fixed time step
p3 -Fixed Tom's Burger Place from freaking out when approaching -Some Performance and Material Fixes -Fixed the leviboard again... -Fixed the Accordion Man -Fixed the selection of the reactor or the energy cells