We are happy to announce the release of Seven: The Days Long Gone Demo, that includes the entire prologue level in which players can experience the most important gameplay aspects: fighting, magic, sneaking and disguises.
At the same time, we would like to announce the release of 1.0.7 patch for Seven: The Days Long Gone. This patch addresses a number of issues and bugs, introduces additional tutorials, tweaks major gameplay mechanics and more. But first of all, we want to thank you for your support, bug reports and patience. We listen to all your feedback and read your reviews and comments. We are sorry for any problems or inconveniences you may have encountered while playing Seven. We want to let you know that we are working hard to fix issues and problems you come across in our game and with this patch, a big number of these will be reduced.
A full changelog for the patch will be submitted under this post but here is a general overview of what has changed in Seven: The Days Long Gone:
Improved combat behaviours for humanoid enemies, it will be much harder to just spam normal attacks in order to kill an opponent. Enemies will also try to flank the player while in a group,
Improved NPC reactions to combat, dead bodies, knocked out friendlies and noise,
Reworked disguise mechanics; introduction of officers, removed reactions to player footsteps for normal guards while disguised, improved NPC reactions to disguises,
Limited NPC hearing in Z axis which means that they will no longer hear player’s footsteps from above or below,
Fleshed out AI State feedback. NPCs will now correctly display if they heard or saw the player.
CHANGELOG:
IMPORTANT FIX FOR AZERTY KEYBOARD:
Due to implementing a fix for input-related issues happening on non-qwerty keyboards, all players using such keyboards will have to reset their control bindings to default ones. After doing this, they shouldn't need to re-bind basic game controls anymore. The 'Restore defaults' option can be found at the bottom of 'Key bindings' menu (Options -> Controls -> Keyboard & mouse -> Key bindings).
GAMEPLAY:
NEW: Officers system introduced for disguises.
NEW: An option to disable opportunity attack prompts added.
NEW: Hit reacts adjusted to the weapon speed.
NEW: Sporeox dashes added with new hit reacts.
NEW: New combat behaviour for humans added.
NEW: Skills and upgrades icons new unique colours introduced.
NEW: Stab animation for humans.
NEW: Dashes ability added for NPCs for ranged combat.
NEW: Guards will now attempt to wake up unconscious NPCs.
NEW: Icons for NPC's "warned" indicators added.
NEW: Skills Panel - added skills branches background, moved nectar bar.
NEW: Option that allows to enable/disable/reset in-game tutorials. It can be found in Menu -> Options -> Game..
NEW: If tutorials are enabled, each tutorial will be shown only once. So loading a game from before the tutorial was shown, won't show the same tutorial again. Shown tutorials can be reset via Menu -> Options -> Game -> Reset tutorials option.
FIX: Possible crash on rebinding keys removed.
FIX: Sense mode no longer displayed in menu or panels.
FIX: MDD now apply the proper effect.
FIX: Drop-kill no longer possible on monsters in a hidden state, such as ghouls and carrion wurms.
FIX: Crouching directional movement replaced with forwarding motion.
FIX: Checking dead bodies by guards tweaked.
FIX: Drinks will now heal or hurt health, depending on their functionality.
FIX: Reactions for facing target and combat, alarmed state tweaked for NPCs.
FIX: Savaash fight in game finale received improved behaviour.
FIX: Cloned visa status lasts for 10 minutes now.
FIX: Guards reaction to noise improved - they will now investigate the noise location and around it, search the bushes.
FIX: Alarmed icons above heads of NPCs will now display correctly in response to player's actions.
FIX: Guards will no longer hear player's footsteps from another floor.
FIX: Crossbow reload animation will now last longer.
FIX: Increased energy cost of special attacks.
FIX: After fist drop-kill, it is possible to pickpocket unconscious NPC.
FIX: Regenerating energy stations will now apply a boost to energy regeneration instead of regenerating it upon clicking.
FIX: EMP Skill cost applied properly.
FIX: Shooting will no longer cancel aiming.
FIX: Small cooldown on throwing rock added.
FIX: Crossbow reload animation can be cancelled by rolling, but only while aiming.
FIX: NPCs will reset their disturbance level properly now and will no longer remain falsely hostile.
FIX: Properly end interaction when radial menu is closed by clicking in the middle section of the wheel.
FIX: Removed bug allowing players to be immortal while using dialogues.
FIX: Log displaying quest rewards will be now visible after dialogues and cutscenes, not during them, which will make it easier to understand what exact reward was granted.
FIX: No more sinking in the surface after high landing.
FIX: NPCs snapping to terrain after loading the tweaked game.
FIX: Crouch will now remain after climbing and jumping.
QUESTS:
FIX: Emeline Selar for her quest is no longer missing after completing jobs for Elias.
FIX: Artanak will no longer introduce Our Saviour's Temple every time player reaches it.
FIX: Merchant hunter will speak his lines correctly now.
FIX: Drax wife has a proper dialogue now.
FIX: Fixed choice for killing or sparing Drax.
FIX: Strain of energy no longer disappears falsely in the 4th ritual in 'The Monolithic Mission'.
FIX: Cloyt after beating him in drinking contest has now proper lines to speak.
FIX: 'All Aflutter' hunters will no longer falsely assume one of them is dead if he is not.
FIX: It is no longer possible to vaccinate every bandelisk in Peh.
FIX: Secret stash from Mortbane will now be placed properly.
FIX: Tesla towers no longer active after deactivating them and loading game.
FIX: It is no longer obligatory to carry all components at once required for 'DIY' quest.
FIX: Switch for the camera has now proper minigame type in Facility in Giant's Graveyard.
FIX: Priest in marketplace moved aside from overlapping Newsboy.
FIX: Sum up dialogue after escaping Repositirum will no longer play on black screen if player fast travels.
FIX: Mistakes removed from Item Descriptions in EN version.
FIX: Community in Lewmer Bar tweaked.
FIX: The Falling guide in 'Memory Lane' will now be killed properly.
FIX: 'A Great Honour' mappings set correctly for saves.
FIX: Journal progression in 'Gold Rush' quest fixed.
FIX: You Skratch My Back issue with carrying two laxatives
MISC:
NEW: Additional loading screens.
NEW: Added controls labels for basic actions.
NEW: Radial manu icons updated.
FIX: Icons resized in the radial menu.
FIX: Keybind for radial icons added.
FIX: Menu buttons text and menu title is centred.
FIX: Status icons no longer overlap journal objectives.
FIX: Transactions grids values added in Barter Panel.
FIX: Issue with not being able to use specific features on non-qwerty keyboards is no more.
FIX: Display result crafting component quantity added to Dismantle Panel.
FIX: Display single item price, instead of stack, added to Barter Panel.
FIX: Item tooltip displays weight, price & crafting components for a single item instead of for stack.
FIX: Compare Tooltip - Weapon ID fixed.
FIX: Looting - grid and list size changed, tooltip behaviour changed, resolution scaling fixed.
FIX: Items Upgrade Panel - current item tooltip update fixed.
Sincerely,
Fool's Theory & IMGN.PRO
Patch 1.0.6 is here!
Dear Players,
After such a fantastic support you have all showed to us, we had no other choice but to postpone the optimization works and focus on fixing all the bugs you have reported over the past week. We would like to assure you we are working hard on optimization fixes, but it was too early for us to apply them in the latest patch.
GAMEPLAY:
NEW: Crouch will now be retained after jumping.
NEW: Possibility to scroll through tutorial content in tutorials panel using gamepad.
NEW: Possibility to remove saves from Load and Save submenu.
NEW: Possibility to override manual saves from Save submenu.
NEW: Quick Save option in in-game menu.
NEW: Saves are sorted by the date of their creation instead of file modification date.
NEW: Disabled possibility to save from in-game menu if saves are locked.
NEW: Equipment Panel - show on equip list items equipped in other slots.
NEW: Proper particle effect added for the Guffnaw Grenade.
NEW: Possibility to craft or upgrade crafting/alchemical station using crafting components from stash. When the same component is in inventory and in stash, components from inventory are used first.
NEW: 'Assemble' and 'Upgrade Station' panel display amount of items needed to craft/upgrade station as a sum of items from inventory and stash. Additionally these panel will show how many of said items are in stash.
FIX: Item weight display fixed.
FIX: Climbing will no longer cancel invisibility.
FIX: Icons for warned status should now display properly over NPCs heads.
FIX: Opening in-game menu will no longer freeze for a while if player has lots of save files.
FIX: Showing 'Continue' option in main menu if any saves are available.
FIX: Saves that are issued automatically by Fast Travel system aren't failing anymore.
FIX: Properly handle sprint action when sprint button is pressed. Fixes issue with necessary to press sprint button again after certain gameplay actions.
FIX: Fixes for gamepad crouch button behavior.
FIX: Equipped active skill will now properly retain assigned upgrades after loading saved game.
FIX: Weapon will be now properly holstered after moves like choke, backstab, dropkill.
FIX: Including equipped items when showing 'owned items count' in assemble crafting panel.
FIX: Increased damage for exploding trap, grenades and darts.
FIX: Critical Damage Upgrade now displays stats properly.
QUEST:
NEW: Setting proper dialogue for father after "Petals And Promises" completed and family was saved.
NEW: Unique ferals for "Now Who Is The Crazy One" will glow golden in sense mode.
FIX: Blackscreen after finding Cremmel as last in "Hide And Seek' is no more fixed.
FIX: Objective "Find Crecks drug operation" now displays proper area mappin.
FIX: Clues in "Veil Of Darkness" and "Belly Of The Beast" will be enabled after the quest starts.
FIX: "Taken" quest handles now the situation where Yantar was killed before his sister was met.
FIX: Now refusing deamon in "Exorcism For Beginners" and then talking to it again progresses the quest normally.
FIX: Techrot leak dealing damage deleted from scene in Giant's Graveyard.
FIX: The Birdcage arena keeper cannot be hurt by arena crowd and mercenaries now.
FIX: Removed tresspassing in Mortbane Grove and Voort altar after Voort people take over Mortbane.
FIX: Sanctuary Gate will now open properly after it was enabled by switch.
FIX: "Hunting The Treasure" will now display area mappings around each clue.
FIX: Dead Biomancers clue is now visible after reloading saved game in "The Lost Disciple".
FIX: Exclamation mark added for Idris when collecting reward in "The Lost Disciple".
FIX: Marker for hidden passage added after Mayor tells about it in "Burden of Leadership", if the passage was not opened before.
FIX: Creck cap is no longer taken away after player is stunned in Offle's Slaughterhouse.
FIX: Area mappings added for safes location in "A Great Honour" quest.
FIX: "Gold Rush" area mapping for Our Saviour's Temple nectar will now disappear correctly.
FIX: Quest "The Only Way Out" will no longer fail after leaving Thyra in Warehouse alone.
FIX: Switches with minigames will now be saved properly with minigames available after loading game.
FIX: Birthday boy Ganler is now friendly to player, saving lock is applied for drinking minigame with him in "Cinder Man".
FIX: Safe doors now opened and not interactable before starting quest "For Whom The Disc Tells".
FIX: No longer possible to get a reward for artefact from Lady Firefly and Wave Witch in the same time.
FIX: No more freeze in Elias dialogue after collecting the reward for Kolohawk Matriarch.
FIX: "Cinder Man" quest will no longer falsely fail if Technomagi in Bar are hostile.
FIX: Input lock applied and taken off properly after all crafting ingredients are given to Master Crafter.
FIX: Van Lumier from "A Great Honour" will no longer get stuck on entering ruined wall to the secret vault.
FIX: The Last line in any tailor dialogue will now be spoken by correct actor.
FIX: Acquiring seromile pill from Biomancer Priest from the chapel is now visible in the log.
FIX: Genders of bartenders in brothel and technomagi bar now set properly.
FIX: People to eavesdrop on from "Down The Rabbit Hole" now cannot be hurt by NPCs.
FIX: Birthday boy Ganler cannot be harmed by NPCs anymore.
FIX: Yantar of "Taken" quest will no longer fight with hunters from his camp.
FIX: Disabling question mark mapping on minimap after investigating pylon in "The Lost Disciple".
FIX: Cloyt of "Cirrhoshide" friendly to other bar members.
FIX: Proper interactive dialogue set after drinking contest starts in "Cirrhoshide".
FIX: Offle and Technomagi chatting in yard will not despawn on sight in "You Skratch My Back...".
FIX: Sisters in "Poor Sister Of Mine" can no longer be damaged by traps.
FIX: Vault door will now save properly in "Great Honour".
FIX: It is no longer possible to escape from slaughterhouse during "You Skratch My Back".
FIX: "Poor Sister Of Mine" will progress after user destroyed all traps earlier.
FIX: No more sudden teleport to Vault field after uploading Kade in "Belly Of The Beast".
FIX: "Possession With Intent" merchant's dialogue will now be saved properly.
FIX: Level with ferals in Checkpoint 07 laboratory is no longer falsely loaded.
AUDIO:
NEW: Failed quest status now plays the sound.
NEW: SFX for additional Axe attack animations.
FIX: Audio works properly now in final scene in "Possession With Intent" quest.
FIX: Fixed SFX for deamon in Artee workshop.
FIX: Missing SFX added in "Graveyard of Giants and Men".
FIX: "A Prickly Maneater" wildermage now uses the correct non-verbal sound bank.
FIX: A Smoother audio transition between The Job and The Arrival cutscenes.
FIX: Audio tweaks to Gentleman & Bastard Bar location.
FIX: Crowd cheer now fading out when leaving The Birdcage after the fight.
FIX: Added correct soundbank and sfx for Wildermage dying animation.
FIX: Audio is no longer cut out after completing "Belly of The Beast".
FIX: Applied proper SFX in Wave Witch and Lady Firefly animations.
FIX: Missing audio fixes in "Now Who's The Crazy One".
MISC:
NEW: Item Tooltip is now displaying upgrades statistics as additional for single item tooltip.
NEW: "Delete" key added to PC buttons style.
NEW: New loading screen arts added.
FIX: Texture and model improvements for common armour.
FIX: Missing ladder on Checkpoint 04 added.
FIX: Ladder in Vaetic hideout now works properly.
FIX: Rotating Player's character accordingly to the setup of destination in Fast Travel Maintenance panel.
FIX: Safe in Everglade Swamp in Vaetic camp can now be looted properly.
FIX: Camera vievcones around Warehouse tweaked.
FIX: Port Horizon Warehouse received more hiding spots.
FIX: NPCs in Mortbane Chapel will no longer clip while standing on a higher level.
FIX: Capsules with Technomagi deploying should work properly now.
FIX: Cameras in Warden's Hold warehouse will now ignore player dressed as proper warehouse guard.
FIX: MDD device will now disable power sphere correctly after hacking it with the switch.
FIX: Centered 'Craft item' button in 'Assemble' crafting panel.
FIX: Dialogue frames for the small daemon in DIY quest fixed.
Sincerely,
Fool's Theory & IMGN.PRO
Patch 1.0.5 is available now!
Hi Players,
Today, we are happy to share the news that many of you were waiting for. Following your suggestions, along with many improvements of patch 1.0.5, we are introducing prompts, to show you when the backstab/dropkill can be performed and how effective it will be. Hopefully, it will help you play without unnecessary stress.
From now on, we are focusing on optimising the performance. Please stay as supportive as you always have been!
CHECK OUT THE COMPLETE LIST OF CHANGES:
PERFORMANCE:
Day and night system will no longer cast shadows during the night.
GAMEPLAY:
NEW: Added backstab, and dropkill prompts - the special marker will visualise the window of opportunity.
NEW: Backstab and dropkill prompt will now inform you about the lethality of your weapon's attack.
NEW: Display stat for opportunity damage modifier (backstabs, dropkills, finishers) on weapon tooltip.
NEW: Stash accessible now through every crafting and alchemical station.
FIX: Unified backstab damage. Damage dealt with the backstabbing attack will be the same no matter if the target is aware or unaware of player.
FIX: Weapon opportunity damage upgrades will now add proper damage bonus.
FIX: Due to popular demand monster respawn delay has been made longer.
FIX: Arena champions and keepers have proper attitude settings now.
FIX: Badelisk navigation snap adjusted, so they don't stick to the ground anymore.
FIX: NPC AI teleporting back to the bottom while using ladder no longer appears.
FIX: Changed type of AI Territory volume near Cliffs, so it does not prompt player falsely about trespassing.
FIX: Anim Montages Items fixes.
FIX: NPCs locations adjusted in Artee Village.
FIX: Food machines now should not lose interaction.
FIX: One-sided geometry has proper collision settings now - AI should no longer see you through walls/floors.
FIX: Lowered invisibility active cost by half.
FIX: Increased lining armour capacity bonus.
FIX: Crafting tier III upgrades for lockpicks and driller will now require the II tier upgrade.
FIX: Tier II upgrades for drills and lockpicks will no longer be displayed if Tier III had been crafted.
FIX: Players who crafted Tier II after crafting Tier III will now have proper DrillerTier set.
FIX: Chromosphere radius upgrades will now make its radius bigger.
FIX: Fall damage stat will be displayed correctly.
FIX: Skill passive Fighter will allow displaying enemies' resistances in Sense Mode.
FIX: Armor upgrades for movement speed won't apply the enormous amount of movement penalty for armour parts with base 0 penalty.
FIX: Missing disguises recognitions added.
QUEST:
FIX: Vaetic will now correctly spawn in the "Very Old Friends" quest.
FIX: "The Crucible" Arena Keeper will now properly activate an objective upon returning for reward and not fighting anymore.
FIX: Lady Firefly has now a correct oneliner response after quest resolution.
FIX: Du Motier's doorman now has a proper dialogue response set after you escape the party.
FIX: Adjusted meeting trigger with Vaetic in Prologue.
FIX: Quest "Now Who Is The Crazy One" - mapping handling fixed in Wildermage's Lab, visual error for empty crystal holder fixed.
FIX: "Poor Sister Of Mine" - fix for sister not leaving home after destroying all mines.
FIX: Quest "Very Old Friends" will now properly spawn missing Vaetic in his tower in Everglade Swamps.
FIX: Refreshing Arena Keeper dialogue after winning each fight.
FIX: Quest "Petals And Promises" - will now correctly start after talking to Farmer.
FIX: Quest "Lady's Plus One" - now quest will fail properly after fleeing party without getting artefact first, confiscated weapons will be automatically added to player's inventory after leaving.
FIX: Quest "Petals And Promises" - recovering quest functionality for Players who could not start it properly after talking to Abel.
LEVEL:
FIX: Broken Shortcut - deleted fence which was blocking Players from entering wealthy district in Warden's Hold.
FIX: Ladders should now work all over the map.
FIX: General geometrical bug fixes pass.
FIX: General action point and work item bug fixes pass.
FIX: White plane no longer visible after loading a game straight after arrival at Peh.
SOUND:
NEW: Added Keepers by Miracle of Sound to safehouse jukebox when you finish the "Veil of Darkness" quest.
UI:
NEW: Added new images and videos for tutorials.
FIX: Item tooltip will now display the proper amount of components player would receive upon dismantling an item. For stacks of items, the cumulative amount of components is shown instead.
FIX: Issue with playing a tutorial movie when selecting an entry for the first time should no longer exist.
FIX: Item tooltip resize bug fixed.
FIX: Dialogue speaker names will no longer be cut in different languages.
FIX: New image for cinematic portraits on low settings.
Take care! IMGN.PRO and Fool’s Theory Team
Patch 1.0.4 is live!
Hi again!
We're back with some changes and new fixes. The whole team put all effort into making Seven: The Days Long Gone better for you, so these last couple days we've been focusing on adjusting the sneaking mechanics to make it more user-friendly. By the end of the week, we expect to have an update ready that will address the gameplay and interface mechanics of back-stabbing enemies.
In the meantime, here is the rest of 1.0.4 changes:
Performance:
FIX: Optimization of determining attitude between teams.
FIX: Disabled Oculus Rift integration. Oculus headset should not capture audio anymore.
Gameplay fixes:
NEW: Show all available skill upgrades in skill panel (incompatible upgrades are greyed out).
NEW: Show base health and energy statistics in equipment panel.
FIX: Crouch will now be retained after climbing.
FIX: Crouch will now be retained after backstabs.
FIX: NPC AI behavioural reaction pass - NPC's will not be as sensitive to noise as before
FIX: Multiplying loot in Environment Puzzle with rotating cubes is no longer an issue.
FIX: Guards routines adjusted with spawn points at Checkpoint 02.
FIX: Visa Scan Drones have been turned off until their AI problems are solved.
FIX: Status effects displayed as white rectangles on HUD no longer present.
FIX: Lowered tall grass meshes to avoid confusion if it is sneaking spot. Added foliage footstep sound to tall grass.
FIX: AI Unit fixes for Technomagi in Warden's Hold bar, changed profile.
FIX: Removed improper action points for ghouls in Warden's Hollow.
FIX: Hard landing of player character no longer cancels crouch.
FIX: Disguise functionality added for Zealots and Warehouse guards in Warden's Hold.
FIX: Merchants friendly to each other - no more wild brawls in the merchant areas ;)
FIX: Input will no longer block on being hit by stun attack while using a ladder.
FIX: Overweight problem caused by obsolete hidden syringes no longer occurs.
FIX: Added missing tooltip stats to chips, abilities and weapon upgrade.
FIX: Displaying inappropriate attribute values in the character panel.
FIX: Weapon Upgrade Sight tooltip icon added.
FIX: NPCs stay asleep longer after choking.
FIX: Thief Lining Upgrade stats corrected.
FIX: Backstab bleeding, and energy drain tooltip icons added.
FIX: Jumpthrow upgrade tooltip icon added.
FIX: Removed choke push counter-attack on released input when choking an enemy.
Quest fixes:
FIX: "Master Brewer quest in Lewmer", one mapping added for the shrine, so it is easier to find.
FIX: "Butch's Day Off" listener (Butch released scene).
FIX: "Now Who Is The Crazy One" rotating crystal was not behaving properly upon loading a save game.
FIX: "What a Pair" - added feedback to player log about payment for returned socks.
FIX: "Exorcism For Beginners", fire burn area now playing proper fire sound.
FIX: Correct audio cues connected in dialogue with Ilsa in "Petals And Promises".
FIX: Patrol in Grukbara Mansion won't be running around anymore, they do patrol with their regular speed.
FIX: "Deep in the Mire" daemon has a proper response voice set now.
FIX: "Prickly Maneater" portal working properly, quest blocker removed, now it is possible to get back.
FIX: Removed blocker on dialogue with Drax during the "Wanted Man".
FIX: Biomancers removed from Mortbane after it was taken over by Voort followers.
FIX: Headhunters despawned after meeting Drax in "Wanted Man".
FIX: Teriel falling properly into the trap during the "A Wanted Man" quest.
FIX: "Exorcism for beginners", an old unused lamp was deleted.
FIX: "Petals And Promises", the merchant could no longer turn hostile after dialogue with him.
FIX: "Cinderman": Improper option to ask before the reward after getting rid of Cinder Man removed.
FIX: "The Vault", Final Artanak dialogue flow fixed.
FIX: Turned off Headhunters inside Warden's hold - too much mayhem caused by them, can still be found hunting for you in other areas.
FIX: It is no longer possible to exit the Artee village with the elevator staying on top.
FIX: Deactivated wall clock clue in Mayor's house can now be interacted with upon reaching Mayor without investigating the house.
FIX: Warden's Hold Master Crafter and Master Brewer are no longer turning hostile over and over again after entering their workshops.
Audio fixes:
NEW: Laughing reactions SFX.
NEW: SFX for tech rot leak devices added.
FIX: SFX fixes added to "Wanted Man scene.
FIX: Mixed properly cargo arrival audio in Safehouse Cutscene.
FIX: Replaced erroneous "planting charges" SFX with correct "syringe bandelisk" SFX in "You Skratch My Back".
FIX: Lewmer Cliffs Cue concurrency fix - now only single Cue is played resolving loudness issue.
Misc:
NEW: Save file details are now displayed on death screen.
FIX: Spelling errors in credits corrected.
FIX: Accessing not allowed panels using key shortcuts disabled.
FIX: Few NPC locations adjusted in Warden's Hold.
FIX: Duplicated gate removed from the scene in Warden's Hold.
FIX: Adjusted hunters locations at Hunters Camp in Everglade Swamps.
FIX: Smaller spawn trigger for spiders near Hunters Camp in Everglade Swamps.
FIX: Bandelisk navmesh snap parameters tweaked.
Take care! Jan, IMGN.PRO and Fool’s Theory Team
Patch 1.03 is live!
Hi Everyone,
Patch 1.03 is live!
We wanted to take this opportunity to thank all of the players who want to help us make Seven: The Days Long Gone better. As a small team, we're doing everything we can to solve the issues raised. Just a quick note: we have seen the feedback regarding clunkiness of some stealth features and are actively working to address them. This patch brings some of the fixes into play, but expect more to be deployed this week.
We're still working on disabling the Oculus plugin, and making climbing more user- and stealth-friendly, so any feedback regarding this fresh patch will be greatly appreciated.
LIST OF CHANGES:
Stability:
CRASH FIX: Fixed crash on game start.
CRASH FIX: Fixed crash on applying gameplay settings.
Gameplay Fixes:
FIX: Player stash can be accessed in fast travel panels upon unlocking branch it's connected to + proper stash present in Savaash's safehouse.
FIX: Using skills will no longer cancel crouch (i.e. you will stay in crouch if you use the Flash skill).
FIX: Fixed character uncrouching after throwing items when crouched.
FIX: Uncrouch will no longer occur when weapon swapping or unholstering.
FIX: Landing doesn't cause noise anymore - sneaking around should be easier now and not alert guards as much.
FIX: Gas Mask missing stats fix.
FIX: Movement Speed now displays 100% if not wearing any armour.
FIX: Movement noise armour lining upgrade proper value display fix (Armour upgrade movement speed penalty stat was multiplied by 100 in the character panel).
FIX: Bug causing movement noise is multiplied by 600 (hence making you very, very loud) was removed.
FIX: WHEN DISGUISED (as a technomage, biomancer etc.) guards will get suspicious if you get close to them in public areas and will follow you in private areas.
FIX: Stun Batons energy cost fix.
FIX: Blocked using abilities and usable items when stunned.
FIX: Lootdefs of merchants and vending machine tweaked - removed unique champions weapons, added listed junk items to the vending machine.
PARTIAL FIX: Teriel will retain crouched state upon climbing on the smaller obstacles. Jumping up and climbing higher barriers WILL STILL CANCEL CROUCH - but we are working on a fix, and hopefully, this will be addressed by the end of the week.
Quest:
FIX: a save/fast travel bug where the gate would stay closed if you teleported out of safehouse before finishing the opening animation.
FIX: Distillery not activating in "You Skratch my back ..." quest is now accessible and can be completed.
FIX: changed method of rewarding player from appending items to giving reward via proper reward block.
FIX: Lock Complexity set to 0.4 during "The Only Way Out" quest so you can access the room without the top-tier driller upgrade.
FIX: Nectars added to the prologue to eliminate the bug with unequipping your skill.
FIX: Arena keeper dialogue "Forged in the Crucible" quest was charging extra money without it being written in text, so player got confused when they could not start match properly.
FIX: Fixed bug with the Thieves during the "Thick as Thieves" quest - they would attack you if you would finish the quest while crouched, now they act normal.
Misc:
FIX: Achievements for pickpocketing and placing traps fixed.
FIX: Wrong achievement granted - EMP does not give you the Master Of Matter anymore.
NEW: Implemented 'Through the veins' achievement.
NEW: Implemented 'Collector', 'Power of gods', 'Goldrush', 'Improvement' and 'Know-how' achievements.
Level:
FIX: Broken Ladder deleted from safehouse (unnecessary old prop)
FIX: The Duplicated gate in Warden's Hold. Deleted copied gate.
UI:
FIX: EquipmentPanel: fix for statistics names cut in several languages.
FIX: The added display of movement speed statistics for passive skill upgrades.
FIX: Visa zones shown by default in world map panel.
FIX: Added controls label for show vision cone.
FIX: Refreshing overall capacity display whenever it changes.
FIX: EquipmentPanel - items list updating fixed.
Graphical:
FIX: Reduced flower movement in response to the player in an indoor bush.
FIX: Lowered brightness of Technomage's energy shield.
FIX: Fixed too bright Player portrait in the equipment panel with low graphics quality preset.
MOD: Improved visual quality of map in "Memory Lane" quest.
Audio:
FIX: Removed gas_loop_Cue playing all over world map.
FIX: The corrected audio balance between Mechs and the rest of the enviro.
FIX: Dismantle item SFX now under 50% of original volume.
Take care! IMGN.PRO and Fool’s Theory Team
UPDATE - Steam Cards activated!
Hello Players,
Some of you might have discovered that there was one more update which was not described by in the announcements. Quietly, we managed to introduce:
7 cards,
4 profile graphics,
5 emoticons.
Hope that you will like them. Just wondering, who is going to find them all first ;)
Take care! Jan, IMGN.PRO and Fool’s Theory Team
Update - issue with AZERTY keyboard is gone!
Hello AZERTY Gamers,
If you experienced a problem with rebinding your keyboard keys, then it's a song of the past now! You can set the sense mode as a preferred key right now and fully enjoy the life of a master Thief ;)
Please let us know if we can do anything else :)
Take care! Jan, IMGN.PRO and Fool’s Theory Team
UPDATE - Fix for AMD CPU issue is live now!
Hi Players,
We just released the fix for the known AMD CPU's issue. It was causing the animated cutscenes to stutter and crash the whole game. Please download the latest update and let us know if it solves the problem for you.
Those of you who deleted the movies, please run the verification of the local files on Steam.
- right click/properties/local files/check files integrity
Take care! Jan, IMGN.PRO and Fool’s Theory Team
Seven: The Days Long Gone is out now!
Hi Players,
Redefining exploration in the 3D isometric RPG genre with first ever Climbing System, SEVEN: THE DAYS LONG GONE is now available on Steam!
The long wait is finally over and to mark this occasion, we are sharing the newest trailer, giving you the possibility to find out about the basics of the story. Enjoy watching it and let us know in the comments section, what you think about the plot after playing the game.
https://www.youtube.com/watch?v=wbmkXiJVjr0&feature=youtu.be
PS We have first 2 reviews: GameStar 84/100 and WCCFtech 8/10.
Take care! IMGN.PRO and Fool’s Theory Team
New combat trailer is ready!
Hi Gamers,
Today, we released the third in series of game mechanic trailers for their Thief-inspired 3D isometric cRPG, SEVEN: THE DAYS LONG GONE, which launches on Steam on December 1, 2017. The first game mechanic trailer was for the first-ever climbing system for an iso-RPG. The second dealt with stealth and sneaking. The new trailer deal with COMBAT!!!!
In SEVEN: THE DAYS LONG GONE you play as Teriel, a master thief. As a master thief, players must sneak around sneak around, leveraging environment and lighting, smoke screens, traps, using parkour skills and the first ever climbing system to avoid detection. But sometimes, even the most carefully laid plans fail. What happens when Teriel cannot talk his way out of a tight spot? Then he must let the steel do the talking. Teriel can use one-handed, two-handed, dual wielded, range, and energy weapons as well as some devious contraptions crafted by his own hands. Combined with his amazing ability to move and his lethal supernatural powers, Teriel can be a deadly force to reckon with.
https://www.youtube.com/watch?v=K8Nuuep1zlc
Take care! IMGN.PRO and Fool’s Theory Team