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Genre: Adventure, Indie

Sir, You Are Being Hunted

An Update About The Next Update

Hello! We're breaking cover to tell you what's going on with the next update. Unfortunately it looks like it's not going to land until the end of January, and the reason for this is that we had to do a third major pass on animation. Yes, that old chestnut landed back on our To Do list because of the planned content for the next update, which includes this guy.

The rider is coming!

We had to revamp the animation process to get the best out of our lovely animations for him, which had the consequence of improving animation for all the NPCs. Which of course meant dazzling new bugs for each NPC and, well, you can see why this one might take a bit longer. The next update has a few other things going on, too, including more gamepad fixes, TrackIR support, and a lot of back end tweaks. After that we'll be visited by The Landowner, and then on to the Castle Biome, and some tools for world variable fiddling.

The other reason this looks like a long gap between updates is that we took a bit of time off over Christmas. After working flat out for eighteen months it seemed like a good idea to rest up, but Tom didn't exactly do that, and ended up finishing off one of his early procedural generation prototypes, a racing game. You can pick that up for free over here.

As usual, you can come talk to us about anything at all over on the forums.

Cheers!

December's Festive “Teapot” Update

Welcome to the December update! And here's a video:




IMPORTANT NOTES:
* This update will break your saves. Also, savegames now version controlled. The game won't try to load incompatible saves (this does not mean every new update will break saves, but will stop the game just hanging IF the save is incompatible).

Changes

Axe impact logic totally reworked. Much easier to land a hit now.
- NEW – Alarm Clock timer now settable with Right Mouse (default key).
- NEW – Volume slider for overall game volume added.
- NEW – Controller support for player control. Menus/Inventory still require mouse.
- Scanner now creates noise AI can hear when turned on. You have been warned...
- NEW – Pheasants. Can be shot and cooked. Startle easily.
- NEW – Rabbits. Can be shot and cooked. Or just cuddled.*
- NEW – AI 'State' indicators. Can be toggled on/off in Game Options. Show the current behavioural state of an AI. - This will be anathema to many, but we urge you to try them for a while if only to give us feedback. NOTE: "Used Indicators" will be logged on your stats even if you only have them on for a second.
- Increased despawn timer to 500 seconds. You now have lots of time to find those bodies...
- Reworked Cooking fire spawning. Fires may appear in slightly different positions than you are used to now.
- New lootable items added to certain locations where previously there were none.
- Axe Impact now creates noise AI can hear.
- Pub origin lowered. No more huge step up into pub (was a trip hazard for the inebriated).
- NEW – Wild mushroom gathering. Mushrooms now spawn and respawn periodically in certain locations on the ground.
- NEW – Blunderbuss. New equippable item.
- NEW – Poacher NPC.
- Changed spawn logic for scarecrows to prevent them dropping on top of telepieces.
- NEW – Professions. You can now select a Profession at the start of a new world. This defines your starting equipment and will be logged on your stats screen.
- NEW – Added more infographic tooltip thingers.
- Tweaked some loot distribution values.
- Broken Shotgun/Blunderbus now labelled 'Junk' not 'Dubious'.
- Some AI-hearable volumes for a number of items tweaked (bottles made a bit louder, etc).
- Sundry tweaks to the “release schedule” for AI, bot state variables.
- Reworked LOS scanning for more reliable cover detection in wooded areas.


Fixes

- Fixed potential crash issue on Linux
- Text for a number of books de-typoed.
- Slag heaps in Industrial given foundations
- 'Network Adapter/Hamachi bug' fixed
- Can now use “Interact” key on a trap you are caught in to access pliers (previously had to open inventory with - “Inventory” key while looking at trap...
- Fixed several issues with dog-pinning event. Can no longer kill dogs with axe while pinned, being pinned with a window open no longer breaks...
- Fixed issue where bots fighting could shoot ravens off camera, throwing errors.
- Fixed issue where LODed AI were trying to access deactivated objects.
- Fixed issue with Trombone loot failing to spawn.
- Fixed an issue where Bog Monster took forever to depsawn...
- Fixed issue where Scarecrow loot not being saved could prevent a saved game from loading.
- Fixed issue where dying did not always drop the camera to the ground.
- LODing added to various elements that had non. Deployables, mushrooms, ragdolls etc...
- Fixed serious issue with some object not blocking pathing grid during generation.
- Fixed issue where bots could spawn inside chapels.
- Fixed issue where bots could go off pathing grid and into water.
- Fixed issue where scarecrows could tele-follow you into water.
- Fixed issue where traps and other deployables could fall through bridges.
- Clamped impact camera wobble to prevent crazy swinging when taking massive damage.
- Fixed pixel lines on several textures (barbed wire, menus etc).

The Bug Hunt Continues...

Hello folks,

You'll notice another minor update patching in at the moment. This fixes the ammo stack bug, and also changes some code to address the "Loading Regions" bug. If you still get this after the update then please, we need your logs over on the forum: http://www.big-robot.com/forum/forumdisplay.php?5-ALPHA-FEEDBACK-The-No-Longer-Secret-Early-Access-Forum

And this is how to find your logs on various OS: http://www.big-robot.com/forum/showthread.php?871-Where-to-Find-Your-Debug-Logs

It'll be a few weeks before another major content update, but it's going to be a big one. Stay tuned!

-BR

Some Quick Fixes: Pumpkin Plus Micropatch

Hey Everyone!

Just a quick patch today to fix some of the issues listed below. The most important of these is that we fixed a crash bug on Linux and OSX systems. If you were having trouble with the game please try again now!

Cheers.

Hotfix changlelog 0.6.4586 "Pumpkin+"

Changes

* Randomised starting Biome set
* Guns now reload fully, rather than simply loading whatever was in the ammo clip (which may have only had 1 round left). Will now take additional round from other clips if available.
* Slight loot tweak to pubs.
* Bog creature attack intervals tweaked


Fixes

* Fixed loading crashes on some Linux and OSX systems
* Scarecrow Lootbox now take only (could deposit loot in his disappearing corpse!)
* Maps now no longer maintain old makers between worlds
* Jetties now have fewer ramps (attempt to fix vert limit which causes invisible jetties on some machines)
* Tiny magenta log removed from back gardens...

An October Event: The Pumpkin Update Is here!

IMPORTANT NOTES:
* This update will break your saves.
* The option for 32-bit version on x64 Windows is now on right click context in your Steam client.

Hello.

Another big content update this month! This phase is all about adding in loads of cool new stuff, so we hope you're enjoying it. Pumpkin contains an entire new environment, and two NPCs. As ever, though, we want feedback.

We're up to our sixth release already, and we need you guys now more than ever. Test the new stuff. Talk to us on the forums. We really need your help to get all the new content from these last couple of updates properly integrated and balanced.

The changelog is below and is clearly somewhat shorter than last months epic, but that's largely due to the sheer effort involved in producing the main highlights this month, namely: two new enemy types and a whole new biome to play in. There were, of course, myriad bugs associated with adding these features that were squashed but don't appear on this list...

But that's not all we've done! Veterans may find the switcheroo we've performed with Inventory and Loot window positions a bit of a shock, but it's definitely a better layout. We've noticed a lot of people on Youtube (and at the Eurogamer Expo, yeah we crammed a huge, four-day game show in this month too...) assumed the window on the left is the Loot they've just accessed, and the window on the right their inventory. Probably because Westerners tend to read left to right. So we've switched 'em. Once you get used to the switch it's much better, for slotting equipment if nothing else!

Other than that the loot tables have once again had a total reworking. Loot is now much more in keeping with pre-Haggis levels. If your first experience of the game was last month's “Dead Haggis” update you'll probably find food and good loot seem terribly rare by comparison, but it's much closer to the balance we want. Hoard those bandages, stockpile that food...

Finally there are the usual clutch of bugfixes and tweaks to explore, so get stuck in and get posting!





CHANGES

* NEW – Balloon spotlight can now be shot out. Repairs after X time.

* NEW - Industrial Biome

* NEW – Scarecrow enemy type

* NEW – Bog Creature enemy type

* Inventory/Loot window positions reversed.

* Scanner Range increased

* Loot tables reworked

* NEW – Loot items now have additional tooltip info. Items now colour-coded for quick reference.
* Deployable/Throwable items no longer appended with nonsensical “with x rounds” tooltip.

* Fires should now drop to terrain surface rather than appear buried or hovering...


FIXES

* Fixed binding issue with keys and drop down menus.

* The “Use” key can now close the boat menu as well as open it...

* NPC's now investigate 'continuous' sound sources (train, alarm clock, fires, squeaky signs) without freaking

out when they get there...

* Squire should no longer be found flying next to big tree in village centres.

* Fixed issue with aiming accuracies not applying properly when zoomed.

* Fixed an issue where bots could spawn in very close to your starting position and insta-murder you.

New Build! The “Dead Haggis” Update

Here's a video that covers a small fraction of the new update, or you can read on below for the full lowdown:    


We've changed and added a massive amount for this, so we're going to need you to get stuck in and let us know how it all feels.

The other big change is a total reworking of the equipment management The new system allows you to drag and drop equipment to 'slots' which you can then bind to whatever key you like, rather than being hard bound to a key.

On top of that we've done a lot of AI tweaking for the hunters. This has mainly been about making distraction more reliable. It's also allowed us to bring back interbot combat. Listen out for distant gunfire, because their duels are fun to watch!

We really, really need your feedback to knock the new loot tables into shape this month. Help us by posting your thoughts on loot distribution in the official feedback forums.

IMPORTANT NOTE:
* This update will break your saves. Sorry! We had to do it.

Changes

* Hunter Investigate and Searching State viewcones are reduced. Bots now have less peripheral vision when investigating stuff . This makes distraction more reliable, and bots also won't be able to see you out of their ears anymore...

* NEW - Equipment Handling redesign. Slot-based equipment assignment.

* NEW – Toy Train deployable.

* NEW – Alarm Clock deployable.

* NEW – Map Item. You can mark three waypoints on the map and they will show on your compass. Click on the map to set the markers. By defauly M is the map key.

* NEW – Scanner Item. Guides you to nearby telepieces.

* Compass now shows 180 degrees, not 360. Waypoints stack at edges if they go behind you.

* Some bots have quit smoking.

* NEW – Playable Trombone. Change the pitch of your warbling with the mouse scrollwheel.

* Increased Inventory size by one column. Experimental to accommodate all the new kit.

* NEW – Sir/Madam now receives a Visibility bonus during night hours.

* NEW – Idling hunters can now drink tea, show off trophies to each other.

* Camera no longer sways when crouched and static.

* NEW - Dramatic skies. Or is that melodramatic?

* Braver ravens. Less cowardly corvids.

* NEW - Loads of new food and bric-a-brac items.

* Loot tables totally redone from scratch. Will be a bit unbalanced this update.

* NEW - Inter-bot combat. Occasional fisticuffs between bot factions.

Fixes

* Fixed some Z fighting on House2 model

* Cursor no longer locked to centre on end game stats screen.

* Fixed issue where clicking Continue on non existant worlds could hang hang the game.

* Fixed issue where you could charge up a megajump while in water.

* Fixed issue where having anything other than Mouse 1 as your Drop Down menu button broke those menus...

* Squire ragdoll doesn't start in T pose anymore.

* Getting pinned by a dog now closes any open loot windows.

* Fixed issue where leaning would stop you moving, but the Vis meter did not register the change in speed.

* Leaning no longer rotates the moon. :(

* Dying with a window open (reading a book/letter/tooltip) no longer messes up the death screen.

* Fixed issue where falling into water delayed the fall damage until after you reached dry land.

* Player Health/Vit stats are now displayed correctly when you change islands or load.

* Fixed issue where graphics options were resetting on load for some users.

* Pub sign pulled in a bit to stop clashing with some walls.

* Attempted fix for centering issue in windowed mode on multi-monitor setups.

* If you kill a dog just as it pins you, you should no longer remain pinned.

* Telepieces now all have sound effect.

* Trapped camera wobble now correct length

* Squires no longer aggro when you collect a trap

* Fixed serious glitch with Hunter sound investigation. Bots should now investigate sounds much more reliably.

Patch Next Week: It Will Break Current Save Games, Plus Trombone Video

Hey everyone!

Just a quick announcement that there will be a save game breaking patch early next week, which will mean you have to start new games. Tonnes of changes and new items in this one, and that means the inventory system has been completely refreshed - save games will not work! So get any current games wrapped up if you don't want them forever incomplete.

We'll post the full changelog next week - it is gigantic - but for now here's a look at the forthcoming first-person trombone being used in combat:



And since this was filmed with have been informed by trombone experts as to the correct orientation of the animation and holding of the instrument, so when you see it in game it will be correct!

As well as comedy distraction tools to buff up stealth, this patch is mostly about stomping bugs and changing item handling systems, which I'll explain in a video next week.

Late October will see the next biome and NPC update, with industrial biome and some of the scarier NPCs arriving. Exciting times.

Cheers!

A Handsome New Bugfixing Update, Plus: Leaning!

Hello!

The first major alpha update is here. Mostly fixes this time, but also a totally new keybinds system, and leaning. LEANING!

IMPORTANT: If you experience issues with controls or settings, please delete previous save games in the "sir_alp" folder in your root menu. On Steam that's in Steam > Steamapps > common > SirYouAreBeingHunted > sir_alp

This is a much smaller update than the closed alpha backers may be used to in terms of content. That's because this is more to address a number of frustrating/game breaking bugs than to provide new toys. That said, there are some new things to check out. You can expect content patches in September and October, and the months following.

As before, please report your experiences with features and bugs in the forums.

Changes:



*Kill layer added.
*Roadside furniture should no longer spawn in opposite pairs.
*Pub sign needs oiling.
*Streetlights shatter more pleasingly.
*Several Bot audio detection functions reworked. Bot's should be easier to distract.
*NEW - Simulation now fully paused when alt-tabbed.
*Dog visor angled down slightly, less kerraazy bouncing.
*Bots who are guarding an item will now go into a searching state after investigating noise. Previously would instantly return to guarding upon reaching the source of the sound...
*Graphics are now set to High by default.
*Balloon can no longer see through hard cover (buildings, trees). Can still see through concealment (grass, bushes).
*NEW - Lean function. You can now lean (default Q/E). Leaning even gives a small cover bonus. Please report feedback on this.
*Save slots now stamp the last time a save was modified, not when the world was created.
*Supermassive Screenshot dump now only 2x resolution (was 6x!). Now saves to a file with a time stamp.
*NEW – Totally reworked key binding system. You can now bind any key or mouse button to any action. Controller buttons will work too, but not axis atm.
*Hunters now flee slightly slower. Slightly easier to hit a fleeing bot with the axe (axe still needs work however...).
*Intro music volume reduced until we have proper sliders...


Fixes:



*Loading Regions (game hangs without loading) bug fixed. This was to do with an underlying Unity issue to do with network controllers apparently being referenced out of context. Should be fine and dandy now.
*Killing dogs in Linux should no longer crash the game...
*Fixed major issue where non-English system languages resulted in control issues. All non-English users would have been affected by this bug until now...
*Empty weapons don't magically gain some ammo when reloading a scene.
*Dog will now release you if killed while pinning.
*Swimming while intoxicated should no longer remove water effect.
*Fixed Screen flicker on resolution change.
*Fixed several issues where pieces were spawning inside Village Centre objects. Still may be cases of pieces spawning in trees/sheds. Please report these if you find 'em.