This is an update that most importantly fixes a few crash bugs we found in the online multiplayer that stopped the player being able to move properly, and in very rare occasions even fall through a perfectly good floor (I blame shoddy wretched workmanship but it might have been a code error)
Some other tweaks to make things a little nicer and smoothing that no-one will notice except us.
We're working on matchmaking and mouse controls for the lobby screen still (It's worth noting if you switch to mouse in game it should be fine. It's just the lobby that we need to sort)
We are aware of the "Development build" text down the bottom right. This is just cause by the Xbox One plugins. We'll get those ripped out and do the next build without it. Just our silly mistake but should have no effect on you guys.
Cheers again for listening and supporting our game.
Online Multiplayer (Update 1.0.1.1)
Hi Everyone.
New version today. (1.0.1.1)
But I’m sure the only update a lot of you guys care about is the big ugly BETA sign on the front end. Sorry this has been a longer time coming than we wanted but the first version of online multiplayer is here. It currently only supports controllers for the lobby, and friend invites, but mouse support and Matchmaking are coming in the next couple of weeks.
Please don’t hesitate to report bugs in the “Online Bug reports Please” thread if you are kind enough to try it all out.
There are a lot of other little changes too. Hopefully a fix for a crash on some people’s machines when playing the DM but don’t know for sure), A.I. tweaks, input bug fixes, and a couple of purely aesthetic changes such as the Tavern/Dungeon story mode button.
Thanks again for all of your support and patience. I just wanted to put the BETA multiplayer in to show you all we have been hard at work doing it and haven’t abandoned things like our general silence might of implied.
Enjoy the Steam summer sale everyone.
Update: April 20th
Hi everyone,
First things first. We want to apologise 1: for taking so long to get the online multiplayer working. It's getting there, but still a few tricky bits to iron out, and 2: for recently breaking some stuff for some of while we were updating things.
Today's update should fix those problems and also a couple of other things like making the style toggle on the story screen twice the size.
Hopefully we will manage to avoid further injury and illness in the near future. Thanks for being patient with our silliness.
Update 21 March: This is not the update you are looking for.
We're still working hard on online multiplayer. The game seems to be working now, but we have to do lobbies, invites, and steam integration before we can turn it over to you guys. Sorry if this is taking a bit long for some of you.
We thought we should update with a bunch of the other fixes we've done, and we'd list them all if we had taken notes or could remember. Still, here are some that we do know.
@ A.I. is smarter, and faster now. This does make the game a little more difficult, but mostly it just makes the A.I. turns faster and not kill the framerate.
@ Lighting and ambience in dungeon mode has been updated. It has a tiny bit more colour in it with some faint reds in the darkness and varied specular on parts.
@Multiple crash scenarios have been found and fixed, Mostly found in online multiplayer testing admittedly but they apply to local multiplayer and often single player too.
@Top Left help box now split the help in 3 messages to make it easier to read. Some people may like this, some may not, most probably won't care.
@Level 9 now has an extra story slide in it so it's not as confusing switching from Chantelle, Ashon, Meu , and Yokusel in level 8 and the level 9 cutscene, directly into level 9 with Rojef.
@ score reporting in multiplayer has been updated so it's easier to understand the scores when looking at the game info screen. Also slightly adjusted sudden death scenario so it shows why a team won as soon as sudden death started (The other team died on the last round)
@ Projectile code has been fixed so they are easier to see and look better
@Other fixes and tweaks that we've no doubt forgotten since we're just changing loads of stuff as we make the multiplayer work.
Thanks again for all you guys who have supported out game. Without you we'd be nowhere.
Update: Jan 15th.
Hi everyone.
Belated happy new year, or in the case of some of you who may be beer guzzling monsters, just happy new year since you are only now waking up from the hangover.
First off. Apologies for the big file size of the new download. The bulk is mostly infrastructure to do with network multipalyer. It's coming along nicely and if you want to try and find out more about it go read our blog.
http://thelivingdungeon.com/dev-diary/
I did say "try" because all you'll see there are a couple of network game screenshots and copious amounts of finger poop also known as me blogging nonsense.
Current build does have a number of noticeable updates however.
Minor bug fixes
Team colours button now functions properly during a multiplayer match.
Lighting adjustments
Improved lighting for throughout game. Was found to be quite dark with a lot of contrast and redness on the default settings of several TV’s.(Samsung LCD especially)
Specifically…
Tavern brightened and warmed(less red) with improved shadows
Dungeon brightened for better visibility of both the background and the board.
Front end brightened and made less red.
Character viewer brightened.
Text legibility and help improvements
Help text in corner has been made larger with more contrast.
All other buttons have increased contrast (brighter paper)
Additional tutorial help has been added for camera controls in level 2 and 4
Other graphical fixes
Crease on Meru’s arm fixed. (Weird armpit)
Rojef’s shiny eyebrows fixed (No seriously. Look at him in the character viewer if you have the old version)
Chantelles breasts made less shiny. (They were almost literally headlamps)
Admittedly some of these updates were specifically implemented for the XBox One version, but we just liked them on the PC as well so we put them in. Hope you don't mind.
As always, fire a mail to support@radiationburn.net if you want to make any suggestions, complaints, inappropriate sexual innuendos.
One final note. It's not a steam game, but if you have a phone or a windows 8+ PC, you can now get our last game "BOOMBA!" for free. When it asks you to buy the level pack the price will be 0.00 your currency.
http://www.boombagame.com/
It's nothing like The Living Dungeon but go have some more fun. It's free.
Update: Dec 17
Hi Everybody.
We just updated the game a little.
Only thing anyone should notice is that the Merc voice acting for level 1 has been updated with more sensible voices.
there are a few minor graphical fixes as well.
mainly working hard on making the game network multiplayer. It's admittedly progressing slowly, but it's progressing and that's a good thing.
Unrelated to this is that we still have about 30 codes for the DLC. So if you have the game, but not the e-book (the DLC). E-mail mail us. Tweet at us, or facebook us and we can give you a code. It's a good read.
If we don't manage to do a specific post (probably because I'm busy playing games), then we wish you all a very merry Christmas, winter solstice, Star wars holiday (is anyone putting a deathstar on top of their tree this year?).
More stuff and things will happen in the new year.
Update: Dec 3rd
Hi everyone. A few of you eagle eyed types, noticed that the game updated yesterday.
It's just a small update.
The first version of the reference manual can be found in the pause menu. So if you want to pause and have a look at what you need to kill something or how you might die, that's in there.
Planning to add reroll help on a page there as well but haven't finished that yet.
Anything else people want in the manual. Just ask and we'll see what we can do.
A few other bug fixes and tweaks, but nothing of note. We'll continue to do little updates while we work on the network code.
All the best to all of you.
Graham and Chantelle.
Update: 23 Nov.
Hey everyone.
A few simple tweaks today.
Smoothed out the camera as some people found the flipping/rotation camera to be a bit jerky.
Multiplayer is the default main game option now. This is just because the game is primarily a multiplayer with friends game, and we don't want to make people think the single playing is the main thing about the game. It isn't.
Also laying groundwork for some future updates
Thanks again for all the support.
Nov 19 Update
Hi everyone.
A few small updates.
The Skip cutscene prompt is now more visible, so that it's more obvious you can skip the cutscenes once loading has finished.
Particle effects on dice are updated to all be the same.
Level 17 has been made easier.
Other minor tweaks.
In game manual isn't quite ready yet. Sorry about that but it's going to happen soon.
Persistent camera in some modes will take some more time also.
A note for people who for whatever reason are not getting updates. Steam shoulf let you manually get it, but ff Steam is being awkward you can copy out your save data from here...
C:\Users\YOURNAME\AppData\LocalLow\RadiationBurn\
Keep in mind that AppData is a hidden folder by default so you'll need to click on.
You can then delete your local content and redownload the game.
Hope that helps.
Thanks again to all of you who are supporting this game as it grows.
Nov 05 update
Hi Everyone.
Another small update with number of fixes or changes.
Fixed A.I. hang in multiplayer where the character couldn't decide on an action and the game did not progress.
Fixed: Other minor issues that we or players noticed.
Change: There is now no timer in puzzle levels. Multiplae requests for this.
Finish fixing 16:10 res issues.
Still to do. Speed up A.I.
Bug Microsoft and Unity to try and get a workaround for Win 10 Xbox One controller issue.