Our main focus this week was on improving the readability of the UI, mostly by looking at color, contrast, and the way fonts are rendered. On the gameplay side, we made a change to way torches function: one torch is now consumed when time passes after you lit one. On top of that, we’ve managed to address most bugs that were reported to our discord.
Gameplay Changes - Tweaking the UI for contrast and readability. - Pushes the generation points of lone, large trees towards the northern edges of the ‘room’ so that they don’t obscure the level as much. - Torches are consumed when you use them: if you lit at least one, a torch is automatically removed from your inventory when time passes. - Strips of cloth and torches are more frequently encountered as trading items. - Making more clear how encumbrance for an individual item is calculated.
Bug Fixes - Magentol generators deal with stacks correctly. - Adds missing inspector texts for stasis fields and magentol generators. - Strong winds no longer prevent you from using a vantage point. Fog, rain and snow will prevent this, however. - When the Unformed Labyrinth is outside visual range from the spire where you can detect it, you spot it nonetheless. - When you split a stack of food when trading or interacting with containers, regional effects are ignored. - When defeating a boss the correct encounter is informed of this feat. - When trading away an item that was used as a preset, the preset is cleared correctly. - You offer water bugs to dandelions one at a time. - Raaf is more mindful where they summon helpful items such as a rope or a lock pick. - Torches stack once more. - When you pick up a bulky, stacking item when you are almost encumbered, you are not encumbered incorrectly.
Patch 1.6.11 Replaces travel hazard levels with travel fortune effects
This patch fixes a couple of bugs and makes a couple of quality of life improvements. The biggest one would be a redesign of the ‘hazards’ travel fortune. Instead of a small level you need to navigate it now is a significant travel effect which is much quicker to resolve.
Gameplay Changes - Innkeepers and roadhouse keepers have a much better chance of selling cooking gear. - When you rest at an inn or another similar safe spot, you automatically refill your water skins. - Haven now has a well. - If you are in a settlement you can start traveling directly from the map. - Hazards have been reworked into a significant, hard to counter map effect instead of an en-route level that acted too much as an annoying speed bump.
Bug Fixes - Roots triggered by other creatures don’t always increase the ‘angry flora’ threat. - Fixes issue with passages to other levels on the ‘northern’ edge of a map (caused issues in lake levels, the garden of Yendor and other locations) - Creates enough room in the small rooms of Marang ruins to fit both a teleporter and a forge. - Replacing a missing staircase in 1 out of 9 Marang keeps. - Cleaning up the controller button prompts on the map.
Patch 1.6.10 Restores the proper town names
This patch is fairly humble as we get settled back into the groove after a week-long break to development: only one generation template got improved. However, we also managed to fix some serious and annoying bugs. Such as the town names that suddenly were generated incorrectly.
Gameplay Changes - Increasing the interconnectedness and the ‘monster cave’ template. - Poison gas can actually poison you if you are not careful… - Improves the images used for threat indicators. - The defenses in the Prime Elemental Forge have become more active.
Bug Fixes - Increases the reliability of the auto heal when you are hit multiple times in succession. - Protofluid is automatically used if you lose all your health in the spirit world. - Fixes an issue with small items hidden in empty bowls. - Addresses malformed connection in the root cavern / underground shrine template and likely fixes the same issue in other level templates as well. - Addresses a critical generation error in 15-20% of the Raaf Temples. - Adds a missing case to spawn side rooms, which omission could lead to blocked paths. - Names of settlements are generated properly again.
Patch 1.6.9 Introduces threat meters and news ways to navigate through levels.
The last two weeks we have been working hard to improve the interconnectedness and variety of a bunch of common level templates. This is an effort to make the game more fun and less prone to bugs. Because if levels almost always have multiple possible routes, it is increasingly unlikely that bugs prevent you to traverse all of them at the same time.
This has also been an excuse to revamp some of the older features, and introduce 'level threat indicators'. As these bars fill up you'll find the level to start resisting more and more against your explorations.
Gameplay Changes - Increasing the interconnectedness and the variety of the Raaf temple template. - Increasing the interconnectedness and the variety of the Marang ruin template. - Increasing the interconnectedness and the variety of the Marang keep template. - Increasing the interconnectedness of the wayshrine template. - Adding shafts you can climb down. - Adding a new Marang device: the lightning collector. - Adding a new Marang device: power crystals. - Introduces level threat indicators. - The state of turrets is closer tied to the ‘active defense’ threat. - Making Mercy’s presence and actions a little more clear. - Introduces extra level specific clocks. - Increasing the interconnectedness and the variety of the spire ruin template. - Improving the underlying ‘angry flora’ mechanism. - Improving the way shrooms function. - Bring back the more aggressive variant of vicious thorns. - You can threaten thickets once more during a fortune test. - Make better or more frequent use of hidden and blocked passages to other parts of a level. - Passages to other parts of a level may be ‘well’ hidden. - In new worlds you might come across an old shrine dedicated to ‘The Desolator’. - Mercy takes a more active interest in the state of wayshrines. - Making lockpicking a little easier, but also more risky…
Bug Fixes - Fixes an issue with the particles that appear when lightning strikes. - In the inspector mushrooms don’t claim to be fruit trees. - When a shrine tries to remove a condition after receiving a tribute, the condition is not added by accident. - Secret paths in detona field spawn correctly again. - Bad weather no longer affects climbing tests inside caves.
Patch 1.6.7 improves basic cave generation and gameplay
This week we have been dusting off some of the older and common cave features and templates. This includes most varieties of falling rocks and rotating rock gates you typically encounter in these underground locations. The effort is part of making the levels rely less on a single critical path by offering multiple routes and multiple ways of dealing hazards, which will likely be our main focus for the next couple of weeks.
Although the effort was concentrated on a small number of level templates, the effects should be felt in most levels that feature caves.
Gameplay Changes - Improvements to the small cave, large cave, and mine templates. - Increasing the chance that any level template generates alternative paths. - Improving resonator rock features. - Improving the mechanics around small, collapsable passages. - Improving and adding new varieties of rotating rock gates. - Improving the way shallow water and mud can be used in caverns. - Improving the way ‘flame vents’ can be used as a hazard in caves. - Improving the way brittle rock is utilized in caves. - Improving poison spitters. - Certain caves can become unstable when you have been destroying/collapsing too many rocks. - Adding a new type of ‘rock shrine’ that can help stabilize caves. - Adding a new, rare type of hiding place for small items in caves.
Patch 1.6.6 makes the 'fog of war' thicker, but also easier to push back
The most important change for this patch concerns the leads and how they work to reveal forces present on a map location. On the one hand you’ll need leads to know about those forces. On the other hand, there are many more opportunities to unlock those leads simply by exploring the location. So in essence, the ‘fog of war’ has become a little thicker but at the same time it is a little easier to push it back.
In addition, more level features can now be inspected in the inspector mode. We even managed to ‘storify’ a couple more encounters. PIcking up some threads that were started a couple of months ago!
Gameplay Changes - Making more level features appear in the inspector mode. - Fleshy Abominations are now targetable. - Imperial Awareness has less impact on the risk of an encounter while camping. - More ‘fog of war’ is applied to the presence of meeples: you’ll need leads to see them in most cases. - Many more leads automatically unlock when exploring a level. - A few more encounters are storified. - Adds a creature to the Deep Spider creature family. - More creature abilities appear in their inspector descriptions.
Bug Fixes - The conditions affecting creatures you have spawned do not affect fortune tests. - Camping restrictions are correctly applied after you switch levels in a settlement. - Fixes an issue with the interaction for NPCs not properly initiating leaving you unable to talk to them.
Patch 1.6.5 replaces presence with a new Imperial Threat mechanism
We have replaced the presence mechanism with a new mechanism reflecting Imperial Threat and Awareness. Imperial threat is represented as a clock in the HUD that slowly fills from hardships and other interactions. Everytime the clock goes full circle, the Empire will take an action on the map.
Awareness is represented by a number of eyes in the same clock and affects how fast the clock will fill up. Doing things that attract the attention of the Empire will increase their Awareness...
New Features: - Improving the timing and animation of most non-humanoid creature attacks so they can be more easily avoided. - Presence is replaced by Imperial Threat and Imperial Awareness. - Imperial advances and attacks are now the result of high Imperial Threat. - When the Empire attacks on the map, the chances that they succeed or at least weaken their target are increased. - Two new status effects that deal with Imperial Awareness and Threat: Revealed and Threatened. - Open Road hardship is replaced by the ‘Watched’ hardship that increases Imperial Threat. - Old ‘Watched’ hardship is now the Guarded hardship and adds the Threatened status. - More Imperial NPCs carry rift grenades. - Rift grenades sometimes open a rift that pulls you into the Edge. - Edge locations sometimes contain a ‘golden eye’ that is linked to Imperial Awareness. - Picking up the Staff increases Imperial Awareness. - Entering the Edge increases Imperial Awareness. - Waking elementals and interacting with the Veil increases Imperial Awareness. - Rumors can reveal ‘meeples’ on map nodes.
Bug Fixes: - The spell casting ability works with sources that require you to press and hold the casting button. - Imperial NPCs react to your presence once more. - Improves the bounding boxes and positioning of the skider lair entrance decoration. - Repairs a faulty rumor reference for the Forge of Destiny. - When unrevealed enemies invite you to sit down to camp, you aren’t blocked from that action because hostiles are nearby.
Patch 1.6.4 Adds an Inspector Mode!
This patch adds a new UI feature: inspector mode. You can enter it by pressing space or using the radial menu. You can rebind the key if you want to.
In the inspector mode you can easily get information about creatures, NPCs, and certain level features. Not all features are ‘inspectable’ just yet. We’ll add more over the course of the next couple of patches.
New Features: - Adds an inspector mode!
Bug Fixes: - Reading a specific book found in a specific dungeon correctly unlocks a part of a specific legend once more.
In patch 1.6.3 NPCs comment on your deeds, status, and reflect on recent events
Minor NPCs such as villagers and the patrons of an inn have things to say once more. They don’t give information but do reflect on their culture, your deeds, your status, and recent affairs. The aim is to make the world feel more responsive by acknowledging your actions and choices.
On top of that, some bugs were fixed.
New Features: - Villagers and visitors have things to say again. They comment on recent events, your deeds, your status, or say something that reflects their culture. - Adds a few more specific rumors about the specific state of nodes.
Bug Fixes: - Prevents the generator from changing ‘the place’ into a corridor leaving not enough room to spawn mission critical things like spider eggs. - Nerfs the equipment of the first enemy in the tutorial. - Fixes an issue with missing floor tiles in corridors near gates. - The sparks in the tutorial always spawn regardless of how many sparks you have. - The features that are supposed to spawn in the south and east corners of a room no longer get switched around. - Gets rid of a couple of lingering effects caused by world data not fully clearing when switching between saves or starting new worlds. - Fixes another camera issue when stepping out of buildings in Haven at the start of a new run. - Resolves some weirdness with placing and taking the staff.
Patch 1.6.2 fixes over two dozen bugs!
Bug Fixes - Fixes an instance of trees blocking secret passages. - You can read the inscriptions on the Raaf statues in the Raaf temples correctly again. - The Eye in the Observatory works properly again. - Prevents certain features from being generated twice during world generation. - Adds the Military Doctrine legacy trait to some clans during world generation to allow characters from that clan to choose the Gate Guard background. - Increases the chance ‘mountain folk’ gets selected as the cultural trait for a clan. - Fixes an issue where the secondary entrance into the FIrst Valley could not be placed. - Catches and fixes an instance of the world generating without the High Pass. - The staff is not put back at the slot in the center of Haven every time you leave a building. - The interaction marker to indicate you can take the staff doesn’t activate until after the opening shot. - You can learn secrets from shadowfades without freezing the game. - Hidden debug information remains hidden in the quest log. - Non-humanoid factions no longer have a concept of thieves and vandals. - Clans are no longer assigned as a ‘watching a site’ when another local group owns that site because this could lead to you being branded a thief or an enemy incorrectly. - Spirit mine objectives register as done for the taskmaster when you have explored the site. - Finished encounters no longer execute their ‘onLeaveArea’ scripts when the encounters are already finished. (This caused the Empire to reappear in the Garden constantly if you played through the prologue first.) - Fixes a rare case where the giants wouldn’t fit into the bathhouse. - Bedrolls also protect you against bitter cold. - Catches an instance where gaining a lead for a location resulted in all other leads disappearing. - Sharing tidings with a clan garrison doesn’t freeze the game. - Removes a few false positive indicators of available rumors on map nodes. - Gets rid of the deflated rumor balloons. - Lead and objective markers on map nodes get removed when there no longer is any relevant lead or objective on a node. - You can correctly reach the outside area of ‘small barrows’. - Prevents the generator from creating entrance rooms without an actual passage into the dungeon. - Fixes a couple of text issues.