Another quick patch to correct a few small issues.
Full Patch Notes:
Additions and Improvements
Increased the amount of burn damage dealt when striking an enemy with a sword enchanted with fire.
Increased the accuracy of your placement when ending a climb with the fade comfort setting active.
Changed a couple of Master Abardon's voice lines during the tutorial to create a more humorous atmosphere early on. More of this coming soon.
Bug Fixes:
Fixed a bug in crafting that would allow you to drop the unrefined sword and complete the crafting process, leading to your new sword never being completed but your iron being consumed.
Corrected a bug where you could grab items from your backpack with kinesis, keeping them small scale until actually grabbed.
Corrected an issue that would incorrectly mark the player's face as being inside something while descending the ladder into the tutorial mine.
That's all for this patch. If you encounter any bugs or have general feedback, please feel free to join our discord and share it with us. Thanks!
Improved Visuals Patch 5/18/19
This latest patch is a relatively small one but will have a big impact on the visuals of the game, especially if you started playing it after the scepter patch.
No need for long notes, it's really just three changes:
1.) Fixed a bug that was causing the game to default to "Fastest" quality settings for anyone who hadn't run the game before the scepter patch went live. This will fix a lot of things that made the game look ugly, like trees popping in late and looking low poly until you got extremely close.
2.) Added some additional detail to most of the materials found in the game, which will make them play better with light sources and add a significant amount of detail.
3.) Fixed a bug that would have the game run poorly if not focused on your desktop. This should no longer be an issue.
Hotfix 5/14/19
Today's patch is a small one to address a couple of bugs that have been brought to our attention. There's a couple of small quality of life improvements, as well.
Full Patch Notes:
Additions and Improvements
Raised the height of the tunnel to the last encounter with the merchant in the Forbidden Mine as it hung a bit low and could force the player to clip through it at points.
Made it so that bombs in your backpack can't be lit by fire sources until removed from their slots.
Increased the likelihood that the Stone Giant boss at the end of chapter 1 will slam down when conditions are met to advance the fight.
Changed the coloring of Unstable Mana Crystals to hopefully be a bit more indicative of their intended use.
Cleaned up the purple grass texture found in mines to not have that annoying line floating across the top.
Improved the Stone Giant's tracking of the player to better face them at all times.
Bug Fixes:
Fixed a bug where the forge press could behave a bit jittery when lowered all the way down during crafting.
Corrected fireballs not functioning as fire sources when attempting to ignite arrows/bombs/etc.
Corrected a bug where walking onto the Stone Giant's hand after he was dead might still deal damage to you.
Added a potential fix for a bug that would prevent you from grabbing your sword when first loading in. [We haven't been able to reproduce this, so please let us know if you encounter this one.]
Added a potential fix for a bug that would prevent you from respawning on death and would leave your view stuck as black. [We haven't been able to reproduce this one either, so please let us know if you encounter it.]
If you do encounter the black screen bug on death, please let us know, and if you can, send us your output_log file on discord. The log can be found at C:\Users\Username\AppData\LocalLow\Deep Dive Interactive\Vengeful Rites -- Thanks!
Major Patch and Crowd Funding
Hello, everyone!
Before we jump into the patch notes, we'd like to thank everyone who's helped us so far by donating and helping us share the GoFundMe we've set up. Sales sadly haven't been what we need them to be to continue full-time development for much longer. Without a little bit of a boost, we'll have to find other jobs and cut back to developing the game part-time. It means a lot to us that some of you have been willing to give your own money, even after purchasing the game, to help us continue doing what we love full-time. If you haven't checked out the campaign yet, please do, and share the link with those you think may be interested. We really appreciate it! Steam won't let me post the link directly, but if you're interested in helping out, you can find our GoFundMe at the following link (minus the spaces): www .gofundme .com/help-support-vengeful-rites-a-zeldalike-vr-rpg
Now onto the good stuff! Today's update is a huge one. We've been hard at work on Chapter 2, which is coming along nicely, but there's been a lot of things we wanted to get in a better spot for when that releases and much of it affects Chapter 1, as well. This update will likely be the last major one before Chapter 2 releases and it adds some new features, and a bunch of improvements. The amount of changes in this update honestly make it feel like a bit of a relaunch in our eyes, so with that in mind (as well as our aforementioned struggling finances), we're placing the game on sale for the next two weeks!
Full Patch Notes:
Additions and Improvements
Story Elements! (Finally, amirite?)
Master Abardon now speaks to you and doesn't exclusively stare off into space regardless of where you're standing. He's still a bit rough around the edges but a marked improvement from before.
We've added the first cut scene to the game! You'll now get to witness Dragore's arrival and the conequences of it instead of finding out from a tool tip upon your return at the end of the tutorial.
The merchant is no longer an animated mannequin. He speaks(and maybe more importantly, blinks lol) and has a fair amount of knowledge about the world and your quest.
Dialogue is here! The merchant doesn't only go off on epic villain style monologues...this is a conversation. He'll routinely wait for your responses and answer back accordingly. This can be done by selecting a response with your controller or...
Voice Recognition! If you're using Windows 10 with a language pack that supports voice recognition, you can speak your responses in dialogue scenarios for the sweet extra 'mersion. Make sure your HMD or preferred microphone is set as the default recording device in Windows to take advantage of this.
Beyond what the merchant tells you, we've also increased the atmosphere in the Forbidden Mine dungeon with some additional ambient sound and occasional rumbles as mentioned in the foreman's log found early in the dungeon.
New Weapons and Interactions
The shop now sells Scepters! These magical weapons function similarly to swords when held, but reduce the mana cost of all magic and have a chance to not consume mana at all when casting a spell. Scepters can NOT be enchanted.
Iron ore has been scattered around the world, which can be mined with your pick axe. This new resource is valuable and useful for...
Crafting! There are recipes scattered (read: hidden) around the world that, once brought back to the shop, can be used to craft new swords, should you have enough iron to make them.
Swords, crafted or otherwise, can be melted down at the new forge to salvage iron from them.
Pacing and Visual Improvements
The shop has undergone a complete remake to accommodate the new items for sale and interactions that have been added, as well as to create room for future additions (Looking at you, consumables).
Added a ton of visual detail around the first dungeon and tutorial mines--mostly grass and rocks to help everything feel a bit more lively and less sterile.
Reworked a handful of encounters before the Spider Queen boss to introduce you to her friends and take better advantage of your new spell.
Placed iron ore in some of the more empty sections of the Forbidden Mine to keep things more consistently interesting and engaging.
Re-textured the merchant to accompany his new, less statue-esque role in the game.
Chests have had their textures changed.
Miscellaneous Improvements
Your footsteps will now better reflect the surface you're walking on. Specifically, if you're walking through water or other liquids, it'll sound like it.
Enemies can now still be parried after they've struck you. Previously, once damage had been taken, their attacks were no longer blockable. This may have lead to a feeling that parries weren't registering. Hopefully this change will help avoid that.
Increased the size of enemy weapon hitboxes to reduce the chance of a parry not registering.
Added an indicator above the return portal in the Isle of the Divines that will tell you how many perk points you currently have to spend.
The enchantment cooldown perk now also increases the chance to free cast with scepters.
Added some much needed fanfare to the mana upgrade interaction with Mana Veins.
Added some much needed fanfare to the health upgrade interaction with Life Fruits.
Added some much needed fanfare to the looting of treasure chests.
Added some music to the Forbidden Mine dungeon to create a more interesting/mystical atmosphere.
Rewrote our culling system. The game will now load in a bit faster and run smoother. Probably most notably, those minor hitches you'd sometimes experience while traversing the world are gone!
Additional optimization. The game now runs smoother than ever before.
Bug Fixes
Corrected the erratic behavior of some hinged objects like levers and doors that occured every other time a scene was loaded.
Fixed a potential mana potion dupe.
Fixed a potential Elixir of the Gods dupe.
Fixed an exploit where you could sell empty mana potion bottles back to the merchant.
Removed an invisible wall at the end of Chapter 1 that wasn't supposed to be there.
Fixed a bug that would prevent you from teleporting if holding a fireball in your teleporting hand.
Fixed a bug that could occasionally make your hands behave incorrectly (unable to grab, for example) in very rare cases where attempting to control something with kinesis would fail.
Known Issues
We've temporarily removed support for LIV MR as we found an issue with it that caused the game to run very poorly when launched from Steam. We're investigating getting this re-added in future.
Other News We've recently purchased Glycon, an all-in-one motion capture program that allows us to perform mo-cap with our VR devices. We'll likely be retrofitting some of the existing characters with new animations soon and all future enemies will take advantage of the tech. If you thought the animations were good or decent before, prepare for a whole new level of quality.
That's everything for today! Again, thanks to everyone who's helped us with our GuFundMe by donating or sharing the page. As always, we'd like to invite you all to join our discord. It's the best place to share your thoughts on the game and report issues/bugs you may encounter. It's also the best place to help steer future development or weigh in on ideas we might be kicking around.
Happy adventuring, everyone!
Enemy Visuals Update
Hello, everyone! Today's patch focuses on improving the visuals of the game to be more in line with what we have in store for Chapter Two. We also tweaked some quality of life and combat stuff and fixed a few bugs. New visuals can be seen in the screenshots on the store page. Enjoy!
Full Patch Notes:
Additions and Improvements
Upgraded the textures of the melee goblin enemies.
Upgraded the textures of goblin archer enemies.
Upgraded the textures of the goblin mage enemies.
Upgraded the textures of the Spider Queen boss.
Melee goblins are no longer floating off the ground.
Changed the lighting of the Forbidden Mine to create a more mystical, colorful atmosphere.
Reduced the intensity of the ambient occlusion effect to be a bit more subtle.
Enemies that are on fire will no longer have their burn damage reduced when ignited by a weaker fire source. Also, burn damage will never go below 1.
Added a checkpoint after completing the first water puzzle in the The Forbidden Mine.
Added an arrow count display on your bow hook when your bow is holstered behind your back.
Added a few spider trash mobs around The Forbidden Mine.
Adjusted the position/orientation of some enemies in The Forbidden Mine to provide more opportunities to be stealthy.
Increased the range at which an inventory slot can be selected for some larger storable items.
Set the game to automatically open as a maximized window as some people have found the game to run poorly when not maximized/having focus. This can be changed by holding ctrl when launching the game.
Melee enemies no longer have invulnerability frames while dodging. Instead, they take severely reduced damage while performing the dodge animation.
Striking an enemy's weapon while swinging your sword will now result in reduced damage upon striking an enemy. This is denoted by a crossed swords icon behind the damage notification.
Tweaked the parry window for some of the melee goblin's attacks to be more lenient toward early parries.
Increased the prices of weapons in the shop to be more in line with the amount of gold the player can earn throughout the first dungeon.
Bug Fixes
Fixed some missing collision behind the protection spell altar in The Forbidden Mine.
Corrected a section of wall that was falsely marked as destructible shortly before the Spider Queen fight.
Fixed a bug that would have the player occasionally sink into the ground slightly when taking damage.
Fixed a bug that would let you target a kinetic object that you're climbing on.
Added an invisible wall past the destructible wall near the first shop in The Forbidden Mine until the water has been completely drained.
That's everything for today's patch. As always, we'd like to invite you to join our discord if you'd like to share your thoughts and suggestions for the game or report any issues/bugs you may have.
Happy adventuring, everyone!
Patch Notes 2/22/19
Hello, everyone! Today's patch is a pretty small one to add some improved functionality to the game and squash some small bugs. Should you find any bugs, as always, we ask that you share them on the bug report forum or in our discord(link below). Thanks!
Full Patch Notes:
Additions and Improvements
Greatly improved the ability to target larger objects with Kinesis.
Bombs can now be stored in your backpack for later use.
Improved the enemy pathfinding a bit. Enemies sinking into the floor should be even more rare than it already was.
Bug Fixes
Fixed a bug that would prevent the player from teleporting around Master Abardon(including inside the house) after returning with the meteor shard.
Fixed a bug where the player could receive damage from the final boss of chapter one if they loaded into a save where he was already dead.
Fixed a bug where attempting to place a new sword in your sheath would not store the old one in your inventory if it was full and would allow you to have both swords in the sheath. It still won't place the old sword in your backpack if its full, but it won't let you put both swords in the one sheath.
Fixed a bug where starting a new game after returning to the main menu from a save that had completed the tutorial would auto-complete the tutorial in the new save.
That's all for today. If you'd like to share your thoughts on the game or report a bug, you can do so here on the forums or in our discord.
Happy adventuring, everyone!
Windows Mixed Reality Support! ON SALE!
Hello, everyone! Today's patch adds some quality of life improvements to the game and, most importantly, finally brings full support for Windows Mixed Reality devices! To celebrate, we've placed the game on sale for the next two weeks, so those of you who've been waiting to dive in with your WMR headsets, now's your chance! The sale will be active a few hours after the patch has gone live. As always, the demo has been updated to maintain parity with the base game, so feel free to try out the new WMR controls for yourself if you haven't already picked up the game!
Full Patch Notes:
Windows Mixed Reality Support:
Throwing (fireballs and other objects) has been completely reworked for WMR. Gone are the days of fireballs shooting straight to the ground!
Archery on WMR has been reworked to amplify your draw distance. It's now possible to fully draw back the bowstring without placing your controller out of view of the HMD.
Locomotion and snap turning controls on WMR have been moved to the analog sticks.
Added new tooltips to the locomotion portion of the tutorial explaining the new controls for WMR users.
Other Additions and Improvements
Updated our version of Unity. Performance should be smoother overall.
Tweaked some enemy attack animations to provide a better window to parry.
Remade the staggered animation that plays when enemies are left vulnerable by blocks/parries.
Added indicator messages when failing to correctly strike an enemy that will prompt you to swing faster/farther.
Added an option to disable the new failed attack messages.
Added a checkpoint in the starting zone after exiting the mine.
Added a shop keeper to the Forbidden Mine shortly before the final boss.
Increased the distance from your face at which apples will be consumed.
Changed the particle effect for the Protection Orb to rotate in the direction of the Illusory Shield motion for each hand.
Added rolling fog to the mine in the starting zone and the Forbidden Mine dungeon.
Bug Fixes
Corrected a bug that would sometimes prevent the red borders from being displayed around your vision when low HP.
Corrected a bug that would despawn the goblin by the first meteor shard if you managed to sneak up to him undetected.
Corrected some faulty collision in the Forbidden Mine.
Added an invisible wall by the first merchant in the Forbidden Mine where you could work your way out of the map.
That's all for today! We're very excited to finally have the game working fully on WMR headsets, and we hope you are too! If you've got any questions or feedback you'd like to share, as always, we invite you to join the game's discord to get involved in the conversation.
Happy adventuring, everyone!
New Inventory Patch 2/4/19
Hello, everyone! Today's patch introduces the reworked inventory system and some visual tweaks throughout the game. To see the new inventory system in action as well as some of what we're working on for chapter 2, be sure to check out our latest devlog!
https://www.youtube.com/watch?v=N6CSJoc6ueg
Full Patch Notes:
Additions and Improvements
Reworked the layout of the inventory system. Equipment and consumables now share slots, while a new section has been added for quest items that will be coming to the game.
Mana potions and apples found around the world can now be stored in your inventory.
You can now place items into your inventory by reaching into the bag instead of selecting a specific slot. Items stored this way will be placed into the first available slot.
The shop keeper now buys and sells apples and mana potions.
Mana potions have had the amount of mana increased raised from 25 to 50.
Changed the collision on the pillars in the Forbidden Mine.
Apples now need to be brought closer to your mouth to be consumed to avoid accidentally eating them while reaching over your shoulder to store them.
Gave the troll boss a slight makeover.
Tweaked the size and speed of the comfort vignette setting to block more and expand a bit more slowly.
A handful of minor changes to lighting and some materials.
When loading in to a save with unspent perk points (meaning you saved and quit while in the Isle of the Divines) an Elixir of the Gods will spawn into your hand instead of being placed into your inventory as it had been to avoid any issues should your inventory be full.
Bug Fixes
Corrected some tool tips activating early during the tutorial.
Also worth noting is that we've ordered a WMR headset, so support for them should be fleshed out and included in the game soon! That's all for now. As always, if you'd like to share your thoughts and help us improve the game, you can do so in our discord!
Happy adventuring, everyone!
Additional Comfort Settings!
Hello, everyone! Today's patch is a small one to add a new comfort setting.
Additions and Changes
Moved the comfort settings to the second page of the options book, below graphics settings.
Added a new setting for limiting your FoV. This is set to activate when moving/climbing by default. It can be customized in the options menu under comfort settings.
Changed the melee perk to say "melee" instead of "sword" to accommodate future weapon types that may be added to the game.
That's it for today! As always, if you have any thoughts or criticisms of the game you'd like to see addressed, please don't hesitate to join our discord and share your thoughts with us. You can also do so here in the Steam forums. Happy adventuring, everyone!
Armored Enemies Update 1/19/2019
Hello, everyone! While work on assets for chapter 2 continues, we're taking this opportunity to improve and expand some of the systems already in place. Today's patch introduces a new armor randomization system for melee enemies throughout the game, as well as some quality of life changes and the odd bug fix. Read on below to see everything that's gone in to this update, and check out the latest devlog to see some of these changes in action!
https://www.youtube.com/watch?v=aNDmaPKbkc8
Full Patch Notes:
Additions and Improvements
Melee enemies will now spawn in with a random assortment of armor pieces equipped. Striking these enemies in armored locations will result in reduced damage. Precision and tactics are much more important now!
Reworked the core mechanic of the final boss fight. The encounter will require slightly less mana and should be a tad easier to figure out.
Added a color change to the teleport arc and reticle to better indicate when moving slowly enough to remain undetected while in stealth.
Added a tooltip during the tutorial to explain the new stealth mechanics.
Reworked the way the game calculates your last location when resetting your position after falling into a void. It should no longer be possible to fall into a falling loop.
Tweaked some values in the melee enemy AI to create a more fluid combat experience. Enemies are now more likely to strafe and less likely to stand still after being parried but not staggered.
Changed the way to deselect a discipline of magic from the magic selection menu. Passing a discipline will no longer deselect it. You can now only clear your selection by swiping into the center of the menu.
Added some additional gold ore and an additional chest to The Forbidden Mine to create better pacing and encourage additional exploration.
Bug Fixes
Fixed a bug that would create a falling loop for people using comfort fall settings when entering the first mine in the tutorial zone.
Fixed a bug where you could potentially teleport to just outside your front door before you're supposed to in the tutorial by aiming the reticle just right.
Fixed some faulty collision around The Forbidden Mine.
Corrected some sections of The Forbidden Mine that were being incorrectly occlusion culled if loading in near the end of the dungeon.
We continue to create assets for the next chapter. Be sure to stay tuned for future devlogs, or subscribe to our channel to keep up to date and see some of the stuff coming to the game before it's added. It's a great way to help guide development of the game as it happens. To that end, if you'd like to share your thoughts and feedback, we invite you to join our discord!