Update 0.3.1 has landed, so Steam should spew it on to your computer soon. Here come the details...
----- DEFAULT INVENTORY SIZE -----
The Default Inventory Size has been upped from 10 to 15. The community gave a lot of great ideas on how we could solve the issues people were having with the inventory size but, in the end, I just went for a simple size increase instead, and here's why:
Initially, I tried adding unique equipment slots for each of the tools (which would in turn free up some space in the inventory), but this caused a few issues, the main one being the extra clutter to the UI. Considering I don't know how many new tools there'll be in the end (definitely a Fishing Rod and a Hammer for dismantling structures, most likely more in future), this UI clutter issue could've become a real problem down the road. What I was hoping would make things easier instead just made the UI more confusing.
The other reason I simply added more basic inventory space in the end - and the reason that it's 5 extra slots (which may seem a lot to you) - is because there'll be many new items in future. For example, when fishing launches, there'll be even more things to worry about fitting in your inventory, so I didn't just want to add a couple of extra slots and then have to up it again in the not-too-distant future.
----- NEW PREFERENCES -----
Three new options have been added to the Settings > Preferences menu. I noticed just before pushing this update that it may reset your existing Preferences - apologies if you need to tweak them again - but it didn't seem worth delaying the update just to fix that.
- ADD CRAFTED ITEMS TO INVENTORY - As of this update, crafted items will automatically be added to your Inventory by default instead of being dumped into the world. If you prefer the old system, simply uncheck this.
- AUTO-CLOSE CRAFTING MENU - By default, the Crafting Menu closes as soon as you click to craft something. You can now disable that if you'd prefer to manually close it.
- ALLOW MENUS WHILE HUD DISABLED - This controls how the UI works if you have the HUD toggled off. If enabled, the HUD will temporarily appear when you open the Inventory or Crafting Menu. If disabled, they will be prevented from opening instead. Either way, the UI will always temporarily appear when burying things or using a cannon.
----- MEAT/LEATHER TREES -----
Just like Acorns, you can now bury Meat to produce a Meat Tree and Leather to produce a Leather Tree.
----- DEPENETRATION SPEED -----
I believe I've fixed the issue that occasionally caused things to fly off into the distance at great speed. For example, sometimes when chopping trees or smashing rocks, some of the drops would overlap and get fired off into the distance. This could also happen when crafting things while stood right next to something that blocked its spawn location. Fingers crossed, that'll be a thing of the past now.
----- MYSTERIOUS GOOP -----
Mysterious Goop is now edible. Eating it gives you 10 Health, but you LOSE 30 Hunger. If you're already below 30 Hunger, you won't be able to eat it.
----- EVENT ARROW -----
Some random events now cause a little arrow to appear over your head pointing in their general direction. It will automatically disappear when you move close to the event in question, or when the event reaches the point of no return.
----- QUICK START MODE -----
Reaching level 3 now unlocks Quick Start Mode. Once unlocked, you'll be able to select this option when starting a new game to automatically add 30 Wood, 30 Stone and 5 Coal to your inventory (enough for a Workbench and Smelter).
----- RANDOM UPDATES/FIXES -----
- There was a slight flaw in the logic used to spawn Graves in the world, meaning they were much less likely to appear than they should have been. That's now been fixed, so you might find more of them dotted around the world when starting a new game. And I've updated their loot drop rates a little bit. The next point is related to graves, but is a bit of a SPOILER:
- The Ghost that can spawn when digging up graves was a little over-powered, so it now causes less damage, but has an increased chance of spawning (which should also help with the related achievement). - Bombs can now be used to blow up Mines. - The Snake Pyramid now spawns rewards in the form of a crate for each conduit destroyed. And it also spawns further away from the player to help prevent it from covering your entire base when you're just chilling out at home. - The average length of time that the tornado lasts has been shortened. Due to my amazing maths skills, it was actually lasting about twice as long as I originally intended. Also, the Hand of God that's designed to save you if you get stuck infinitely falling on the environment now no longer spawns during a tornado. - The Ship is now a bit larger (this will only affect new worlds - existing saves won't see a difference). - The maximum distance the Teleporter can teleport you has been doubled. - The Repulsion Turret now correctly zaps raging Pig Beasts during the Rage of the Pig Beasts event. - The maximum height of the Crafting Menu has been slightly increased to make it more obvious that you might need to scroll down to see everything.
- Multipurpose Claws weren't allowing you to climb if equipped when already crawling around. That's been fixed now.
- Following on from other recent shovel updates, it will now also never dig when stood near a crate/barrel, allowing you to smash them more easily. And I also fixed an issue with that logic to make it reliably detect all nearby enemies and crates and therefore always prevent accidental digging.
- Crops are easier to interact with (the mound of dirt registers the interaction rather than the little sprouting vegetable).
- Fixed an issue with projectiles to make them much less likely to go through walls.
- Added a couple of extra biome-specific shovel drops - Acorns can now be dug up in the Grasslands Biome and additional Stone can be dug up in the Rocky Biome.
- The Metal Detector can now spawn Snakes again like a regular shovel, but it's only half as likely.
- (Hopefully) fixed an issue that caused Steam to think Wrongworld was a VR game. I don't have access to any VR gear to test this, but I'm pretty sure Steam shouldn't automatically try to boot up SteamVR any longer when you start the game.
- Added a Getting Started Tip to clarify that building structures unlocks more crafting recipes.
- The summary screen shown after death or completing the game now includes little icons for each unlockable.
As always, if you have any feedback or encounter any problems, please just let me know!
Update 0.2.1 (8th Sep)
The new update is out, so Steam should download it for you shortly. Here's a rundown of the shiny newness:
----- COMBAT LOCK-ON CHANGES -----
The default lock-on key has been changed to Left Shift. Sorry if you've spent the last week getting used to C, but, after further testing and feedback from you guys, Left Shift was clearly a better choice! Sorry about that!
If you've already customised your controls, I don't think this change will affect you and your customised controls will remain the same. However, if you were still using the default controls, I do think lock-on will have automatically been updated to Left Shift for you now (feel free to confirm or deny whether that actually is the case... it certainly was for me in testing!). Either way, you can always change it to whatever you want in the Settings > Controls menu if you prefer.
Escape still cancels the lock, but you can now also hold Left Shift for a while as well and that will also cancel it.
----- DAMAGE -----
Basic fist damage has been upped from 5 to 10. The staff still does 10, but it does allow you to hit multiple targets as always, so it's still rather nice! All tools now do 10 (previously, the shovel did 5), and they still have bonus damage against relevant enemies. To compensate for the increased fist damage, Brass Knuckles now do 15, which is the same as the Multipurpose Claws, but of course the Claws have another rather handy use, so they're still desirable.
The general consensus was that beasts took too much of a beating early on. I always imagined that people would be quick to craft the staff considering that it only takes 10 wood, but, after getting lots of feedback and watching lots of videos, turns out I was very wrong! So now, my hope is that new players won't be confused or frustrated because it was taking half an in-game day to beat up a stupid Pig Beast :)
----- NEW CRAFTABLE THINGS -----
I've added a few new craftable things:
- PLANT POTS - Create one of these and it'll occasionally reward you with a random flower. Plant a specific flower in one, and it'll only spawn that type of flower in future. To increase the chance of it spawning a flower, keep it watered, and preferably in a Greenhouse.
- SIGNPOSTS - Keep getting lost? You can now build Signposts and put them wherever you want, and even interact with them to add whatever text you want... "This way back to base!"
- FLAGPOLES - Signposts are a handy navigational aid, but they don't help you when you're far away. That's where Flagpoles come in. They're tall and flaggy and hard to miss, so should be a good way to mark your base or other points of interest so you don't lose track of them. Hopefully :)
- COAL - It seemed like Coal was one of the potential crafting bottlenecks in the game, especially if you were in a world with relatively few rocky biomes, so you can now use the Smelter to turn 10 Wood into 1 Coal. Leather also seems like it might be a bottleneck, so I'm considering allowing you to dry out meat and turn it into Leather in a future update. Feel free to let me know your thoughts.
----- CANNON CONTROLS -----
Controlling cannons was always a little fiddly, so I've given it a complete overhaul. Also, due to some wonky maths on my part, the cannon was previously firing you up more than it should. It now fires you in a straight line out of the cannon based on the actual aim, as you'd expect!
----- FACE-PLANT AVOIDANCE ----
Avoid face-planting the ground by tapping Jump just before impact.
----- HAND OF GOD -----
If you happen to get stuck in an infinite "fall" on the slopes of some randomly arranged scenery and can't move or jump, simply wait for around 60 seconds and a magical hand should come to the rescue and flick you to safety. Due to the randomised nature of the world, it may still be possible to trap yourself, but this should help get around most of those nasty occurances.
----- RANDOM UPDATES/FIXES -----
- Lots of SPOILER updates first, so I strongly recommend you skip this section unless you're already very familiar with the entire game:
- After first repairing the satellite dish, the event that can randomly trigger from that point on now does always trigger once within a day or two of the repair. It may still continue to trigger the event as normal after that. Previously, this was just too random, so you could go to the effort of fixing the dish but may have never actually seen the result.
- Updated the Robot so it is no longer ever fatal. If it causes fatal damage, it instead kicks you out of its lair with virtually no health remaining and re-seals the entrance. Better luck next time! The reason behind this change is because this boss isn't just a straight forward fight; it requires some trial and error to figure out how its mechanics work, so I didn't want people to die and lose their epic saves purely because they didn't quite understand how it worked. Oh, also, the Robot has a bunch of new sound effects as well :)
- All of the beast rituals now scale slightly with the current day, to help level out the overall difficulty curve. This mainly affects the number of beasts spawned (2, 3 or 4), which in turn can affect how long it takes before they summon their large friend, if it's that kind of ritual. And if they do end up successfully summoning their friend, those big guys are a touch slower with their attack rate now, giving you a little more chance to get hits in before they attack. Oh, and I fixed an exploit/mistake with the big Snow Yeti (I previously shrunk it's damage collider which resulted in a safe spot right next to it. The collider is now a completely different shape, so it better fits with its attacks, fixes the exploit, and makes it a little fairer overall.)
- The Slug Ambush event also scales a little bit with the current day, although it's still probably best to run away and hide! :)
- The Rage of the Pig Beasts has been toned down a little. Rather than running from 6pm to 6am, it now runs from around 8pm to around 5am, and the pigs themselves are a little less insane, giving you more of a fighting chance to actually hit them should you choose to stand your ground. And I've also tweaked their knockback force, so they're less likely to juggle you for hours on end! - Trees now grow a little faster and at a slightly randomised rate, rather than all at the same speed.
- Harvested Trees and Rocks can no longer spawn Acorn or Rock Beasts on Day 1. Business as usual from Day 2 onward.
- Additional collision updates (projectiles and various points of interest).
- Fixed an issue with the Item Notification Text when using a chest.
- Last week's shovel attack update was ignoring Slug Beasts. That's been fixed.
- Equipment is now temporarily hidden when placing structures.
- Fixed an issue with the Jet Pack SFX.
- Fixed an issue that could cause you to slide around like a lunatic while watering (auto-collect wasn't being disabled).
- Fixed an issue with the Shark/Squid/Sea Monster thing making noise when it shouldn't.
- Fixed the issue that was stopping controllers from working properly for the last week. Sorry about that... 100% my fault!
And just in case you're wondering why this update is called v0.2.1 and not v0.1.4... I have no idea! I just felt like a change!
As always, if you have any feedback or encounter any problems, please just let me know!
Oh, also, I'd be interested to know if your Graphics Settings have reset again. I tested this update on a separate branch before pushing it out, and none of my test machines had their settings reset this time, so I'm hopeful!
Update 0.1.3 (2nd Sep)
I've just pushed out Wrongworld's second update, so Steam should download it for you soon. Here's what's new:
----- COMBAT LOCK ON SYSTEM -----
You can now press "C" to lock the camera on to nearby enemies. Pressing it again either unlocks the camera if no other enemies are in range, or switches to another nearby enemy. You can also use "Escape" to cancel the lock on, or simply move away from the beastie and the camera will eventually return to normal.
I'm sure this system will require a bit of fine-tuning based on your delicious feedback, but I know it's been requested a few times so I thought it should at least give us a starting point.
----- TOOLS IN COMBAT -----
Tools no longer have a chance of breaking when used in combat - they can only break from actually using them to chop trees/smash rocks/dig. After watching people play, I realised that it just didn't add any fun or meaningful challenge to the game, so I decided to cut it out completely. Speaking of tools...
----- OTHER TOOL UPDATES -----
If you have a shovel equipped AND there is a beastie nearby, left-clicking will now always attack regardless of whether you're looking at the floor or not. Accidental digging seemed to happen quite a lot, especially when you were surprise attacked by a snake you'd just dug up, so this tweak should hopefully address that problem.
The recharging delay between Metal Detector uses has been significantly reduced. And, as an added bonus, the Metal Detector will now never dig up snakes. Which is nice.
----- ENEMY HEALTH VISUAL FEEDBACK -----
When hitting an enemy, a couple of coloured hearts will now pop out of it (typically appearing slightly above the usual particle effect). The colour of the hearts let you know how much health the beast has left. When unhurt, the hearts will be green, slowly fading through orange and finally red as they take more and more damage.
This is supposed to be subtle as I didn't want a big, ugly health bar appearing, but the information is now there for people who want it. I may well continue to tweak this further once I've gathered a little feedback and had more chance to play-test it myself.
----- PREFERENCES MENU -----
There's a new "Preferences" option in the Settings Menu which contains a few minor settings. The current preferences are:
- SHOW TIPS - If you're sick of seeing the Getting Started Tips that appear in the top-left corner, uncheck this box to stop them from appearing.
- CAMERA SHAKE - Unchecking this disables the slight camera wobble that happens when attacking.
- ITEM NOTIFICATION TEXT - When picking up or equipping items, a little text description appears at the bottom-right of the screen (this is also a new thing in this update). Unchecking this box disables that text. Currently, I'm not sure how useful this text actually is and it might need to be moved to a more visible location, so feel free to let me know your thoughts.
I'm sure more preferences will be added in future as well.
----- "NO FREE SPACE" ISSUE -----
Previously, when cycling through weapons and equipment, you may have seen that annoying "No Free Space" message pop up when the game was trying to unequip your active weapon/equipment but you had no space in your inventory. I've expanded that cycling logic now so the game isn't quite as stupid, so you shouldn't see that message any longer.
----- COLLISION/SPAWNING ISSUES -----
I've made some further changes to the way things spawn in-game, which should help prevent things from spawning inside rocks and scenery details. I'm not certain if this has been completely eradicated now and I'll need to carry out some more tests, but it should certainly be at least a bit better than it was!
----- RANDOM UPDATES/FIXES -----
- Various tweaks to the Robot and its lair.
- Fixed an issue with the UFO glitching out if you were in a Greenhouse.
- The Acorn Beast Ritual now destroys trees faster, and I'll probably update this further at some point to make it clearer what's actually happening!
- Fixed a problem that may have prevented crops planted in a Greenhouse from actually spawning bonus rewards after you reloaded a game.
- Escape now correctly closes the Burying Menu if applicable.
- Fixed a potential issue with the placement of the Statue of Spatula.
- "Rotate Buildable" and "Lock On" controls can now be modified in the Controls Menu.
- While under the effects of a Speed Potion, it is no longer possible to splat from falling (this might be further tweaked in future but, for now, this was a quick fix to prevent unintended splatting from leaping long distances).
As always, please let me know if you have any feedback or experience any problems, either with this update or just in general. Thanks! :)
Update 0.1.2 (25th Aug)
I pushed out Wrongworld's very first update earlier tonight, so (assuming you've got auto-updates turned on) Steam should automatically update your game shortly. I'm 99.9% sure this update should work properly for everyone but, as this is the first one, I'm a little paranoid something will go horrifically wrong and it'll delete everyone's save games or something, so please keep me informed if you experience any problems and I'll do my best to may sure it doesn't happen with future update!
If you have any thoughts on whether these changes - especially the changes to hunger and food - are good or bad, please do let me know. And, as ever, if you have any other feedback or encounter any other problems, send the details my way :)
Anyway, I shall list what's changed below. If you've already mentioned something to me that hasn't been fixed here, that doesn't mean it won't be in future - I'm still keeping track of each and every suggestion I've received - but I just wanted to get this update out ASAP before carrying on working.
----- DEFAULT GRAPHICS SETTINGS -----
Due to a mistake on my part, the game initially launched with the wrong default Graphics Settings. I've now updated that, but it may mean that any changes you've already made to the setting are overwritten, so apologies if this affects you. This is a one-time issue; any future updates should leave your customised settings alone.
----- FOOD AND HUNGER -----
All foods now restore more hunger than they used to, and cooked foods restore a little more health than they previously did as well. If you reload an existing save and already have food in your inventory, the tooltip for that item will still show the old values - simply dropping the item and picking it up again will refresh that.
----- INTERACTING BUG -----
Thanks to the wonderful community (Stylez in particular - THANK YOU), I believe I tracked down the source of the bug that was preventing people from interacting with things after they had been playing for a while. I was finally able to recreate the issue locally (strangely, only on one of my test machines), and I'm pretty sure I've bypassed the issue completely by preventing the Crafting Menu and Inventory from automatically closing when entering Build Mode. This has certainly fixed it for me, but if you continue to have any problems with interacting, please report them to me so I can carry on looking into it.
----- COLLISION ISSUES -----
It should no longer be possible to punch beasties through the scenery (or, at least, it'll be much less likely to happen). Beasts may still be able to initially spawn inside rocks and things, but that's on my list of things to fix in the near future.
I've also tweaked the way in which crafted items are spawned, which should make it less likely the item will fly off into the distance when you're stood right next to something. This still needs some work, but it should be a little more stable than it was previously.
Also, it should no longer be possible for items to be spawned inside the Smelter when you're stood right next to it.
----- TIME -----
Days are now 6 minutes long rather than 5, which, combined with the food adjustments, should take off some of the pressure of starvation and allow people to enjoy the game at a less stressful pace.
----- GETTING STARTED TIPS -----
During the first couple of days in-game, there are a few simple Getting Started Tips that can appear at the top-left of the screen, just to clarify the controls (too many people were unaware that you could hold Interact to auto-collect nearby items). Pressing Escape dismisses them. Speaking of Escape...
----- UI UPDATES -----
Pressing Escape will now close the Inventory and Crafting Menu if they're open. If they're already closed, it'll open the Pause Menu like normal, and it can also be used to back out of the various levels of the Pause Menu.
Fixed an issue that was causing the keys shown in the Controls Settings Menu to multiply each time it was opened.
Added a bit of text to the Crafting Progress Bar to explain that you can press Interact to cancel it.
Simplified the Loading Screen when starting a new game to remove info that is now included in the Getting Started Tips mentioned above instead.
----- OTHER BUG FIXES -----
Fixed a couple of other minor bugs that aren't very exciting (for example, I noticed it was possible for things to go a little weird if you started crafting a structure while you were already placing one - that's no longer possible).
Launch and Stuff and Things
It just occurred to me that I hadn't actually posted an announcement here to say Wrongworld had launched, so let me fix that now...
WRONGWORLD HAS LAUNCHED! :)
Things have been pretty hectic (in a good way) since launch, and the feedback and support from people so far has been truly amazing. The internet gets a bit of a bad name but, when you get right down to it, people are just so darn nice, and I've had a constant smile on my face for the last couple of days. So, from the bottom of my heart, thank you all so very, very much for the support so far.
Progress on Update #1 is already well under way - mainly a couple of bugs fixes and balancing tweaks, i.e., things that are vital but not very exciting. Once the dust has settled, it shouldn't be long before I can start working on the fun content updates instead.