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Full Besmirch update
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What changed
- Gameplay
- UI and audio
- Store
- Maps
- Performance
- Fixes
Besmirch changes
It feels like ages since my last post! Oh, 3 days or so? Yeah, still.
Bug's never sleep, so I thought I'd do the same. I caught a lot of issues that you all have been very helpful in gathering. I tried to just run through as many as I humanly can finish. I am sure there will be some re-occurring issues or bugs that may need extra love and attention.
However, this is a good start and lots of exciting new stuff.
What's new:
There's a dog! I don't want to spoil too much, but you can find him in the Barrel area/Vasil's house (below the cottage with the boar fight). I'm sure there will be weird bugs with this guy. He's young.
Gifting NPC's is a little more intuitive and asks if you'd like to gift or talk before attempting.
Quests no longer require you to "hold" the item in hand. You can now just talk to NPC's and they should figure it out!
You can name the Dog! This required a new "naming popup". I will use this for the Snowman soon.
Scarecrow's now display their range of affect as well as specific crops that are protected. We also reduced the scarecrow's affective range a bit (sorry!)
Adjusted some prices to be more forgiving than before.
If you hold CTRL while hovering over an item in the inventory, it displays a cost table.
If you press ALT, it toggles "keep running", as to avoid having to hold shift all the time. Now that i think of it ALT was probably not the best button. So I might have to change that default key. You can change that setting in the Controls of course.
Seeds now also display their growth time in the shop. It might be a little inaccurate, I'm sure we will find out soon.
Added an "Edge block" to the caves, this block is unbreakable. For now?
Blacksmith building added to map
Bug fixes:
Thief knife should be giftable now in those rare cases.
Turning in quest no longer requires quest item to be selected
Placing Thief's knife on table sometimes "renamed" the knife.
Spider boss shouldn't have the non-transformed version chilling in the corner.
Sometimes dying and re-spawning in house would get the player stuck in furniture.
3 days of darkness should be deleted on death. Stopping the infinite death cycle.
Dialogue now has a delay to clicking to avoid missing important decisions
Villagers were off screen in mansion basement. I adjusted their positions.
Fixed crash regarding killing wolves in Mansion. (I didn't know you could even kill them lol)
Wolf mask issues fixed (Too hard to explain)
Fixed issue with Sewer region where you could get stuck next to river.
Fixed issue where Wizard (Vasil) would not accept Night Crawler Eyes for quest. This was due to another quest taking priority, even if it was not finish-able.
Fixed issue where players got stuck if dying while "charging" an upgraded weapon.
Giant rat should increase max health now.
Fixed issue where player woke up invisible (kind of epic if you ask me, but all good lol).
Watering can capacity should increase with upgrade.
Fixed bug related to turning in Quests during Beet Festival resulted in Beet coins, not money.
Fixed bug where you could get infinite Wolf heads
Pig fence was invisible in winter. Now it should look like piles of snow
Sleep screen Crop "breakdown" was acting weird when scrolling.
The Secret tunnel (Sewer to shop) now has frozen water in winter
Detective head now has a more descriptive dialogue to avoid confusion over small pixel art.
Issue where mouse was acting like clicked. This one might still occur. If so, the settings need to be deleted/defaulted.
Recipes should show up after picking up. However, old saves might still see issues.
Time of day notifiers like "Noon", "Evening", etc were not showing up occasionally.
You no longer can walk out of beet festival from left side. (forget If this was last update)
Finished Quests should be always on the bottom of the note tab.
When dying to Well, more descriptive death screen. Previously it would say you lost "0" dollars. Which was a lie. Pretty much the opposite was true.
Mayor deposit quest crop number is more consistent.
Now Window size is "grayed" out if fullscreen is set.
Changing between fullscreen and "windowed fullscreen" was not properly saving.
Modified cutscenes to not have everyone be Fr. Vincent anymore.
Some more bugs that are too small to mention.
With the added dog, I actually had to write a smaller implementation of the "Animal management" system. Besmirch is not far off from having Cows, Chickens, etc. Honestly, wouldn't take me long to add all of those. Just drawing those darn barns would take up my development days.
Oh and the decrepit abominations that try to devour your Cows. That'll take some time too... o_O
Anyways! I'm pretty sure the remaining "bugs" are in the single digits. So I'm excited to wrap it all up very soon. I think this game has come a long way and it's impressive playing it and noticing how polished it's starting to feel.
I'm sure there are quite a few hidden bugs, but we will fix them in due time.
Also, with all the new little pieces of content. I'm sure more issues will come up.
Let me know if you encounter any issues and I'll try my best to resolve.
Thanks as always!
~nubecula & Gangru
Source
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