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Full notes
Full Delivery to Graveyard Manor update
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What changed
- Gameplay
- Fixes
- Performance
- UI and audio
- Events
Delivery to Graveyard Manor changes
Version 1.1
Thanks for your patience with me getting this update out. I'm anticipating a version 1.1.1 fairly soon as well. I've sort of fast-tracked this update so I can get to work porting Manor to Android. Turns out Google Play will perma-close your account if you don't use it often enough, so mobile's comin' soon!
I do appreciate all the feedback and I know there's still more to go, so thanks all who have played so far and have helped the game improve.
Changes
Default Casual Mode
Removed time-based mechanism for deliveries.
Deliveries can be accepted at-will in any order.
Bat Tutorial
Helper NPC to explain gameplay/tutorial
Bugfixes
Controllers with unknown UUID are now just set to a generic xbox style.
Fixed saved configs overwriting with default variables
Light flickering config actually stops light flickering
Pressing 'esc' to open the options menu doesn't immediately close the options menu
Skipping to the party actually works now.
Lingering bugs
Animation logic during the delivery acceptance sequence is a bit crummy
The stupid blurrer for the menu has gained sentience and it hates me. It just shows up for no reason sometimes now.
There's a softlock I cannot reproduce where one of the keys can be placed in a locked room. That shouldn't ever happen but I've been told it has. Keeping my eyes peeled for it.
Planned changes/additions (v1.2+)
Challenge mode
Reimplement the timed delivery mechanism
Random mode
All rooms/portraits are randomized. It's bad for the aesthetics though :(
Custom world seeds
Should be easy to implement, just needs a nice UI screen to account for it.
Source
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