Full notes
Full Guards vs Goats update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- UI and audio
- Gameplay
- Balance
- Store
- Fixes
Hi There!
The game version reached 0.70 and if you read the previous Roadmap post, that's a major milestone for the game as one of the 0.7x versions will be the first early access version.
So now:
Demo version 0.70 is released.
Beta version 0.70, containing levels 1 to 7, is released but still in a closed beta. Worry not, though! The early access version is coming soon.
If you read the previous Demo 0.60 post, I may sound like a broken record, but I had so much fun working on this one.
Aside for the added level 7, the main concept of this version is interaction / physics.
Interaction / Physics
Disclaimer: This kind of a topic is best viewed in a video, so I'll create one soon and upload it to my YouTube channel. Stay tuned!
Some of the feedback I got about the game is that it is lacking the world "responding" to the player.
They were right. The world indeed was too static and mainly based on Guard - Goat interaction, but no more than that.
So, I've added a few things.
Destructible Objects
Some barrels, crates, chairs and etc can be destroyed if you hit them with your sword or if they are being hit a few times with an arrow (even a guard's arrow).
Steam post imageSteam post image
Physical Objects
Some small objects will fly around upon being hit with a sword or an arrow.
Traps
Aside from a sword and a bow, now you have yet another weapon to defeat your enemies with: Your creativity.
Steam post imageSteam post imageSteam post image
Moonray Healing
As I promised, the Moonray Crystals collected in the game will have two functions. One in-game and one in the Custom Chapters.
Introducing the in-game function:
Now, whenever Goat's health reaches zero, if he has a Moonray Crystal in his inventory, he will be healed in return of one crystal.
What Else?
Version 0.70 also has some small additions and fixes and some of them can be noticed in the demo as well:
Still in the interaction area: Now, hitting something with a sword will make a sound.
Chose a better hit sound for plate armor (when hitting knights).
Added another female guard voice. Also by Melanie Doll. She sent it to me along with the one I already added but I didn't add the second set until now. Check out Melanie doing a strong and mean British accent.
Two new music tracks by Lottie Kordbarlag. They are awesome! Check them out. Especially the new exploration track - it is hypnotizing.
Settings menu is now split into categories.
Added a setting to turn off the edge blur.
Better menu colors.
Now you can skip the tutorial also in Kate's dialog.
Improved guards detecting bodies.
Expanded Castle Sinclair's barracks area.
Added some fun elements to the training area.
Reworked Castle Sinclair's castle wall textures yet again. Now I love it even more.
Some cosmetic fixes and graphical adjustments.
- BugfixFixed a glitch sometimes happening on backstab.
- BugfixFixed guards sometimes standing in front of the player without attacking.
Closing Words
If you are following these update posts, you'll see that I keep mentioning the word "feedback".
I am listening to my players (except for one that told me not to release this game).
This is the exact reason I'm going early access. It is a way for me to expose the game to a larger audience and get more feedback.
So, if you played the demo and you have a feedback, please don't be shy!
I'm not promising to apply every comment I'll receive, but so far the comments were pretty much spot-on and I think I applied most of them. At least, the ones that I could.
Cheers!
Source
Changelog.gg summarizes and formats this update. How we read updates.
