In this update4
Full notes
Full Guinea Isles update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Gameplay
- UI and audio
- Compatibility
- Maps
- Fixes
Guinea Isles changes
Thank you, everybody, for your support on the prototype demo! The game has already reached 100+ wishlists in just a few days, which is far beyond what I expected. I have also received a large amount of invaluable feedback.
Since it was very well-received, I’ll dedicate more of my time to developing the project further! If you’d like to show support, any wishlists or positive reviews of the demo go a long way. I’ll look into creating a Discord server in the next few weeks as well.
Though I won’t be adding to it indefinitely, I do plan on adding the following to the Prototype Demo thanks to your suggestions:
“Reset options to default” button.
Max frame rate setting.
In-game sliders for the save multipliers (gold gained, xp gained, etc.).
A variety of micro UI improvements.
More bug fixes
I also heard a variety of suggestions for content and the long-term. Though they won’t make it into the prototype demo, rest assured, they are not forgotten!
Controller support.
An encyclopedia / lookup tool.
Some sort of map, possibly a minimap for long-scale navigation.
Recipe and building material tracking / pinning (Currently, you can at least hover over recipes in the skill unlocks menu to view their required materials).
An “unlocks history menu”.
More guinea pigs (!!!)
Anyways, onto the update
This update focused on two glaring issues: The UI scaling for large resolution monitors such as 4K, and the design problem of options being save-specific.
This was a very large charge to some fundamental menus and the options infrastructure. Although I tested every option personally, it’s possible I introduced some bugs, so please let me know if you spot any. You will have to set up your options again on the first post-update launch.
Added
Much better support for different display resolutions, including 4k. Through the “UI Scale” slider in the options menu, you can set a “target” to scale UI size up to. The game will always scale UIs to be as large as possible up to this target, depending on the window resolution.
Added an options button to the main menu.
UI scaling for the main menu and splash menu.
Additional options buttons: VSync, Skip splash screen, auto-continue last save, enable developer console
Changed
The options menu has been dramatically reworked. Most settings are now “global”, i.e. are not save-specific, and can be accessed outside of the game in the main menu.
The main menu’s background image now scales with the window size properly.
Changed the boot splash “demo” description to better portray my intentions with the prototype demo
Fixed
UI scaling is now capped, dependent on the window resolution. This prevents instances of setting the scale too high and making the slider impossible to change again.
Fixed an issue where some sound effects were on the wrong audio busses, thus being affected by the wrong audio sliders.
Fixed an issue where the old man would sometimes open a menu different from the perk reset menu.
Fixed an issue where the old man would still wander around while talking.
Fixed a bug where the wrong footstep sounds would play in spots occupied by unbuilt buildings
Removed
Removed the “hide flash” toggle from the new game menu, as it’s now a global toggle in the options menu
Source
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