Full notes
Full Into Oblivion update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey, anonymous alcoholics! Today is the day and Into Oblivion's large 2.0 update is out. Many things have changed: updated graphics, new Steamworks networking features, new engine upgrades, new animations, etc.
What changed
- Gameplay
- Store
- Balance
- Events
- UI and audio
- Fixes
While a lot of it was cosmetic, there was a ton of changes under the hood for the game as well as the content updates and expansions planned for this year.
If you are interested in all the specific changes, you can check out the change-log at the end of the post. Otherwise, read on about the (near) future plans we have cooking.
There are some other big things to note with this update too. After some discussion internally and with folks who play the game, we have upped the price of the game to $4.99 USD. Instead of charging more separately for the upcoming expansion packs, they will be rolled into the main game.
After you boot the game up, you'll notice that Top Shelf and The Sobering from multiplayer are going to appear in single-player. Currently we are tweaking the bot logic to play these modes a bit better and will make this all available when the DLC update comes next month.
Speaking of, if you remember the roadmap, the next update is to the DLC. This will add more content and some new skins for players who own it. There will be a few other updates for the main game when that launches too.
After that is the Midnight update. This mode will allow up to eight players, and bots, to run games of Midnight for coin. There will be special achievements and extra rewards added for this expansion which can be used in the regular game and Brewmaster; as well as the money.
Speaking of, later in the year, the Brewmaster update will close everything out. This expansion will let you open your own bootleg distillery and serve booze to the seedy underbelly of Starkham. Use recipes your learn from the main game to create batches of booze, use coin to upgrade your facility, and hire some unsavory characters to deliver and promote your goods. You can even sabotage friends' and strangers' operations.
More on all that as we creep closer to each update. For the curious, here is the full change-log as we have it:
Jungle Juice - Version 2.0 - Change Log
Added: hooks for the Brewmaster expansion
Added: missing 6 Halloween holiday drinks
Added: missing Halloween achievement
Added: Steam rich presence
Added: missing Easter hair sprite
Added: missing bot blurbs for Timothy, H.H. Bunny, and the random bots
Added: icon for when a card is tapped
- Addedadded player avatars to lobby board
Added: lobby icons to lobby list
Added: total number of rounds to interface
Added: hover-over text for menu buttons
Changed: art tweaks and updates
Changed: upgrade to Godot 3.4.2
Changed: native size from 1080p to 1440p
Changed: replaced some animations with tweens for more fluidity
Changed: a ton of code under the hood
Changed: main menu animations
Changed: tutorial information slightly
Changed: layouts in the statistics, leaderboards, and options sections
Changed: rearranged the lobby buttons, grouped some
Changed: multiplayer now uses Steam networking
Fixed: small code issues with logging and brewer
Fixed: main menu web link not using https
Fixed: bug where intox status images weren't unloading, just piling up
Fixed: sync process with CoaguCo servers
Fixed: deck arrays not clearing properly
Fixed: bug where leaving stats or leaderboards too quickly caused crash
Fixed: issue where bot couldn't "look through" all possible drink recipes
Fixed: missing sound effects
Fixed: shop incorrectly looking at card inventory instead of purchases
Fixed: locking issue with certain unlocked skins, arenas, or bots
Removed: stats being backed-up on Steam servers
Removed: Godot built-in networking functions
Remove: bot chatter at beginning of match (it was lame)
Source
Changelog.gg summarizes and formats this update. How we read updates.
