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Steam News17 November 20178y ago

Another news update!

Hi again! We have a little update for you regarding the next patch. We've seen some new interest in additional graphics options and renderscales, so we'll start there.

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Full Kartong - Death by Cardboard! update

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  • UI and audio
fixedHi again! We have a little update for you regarding the next patch. We've seen some new interest in additional graphics options and renderscales, so we'll start there. In next week's patch you will be able to change the Renderscale with a slider, going from 100% to 200%. If you want to save some performance or you feel like the game is too dark, you can also turn off the Dynamic Shadows. There are a couple of difficult under-the-hood fixes remaining until we can reveal a confirmed changelist, but the most likely game changer will be our new Mini-Map! You will find them as rolled-up scrolls that you can open by using the trigger. Once opened, they will show the map of the current level you are in. Opened maps will be discarded when you transition to the next level, where you can spend another rolled-up scroll if you want. The map shows walkable areas and treasure boxes (for now), and it will cross them off when you've opened the boxes. Pretty handy for a treasure hunter, wouldn't you say? Along with this, we will apply a loot table hotfix for the currently "predictable" cogwheel locations. It was simply a little offset detail in the randomization system that we needed to evaluate further. With the new map, it should be easier to keep track of unopened boxes anyway. So let us know if the unpredictability is satisfying to solve with the new map item! We'll be working on new map types and city blocks over the next month, and some of them will sneak their way onto Steam along the way for extra testing. If you see a building crane in Map Seed 523 (after the patch goes live next week), let us know what you think so we can improve the fit! Be aware that your progress may reset between patches until the save slot and difficulty select systems are ready. Until then, use the reset as an opportunity to show the tutorial and first levels to a friend or scaredy cat. We'll try our best to keep the save files compatible later on, so please have patience while we work things out for the long run. More details next week! Thanks for playing and keep posting your great suggestions in the forum :) /The SVRVIVE dev team

Hi again! We have a little update for you regarding the next patch. We've seen some new interest in additional graphics options and renderscales, so we'll start there. In next week's patch you will be able to change the Renderscale with a slider, going from 100% to 200%. If you want to save some performance or you feel like the game is too dark, you can also turn off the Dynamic Shadows. There are a couple of difficult under-the-hood fixes remaining until we can reveal a confirmed changelist, but the most likely game changer will be our new Mini-Map! You will find them as rolled-up scrolls that you can open by using the trigger. Once opened, they will show the map of the current level you are in. Opened maps will be discarded when you transition to the next level, where you can spend another rolled-up scroll if you want. The map shows walkable areas and treasure boxes (for now), and it will cross them off when you've opened the boxes. Pretty handy for a treasure hunter, wouldn't you say? Along with this, we will apply a loot table hotfix for the currently "predictable" cogwheel locations. It was simply a little offset detail in the randomization system that we needed to evaluate further. With the new map, it should be easier to keep track of unopened boxes anyway. So let us know if the unpredictability is satisfying to solve with the new map item! We'll be working on new map types and city blocks over the next month, and some of them will sneak their way onto Steam along the way for extra testing. If you see a building crane in Map Seed 523 (after the patch goes live next week), let us know what you think so we can improve the fit! Be aware that your progress may reset between patches until the save slot and difficulty select systems are ready. Until then, use the reset as an opportunity to show the tutorial and first levels to a friend or scaredy cat. We'll try our best to keep the save files compatible later on, so please have patience while we work things out for the long run. More details next week! Thanks for playing and keep posting your great suggestions in the forum :) /The SVRVIVE dev team

Source

Steam News / 17 November 2017

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