In this update4
Full notes
Full Price for Freedom: Gold and Sand update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Fixes
- Maps
Price for Freedom: Gold and Sand changes
Demo Build - 1.4
Gameplay:
Samara skill slot mastery applied
Retain current character selected when opening/closing skills UI
Content:
Lizard "harlot" animated sprite added
BugFixes:
Fixed "Cooking Failed" bug.
This bug would create an absolute nightmarish amount of failed meals in the player's inventory. Apparently we devs are all too good at cooking and this escaped us!
Stuck tooltip bug removed
Previous known issue squashed. This was a larger issue than originally spotted and could happen to almost any of our tooltips.
Fixed move cursor not appearing on combat start.
Reinforced borders to unreachable cells so you cannot any% out of bounds
Fixed Aya not being able to enter the crypt if you choose to search it later
Prevented entrance to blackfur cave during chase
Previous known issue squashed, the reason it happened is that the map will have other uses later down the line in Avarice, potentially GnS.
Known Issues:
A few voice lines are missing integration/need another pass
If you have map open when a characte runs up and initiates dialogue, it will softlock the game.
If you re-enter the tunnels after completing the quest, if you re-enter, enemies in there are no longer hostile... though this might be considered proper behaviour on their part, if you attack them they should respond.
Valaska's Notes!
The cooking bug was a pretty funny and serious one, I guess we all were getting the minigame right so much, that we'd never see this bug. Effectively if you failed cooking it would just keep generating failed meals over and over and spam the ever living heck out of the inventory. It really goes to show that the demo has helped us squash bugs we and other testers were missing. Thankfully it was not a critical game bug, and more a comical weirdness. But this does mean you can actually fail cooking and get a "meh" buff.
The aim of the cooking minigame is to heat all the "^" chevron squares to well done without burning them. All the blank squares are basically just there to stress you out and can be ignored. And yeah, we realised how cruel this is, our bad haha.
I'll give a heads up on what Arbuz and Deck are doing right now, Arbuz being our lead artist (and creator of the IP!) and Deck being our lead programmer. Arbuz is dealing with the assets for ergonomics and readability, while Deck is squashing and chasing down the bugs that our playtests were not able to find whether due to hardware configs being similar, or the fact we just... didn't think to do a thing. Like re-entering the tunnels, for example.
Arbuz has other art assets and obligations to do between those UI elements, mostly so he can keep his sanity. He hates UI work, haha. Beyond bug squashing, Deck is making some new systems and improvements to things, too, and prepping for the readability/ergonomics touchup.
Source
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