Full notes
Full SKYHILL: Black Mist update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Performance
- Maps
Hi everybody! We’ve recently shared our update plan with you. Today we would like to present the first update from this list. SKYHILL: Black Mist is quite a big game and the players might get lost in it. The game’s world is constantly expanding, and over time, you might have gotten lost in the Skyhill condominium. In order to solve this problem, our designers have thought of a nifty navigation system. This update is dedicated to this new feature. In addition, we’ve paid great attention to the details that’ll make it easier for you to interact with the game world. We sincerely hope that you will test this update and tell us about your impressions!
Below we’ll tell you in detail what we’ve included in the update.
The navigation system that shows the nearest transitions between the locations, objects that can be unlocked with special items, and story signals.
In addition, we've almost completely redesigned the game’s main menu and tested all the system settings:
We’ve redesigned the interfaces for interacting with loot containers:
We’ve also significantly changed the level design in the first phase of the game (if you haven’t gone far, it is advisable to start the game over to see the changes.)
In addition:
We’ve made many fixes and improvements to the inventory and craft systems
We’ve added the ability to skip cutscenes
Many fixes for the save game system
Improved interfaces for interacting with objects
Reworked and fixed the player status system
Fixed many bugs in level design
Completely rebuilt the pause menu and tested all settings
Fixed serious graphics performance issues, especially on scenes with city views
Fixed the trajectory of throwing bottles and Molotov cocktails
Fixed broken screen resolution setting
Fixed brightness settings
Fixed names of locations during transitions
Improved the subtitle system
Now when you pick up the story notes, they immediately open for reading
Fixed problems with item descriptions, and we’ve also added item descriptions right in containers
Fixed windowed mode settings
Fixed saving of player’s containers
Now all items, statuses, recipes are correctly marked as new. Also, notifications are shown on the corresponding tabs about whether there are new items
Improved GUI element redrawing optimization, which improves overall performance
On the global map, only part of the locations for finding story signals is now shown initially
Interactable objects are now marked with slightly visible particles for your convenience
Now you can craft a recipe if one of the ingredients will empty a slot of the filled inventory
Added some new tutorials
We may have forgotten to add something to this list. In any case, we are continuing to work on the game. Please share your feedback with us on the forums. It’s very important for us. At this point, we have moved on to the next item in terms of updates.
Have a killer Halloween!
Eugene @ Mandragora
Source
Changelog.gg summarizes and formats this update. How we read updates.
