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Steam News22 November 20187y ago

Teien 庭園 garden venue!

It took way too long to get here, but it's finally here! The big stuff, details below: A beautiful new venue: Teien 庭園, with silhouette rendered randomized shoji screens! Vastly improved gamepad support for up to 98.

Full notes

Full SpyParty update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix2 additions2 changes0 removals
  • Gameplay
  • Fixes
  • UI and audio
  • Performance
addedIt took way too long to get here, but it's finally here!The big stuff, details below: A beautiful new venue: Teien 庭園, with silhouette rendered randomized shoji screens! Vastly improved gamepad support for up to 98.9% of controllers (according to Steam's numbers), including fightstick support, for which everybody has been clamoring.
changedTeienTeien is set in a beautiful Japanese garden in the early evening, and was inspired by my visit to the Ginkakuji temple in Kyoto. Sliding shoji screens provide cover, and randomize between 8 different layouts on game start, but beware, your silhouette can give away a lot of information to the Sniper! You can manually set the shoji layout in practice games so you can, well, practice. High- and low-lights don't show on the silhouettes, but if you target a guest you can see if they are lit. Of course, the Sniper can shoot through the shoji. Please ignore the huge and glaring bug that the guests are wearing shoes in the temple; the fix for that bug will have to wait for the outfits feature. Teien is actually the first in a series of three venues exploring the theme of "occlusion", each in a radically different way...
changedGamepadsOops, I didn't have the fightstick in the pic, oh well. Oh, and the gamepads are all auto-detected and the correct button glyphs are rendered in the UI (including Switch Pro regular and flipped buttons support).
addedGamepadsgamepad support greatly improved not sure I should have spent so much time on this, but hey, now it's pretty cool covering upwards of 98.9% of controller usage according to recent steam usage data post 360/xbone/ps4/ps3/ps2/switchpro/dinput all autodetected and supported well, including with correct button glyphs will need to write more detail about this later, including documenting all the new settings documenting custom layouts and how to make them, how to figure out what your controller is sending tutorial on getting some of the more difficult controllers working on windows, steam, and macos fixes and features right stick (camera) scaling settings, helps with steam controller too make a gamepad disable layout if you've got a weird accelerometer or something custom layouts for unknown gamepads autodetect or manual gamepad button glyphs keep deadzone, layout, fightstick, flipped buttons, camera params, and button glyphs per gamepad instance in settings prop nest keyboard remaps into keys prop in controls and add to print controls fightstick mode...no, I have no idea why I did this either. got button displaying in tutorial help instead of "Press X", still some places in UI with 360 button names
fixedGamepadsmisc fixes prevent some crashes mirror custom quickplays correctly handle mirror custom when one player has a qpg prop but not the other fixed "arms too short to reach book" bug don't show display name if same as username in stats don't count /steam in test for whether mostly unicode use case preserved string for command completion leaves when eating characters

SpyParty changes

addedThe big stuff, details below: A beautiful new venue: Teien 庭園, with silhouette rendered randomized shoji screens! Vastly improved gamepad support for up to 98.9% of controllers (according to Steam's numbers), including fightstick support, for which everybody has been clamoring.
changedTeien is set in a beautiful Japanese garden in the early evening, and was inspired by my visit to the Ginkakuji temple in Kyoto. Sliding shoji screens provide cover, and randomize between 8 different layouts on game start, but beware, your silhouette can give away a lot of information to the Sniper! You can manually set the shoji layout in practice games so you can, well, practice. High- and low-lights don't show on the silhouettes, but if you target a guest you can see if they are lit. Of course, the Sniper can shoot through the shoji. Please ignore the huge and glaring bug that the guests are wearing shoes in the temple; the fix for that bug will have to wait for the outfits feature. Teien is actually the first in a series of three venues exploring the theme of "occlusion", each in a radically different way...
changedOops, I didn't have the fightstick in the pic, oh well. Oh, and the gamepads are all auto-detected and the correct button glyphs are rendered in the UI (including Switch Pro regular and flipped buttons support).
addedgamepad support greatly improved not sure I should have spent so much time on this, but hey, now it's pretty cool covering upwards of 98.9% of controller usage according to recent steam usage data post 360/xbone/ps4/ps3/ps2/switchpro/dinput all autodetected and supported well, including with correct button glyphs will need to write more detail about this later, including documenting all the new settings documenting custom layouts and how to make them, how to figure out what your controller is sending tutorial on getting some of the more difficult controllers working on windows, steam, and macos fixes and features right stick (camera) scaling settings, helps with steam controller too make a gamepad disable layout if you've got a weird accelerometer or something custom layouts for unknown gamepads autodetect or manual gamepad button glyphs keep deadzone, layout, fightstick, flipped buttons, camera params, and button glyphs per gamepad instance in settings prop nest keyboard remaps into keys prop in controls and add to print controls fightstick mode...no, I have no idea why I did this either. got button displaying in tutorial help instead of "Press X", still some places in UI with 360 button names
fixedmisc fixes prevent some crashes mirror custom quickplays correctly handle mirror custom when one player has a qpg prop but not the other fixed "arms too short to reach book" bug don't show display name if same as username in stats don't count /steam in test for whether mostly unicode use case preserved string for command completion leaves when eating characters

It took way too long to get here, but it's finally here!

The big stuff, details below: A beautiful new venue: Teien 庭園, with silhouette rendered randomized shoji screens! Vastly improved gamepad support for up to 98.9% of controllers (according to Steam's numbers), including fightstick support, for which everybody has been clamoring.

Teien

Teien is set in a beautiful Japanese garden in the early evening, and was inspired by my visit to the Ginkakuji temple in Kyoto. Sliding shoji screens provide cover, and randomize between 8 different layouts on game start, but beware, your silhouette can give away a lot of information to the Sniper! You can manually set the shoji layout in practice games so you can, well, practice. High- and low-lights don't show on the silhouettes, but if you target a guest you can see if they are lit. Of course, the Sniper can shoot through the shoji. Please ignore the huge and glaring bug that the guests are wearing shoes in the temple; the fix for that bug will have to wait for the outfits feature. Teien is actually the first in a series of three venues exploring the theme of "occlusion", each in a radically different way...

Gamepads

I'm going to have to write more details about this later in addition to what's below in the release notes, but almost any gamepad should work well with SpyParty now on Windows standalone, Steam, and MacOS. I will just leave this image right here...

Oops, I didn't have the fightstick in the pic, oh well. Oh, and the gamepads are all auto-detected and the correct button glyphs are rendered in the UI (including Switch Pro regular and flipped buttons support).

Enjoy, and let me know if there are bugs or comments here in the Steam forums or on the SpyParty discord ! Thanks, Chris v0.1.6370.0:

  • gamepad support greatly improved

    • not sure I should have spent so much time on this, but hey, now it's pretty cool

      • covering upwards of 98.9% of controller usage according to recent steam usage data post

      • 360/xbone/ps4/ps3/ps2/switchpro/dinput all autodetected and supported well, including with correct button glyphs

    • will need to write more detail about this later, including

      • documenting all the new settings

      • documenting custom layouts and how to make them, how to figure out what your controller is sending

      • tutorial on getting some of the more difficult controllers working on windows, steam, and macos

    • fixes and features

      • right stick (camera) scaling settings, helps with steam controller too

      • make a gamepad disable layout if you've got a weird accelerometer or something

      • custom layouts for unknown gamepads

      • autodetect or manual gamepad button glyphs

      • keep deadzone, layout, fightstick, flipped buttons, camera params, and button glyphs per gamepad instance in settings prop

      • nest keyboard remaps into keys prop in controls and add to print controls

      • fightstick mode...no, I have no idea why I did this either.

      • got button displaying in tutorial help instead of "Press X", still some places in UI with 360 button names

  • misc fixes

    • prevent some crashes

    • mirror custom quickplays correctly

    • handle mirror custom when one player has a qpg prop but not the other

    • fixed "arms too short to reach book" bug

    • don't show display name if same as username in stats

    • don't count /steam in test for whether mostly unicode

    • use case preserved string for command completion leaves

    • when eating characters

Source

Steam News / 22 November 2018

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