Full notes
Full The Longest Tale update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
- Performance
- Gameplay
The Longest Tale changes
Here is where the Tale took the team last week...
Keith:
Finish polishing pre-rendered and in-game cutscenes
Chi:
Add bow pickup locations and integrate bow tutorial into primary game flow
- Fix various combat edges casesspecific skill refinement, glitches with new attack indicator, enemy detection
Fix various puzzle issues: better interaction points, consistent enter/exit states
FreeClimb: Do not consume stamina unless player is moving
Combat balancing
Can:
Surreality: Compose level music
Fixes to various audio related edge cases
Rockley:
Infiltration: Improve grass and water visuals, optimizations for performance
Stealth tutorial: Lighting, light probes, light bake, occlusion bake
Sara:
Various promotional and planning work
Socials management
Diego:
Implement "hold input to sprint" instead of pressing it once to toggle it on/off (configurable)
Fixes to various subscene reloaders to ensure player always starts at right place (on dying, restarting app, etc)
UI and camera fixes
Dev tool to fast travel in levels
Ugurcan:
Video capturing and editing for various promo shots
Jonathan:
Formal QE verification of game as a new player, file various issues
Source
Changelog.gg summarizes and formats this update. How we read updates.
