In this update2
Full notes
Full Unbroken: The Awakening update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings fellow Wanderers,
What changed
- Events
- UI and audio
- Maps
- Gameplay
- Fixes
- Store
Unbroken: The Awakening changes
The time has come for the Awakening. The 1st Major Update is now live, and it is a big one. It includes everything from the original first major update plan, a large portion of the second major update, and even a few early pieces from the third and fourth updates. We truly went above and beyond. With so much already packed in, the next update will take things further by focusing on the 3rd moon events, which are also shaping up to be significant.
Before I get to the details of the update, I'd like to thank all of you who kept sending in feedback and reports, helped with contributing content: Kaduk, Sinth, ChainsawGeorge, Hell+, R. Moini, Congo!, Cris Rolan, TF2NoobPlayer64, Hawkhill. I am extremely grateful and humbled by how awesome you are. That's what Early Access is all about. You guys rock!
Special shoutout goes out to: T. Haustein and R. Moini for some sweet rock/metal tunes (one of which you can check out during the arcade mode replay outro summaries), and Roberta Michelle Adams (Hell+) for the sweet and really varied voice recordings for a selection of enemies.
Besides new content, the update boasts a large amount of polish to the majority of the game, with a stronger emphasis on the western and eastern sections of the map. Add to that, lots of other refinements, like ie animated avatar face post-war/tutorial, an animated outro summary animation, new dynamic tunes, destructibles, achievements, and more. Worth noting that to avoid too many spoilers in the general notes, most names will not be exactly like in the game, but rather the abbreviations/versions used directly in the project.
And goes without saying, the game will still be getting polished, tweaked until deemed good enough by the Community: that’s a given and will continue throughout Early Access.
Unbroken 0.9.2.0A
New content:
New ending: Revolutionist. Those who got far in the game might have been expecting this. So you will get your answers on a certain matter and possibly an audience if you connect the dots and play your cards right.
Polish was officially added. There still might be some untranslated strings which were accidentally omitted, but once found, will be updated asap. Nonetheless, the full game is now available in the language of the Winged Hussars and Pierogi.
New levels. Since some of these will be treading on major spoiler territory, it would be fair to give a warning.:
- Keizerskortthe posh manor in Vonderpark can now be accessed. Might require some work to get inside, but once you do, be prepared for some goodies, new destructibles, a creepy vibe, and a whole lot of chaos
ElkenStraat: play your cards right and you'll find this one. A Victorian-inspired apartment with some goons and goodies
Vonderkerk: The iconic church outside the apartment on Vonderstraat can be summarised as short and sweet. Perfect for a leaderboard full combo run or just to witness the quick and concise destruction and mayhem, with a rather important reward to boot (related to a specific optional subquest)
Verkhof: The Victorian highrise on Museumplein has got its fair share of goons from the earl's rebellion and should make for a nice shortcut. If you can find it, that's it.
Cursed Grounds: Gatecrash a gang of bandits preparing to loot a malevolent hive for spoils. Seems, though, that you will be spoiling the fun.
Midtown Casino: Remember that mansion on your way to Himmelstein? Yes, now you can enter it, although it might require some acrobatics or detective work.
Kirkengaards stand
new leaderboard levels, ie, vorsehung, as well as for the new levels
new subquests and plotlines. Can't share too much about these, since these are yet to be discovered and will spoil the fun. But I can tease that there are at least 4 questlines added, some of which were requested/discussed on the Discord. With multiple new optional encounters and dedicated events.
New ingame local maps for: Nelsons Crossing, Mistveil Woods, Steinburg Market, Lower Steinburg, and more. This should make navigating these areas much easier, as well as highlight the possibilities in these areas.
New achievements. The new ending will require quite a bit of detective work and will shed new light on the power play happening in the background
General update notes:
fixed boss cliffside instance post kill logic (thanks: myusername)
fixed Eva chat logic, Dunville second moon (thanks: myusername)
added achievements for Kirk and Darkpass
mansion destruction update, plus new OC, and fixed the collider, main and side stairs railings
removed legacy test levels from the project build
added resin boxes to gardens south, Nelson's Village, Walltown
details added, waltown, ground detail mesh, and signboard to Steingburg market and Oude
details added garden south start section, polished up tower, details added, old gate added by start side, hanging roots, divots, etc
Belson gfx cleanup
Eva gfx clean up and updated normal map
Dunville tweaked the lighting bar interior and made minor exterior detail updates
added translation to the signboard start and initial clues
outro summary lockit added to the name of sections
castle feature, large lamp added, 3d fire sound
added detailed entrance to malevolent cave in Nelson's Crossing with initial next scene logic
added Malev Cave to the project
Malev cave update with exit to Nelson's added and dedicated Malev variation and post for level
Malevolant caves added dedicated events (eavesdrop with translations), ambush, and drop. WIP
added a dedicated dynamic tune to Malev Cave with selective tuning and mix
Malev's fast controller disabled the ground spawn for Malev's cave
added new Inkarnate map of Nelson's Crossing (should be much easier to read now, and with more details)
flamedrip destroy audio burn 3d audio distance and mix updated (extended with spread to have more of an impact and surround effect)
casino updated interior details and mood lighting
fixed casino plant fern material texture
Malev cave mood lighting set pre top drop
Chronicles and Locket added new levels to replay/leaderboards
Added VA by HellPlus
Added 2 sets of enemy chatter GBA, AWA
applied AWA to redocat and badnit royal rifle
Applied GBA to the worker enemy
fixed ambient background sound for asylum
Dunville fixed holes in the map (waterfall barrier, backwall stairs)
added HellPlus VA to other enemies, pistol bandit with dedicated variation, and redcape accordingly with vars
bandit sabre added low idle var HellPlus VA
polish and cleanup of bandit pistol animations and cape body clip
oudekerk added redcape HellPlus VA var
updated large fixutrecast castle fire 3d sound (distance and db, and low cut)
HellPlus Idle frequency lowered
Added PL text mesh pro font and applied display for the war mem tutorial
updated hint title size and font
updated PL translation with missing title from the right side notices board of Colton's Rest
added red marks to maps to clearly indicate players' current position in Nelson Crossing maps
fire effect castle update flame fire texture and sparks particle
audio and details to iron fixtures, castle,s fire details/sound/mood/volume
ramaprt polish up with destructibles and shortcuts, and general polish (mood lighting, etc)
hud remove combo score for main game
fire particle castle fixture update
bandit sabre distance AwA voice tweaked stinace and 3d effect
Malev ground spawn priority sound lowered to avoid overlapping issues
fixed Colton home reward logic for the situation when Colton has already left
added missing PL translation to Nelson's Crossing
added dedicated normal map and lighting to the troll merchant
township NPC denizen 3d audio tweaks (lowered aggro distance to avoid confusion)
updated destructibles hospital start genesis
blocked of first betrothed flashback vision room (thanks: congo!)
carriage lockit preps
royal guard hit anim fix
Mountain ward crest added base logic for coup
fixed text shop blue resin
fixed collision for prefabs castle final
stairwell fixed dir light (thanks: TF2NoobPlayer64)
Added kirkengard map
destructibles to Kirk (cupboards, benches, bookpile, etc)
Kirk's logic added
Kirk NPC added
added grunt var rifle for improved display of grunt equipped with rifle
cleanup animators
updated Randolph logic and questline
updated Kirk Logic and related events
endgame route, cp updated connection and logic on related levels, lategame
New endgame added (ending E)
updated chats for endgame E outcome and logic
added new NEDgame E levels to the project
added dedicated level var for ending E outcome
Added ElkenStraat level
Added Keizerskort level
added main map access to new levels
added leaderboards for new levels
Verkhof level added
improved world visual connection on maps connecting to/from Verkhof
applied logic for Verkhof connections
updated, added second floor to keizerkort
added Verkhof, Vorsehung, and Eldmanor to Locket/Memoires replay/leaderboards
Verkhof top section details added
pl lockit update with new strings
new handmade lev intro
townhouse level details
Dunville tip event added
updated aggro events and details, Dunville
updated logic for psychedelic lighting in Doom Ridge (thanks: congo!)
polished up the start of the lowest part of the map, Doom Ridge (thanks: congo!)
fixed sniper shake radius (thanks: congo!)
updated end level main game summary with Kirk tip
added dedicated destruction throw break versions of: Blunderbuss, Pistol, MG, Doubleduke, Guzzler
updated pl loc
Kirkengard optimisation and logic tweaks
Substation vonder cleanup and fix (thanks: congo! and ChainsawGeorge)
lockit tweaks
gorlitz fleabag shop item added
reverted temp intro until handmade var improved
bandit5 city anim walk slow and fast new dedicated
polish up the caves, smugglers
lockit tweaks
pistol break size tweak
start screen, Julian chat fix
improved connection between turrets and darkwoods with a new dedicated start point
Added checkpoint shrine to Darkwoods
updated details darkwoods
large detail update and polish to Nelson's underpass
added multi random intro logic with var anim
outro summary consort anim added
treestump optimised navmesh moss
Darkwood tree main details update and general details to map WIP
highlands butterfly tweaks
default intro random with vars
Galting drop gfx fix slugger enemy
pl lockit update
endgame fonts updated for the new text system
multiple tweaks and polish to western routes (brokers point, castle dark, snowtown, ridge, ramaprt turrets, snowvill)
Warden's crest levels update and polisj (Start route drop to westpeak, and pinegrove exit info details and event, drop to pinegrove, etc)
updated betrothed handmade and gotshot gfx interludes war memory
dedicated anim for bandit3
added first icon quest, Walltown East
details and polish Walltown East
Fix Julian's whistle start screen meeting logic
updated outro layout and font colors
underpass, further details, and polish
Highlands fixed the river flow and added detail to the bridge alt start point
cannon arm left graphics rework
enemy blunder, shoot gfx update
outro activity, new info added, and updated gossip font size
updated and fixed head position anim for pistol and unarmed cave bandits head for stun, reload, and got hit
caves reverb zone added and caves drip ambient
Oudekerk icon and liberate events added with according logic
malevolent aggro darkwoods tweaks
Snowtown added details and polish, fixed colliders, spiral stairs, fixed cablecar ridge logic and event
fixed geometry entrance to Royquart from Westp, updated OC, updated/tweaked cabledcar cliff details
vonmain activated exit to highchurch, highchurch added to proj
canals fixed portcullis to Walltown East
updated face damage, making the game more tiers
fix intro Albrecht's Ridge
lockit tweaks
Vonderkerk map updated with destructibles and fast bandits, and icon logic
keizerskort events to gain entrance
Vonderkerk door entrance event
polished up Elkenstraat events and details to the entrance
added eavesdrop multiple based on events to canals
fixed Colton post intro chat to not show from start on first exit, but on finishing the first set of chats
von main detail added to keizerkort and mansion (still WIP, )right side and outer vongracht station details
fixed collision, collapsed bridge (thanks: TF2NoobPlayer64)
mansion interior tweaks WIP
handmage gfx anim update for consort and walkintro lev
Marble Mansion material update
mansion interior destructibles and enemy placement
Vonderpark logic for access to the mansion, as well as exit logic shortcuts added
multiple new destructibles (ladder, loaded tray, vases, etc)
new tune mansion
anim face postwar avatar
Bagman Township spleen logic update
Gravetown tweaks for 3rd moon events
cleaned up cannon forearm and added bg shade
refined consort outro lev anim
Enemy cannon explosion updated to players' version
Manor intro section details to lobby area added
mansion added updated destructible statues and baked OC
Detail to vonkerk and material reflections SSR
Rampart vonder updated the start area for improved visual connection to the previous map
woods trufflesnout gatekeeper tip
updated intro level final, manual, anim, var
updated tomstones and updated threshold in relation to player awakenings in Nelson's Crossing
Bagman charge speed increased
tweaks to volume malevolant ground spawns so it isn't so loud (further tweaks might be needed depending on feedback)
updated the new level start display location
added loot and other pickups to new levels
trufflesnout logic gatekeeper optional
tweaks obsidian details, new OC, and navmesh bake and fixes
Elkenstraat details added and new destructible/dynamic lights
Mansion optimisation
snow push particle on enemy player collision added to broker's point
westpeak cablecar tower logic, soldier confrontation, and setpiece added along with multiple tweaks and polish tower
Rampart throne details added
added input lock logic for notes on start screen
added notes/info summary map to start screen, safehouses
added updated dedicated maps to Mistveil Woods, Steinburg Market, and Lower Steinburg
Cleanup posters
Obsidian new destruct support beams
added torch audio to obsidian torches in a narrow passageway
added missing translation string pl for Gorlitz newspaper
brokers point flame/fire torch audio distance expanded from 15->25
Cliffside boss missing music fixed
gatekeeper kill boss music disable fix (thanks: congo!)
dead body impact sound 3d distance limited to avoid bugout sounds (ie, far distance fall off cliff, etc)
hermic chamberlain passive panic added (thanks: congo!)
Walltown East removed mandatory kill for church subquest enemies (thanks: congo!)
removed condition for Gorlitz alley from Walltown East (thanks: congo!)
fixed exit bridge to obisidian (thanks: congo!)
cliffisde added a resin crate
fixed intro placeholder in gullet (Thanks: congo!)
Troll merchant dedicated material and shading added
fixed spelling map Nelson's Crossing (thanks: congo!)
Medieval lamp added dedicated spark/ember and audio 3d
added candles to Nelson's Trinity Chapel
blunder enemy legacy sprite disabled
lang update loot/valuable pickups
Malev cave added details and loot pickups
Oscar animation and material update/fix
cleanup handmade advert gfx city var (dark of mind)
added Walltown North map
Eavesdrop canals added 3d audio chatter, mumble loop to make it easier to find
canals updated Gatling heavies to dedicated textures (instead of repeating Orwells)
Gravetown details to start the bridge, and minor details to some houses
Yan subquest updated to be focused on icons and not badges (old other alt solutions for Yan still active)
von main fixed visible purchase if not enough gulden for the cornerstore, updown ticket, and flowers
ststaue convex hull collider fix
graveyard start details added (statues start as well as obelisks, mood, and details, cliffs, and lighting)
Gorlitz eavesdrop added 3d audio with distance and lowpass
banditcity1 cleanup and details
Bagman fixed post post-death collider to avoid infinite spinning
bagman idle anim fix
bagman 2d melee attack grab updated to 3d depth grab
Rampart barrels updated and staircase redcape aggro
bandit bottle tweak material and details
Bagman tweaks up post-death physics for a more HK stuntman style
bandit hood thief knife tweaks brightness
Polish date timeline translation
Captain Lockwood's idle animation added
fixed eavesdrop Gorlitz interaction hint popup
start screen, new logotype added
credits updated
Logotype update start screen
Midtown casino access enabled
details left side alley Volkenhof
hand tweaks advert dark of mind cursedsworddemonbg
emission added to the Vonder risenhuis terrace lever in midtown
fixed Anna's show condition with progress logic in Gorlitz
Von main fixed unlock manor entrance logic
fixed mid masterkey pickup unlocks
outro added action arcade replay new music by R. Moini
casino tweaks
destructible casino tables
added heavy branches pre-cursed ground
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So that's it for this one. Likely, some smaller flash updates will be dropping, similar to those after release. After that will focus on content for the next major update.
Thanks for tuning in!
Mike
Source
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