Repeated intro
Hello everyone! I'm happy to announce our first significant update, and hopefully after reading the update's highlights you'll be happy as well :) It's worth to quickly mention that this major update has turned out to be very different than we had originally planned (in a positive sense) seeing as we were overwhelmed by the community's responsiveness and feedback. So we went on and changed some of our priorities to fit some of most requests you guys have put forth!
What changed
4 fixes2 additions4 changes0 removals
- Gameplay
- Events
- UI and audio
- Fixes
changedHello everyone! I'm happy to announce our first significant update, and hopefully after reading the update's highlights you'll be happy as well :) It's worth to quickly mention that this major update has turned out to be very different than we had originally planned (in a positive sense) seeing as we were overwhelmed by the community's responsiveness and feedback. So we went on and changed some of our priorities to fit some of most requests you guys have put forth!
changedArm-Swing Locomotion Controls RemappingWe're received multiple requests from existing players who did happen to like the Arm-Swing locomotion but had troubles with it's key mappings. So we've taken the feedback and made some quite significant adjustments. In short: Left hand is now used for controlling movement, it is now the dominant hand in determining direction. Also"Walk" and "Backwards-Walk" have moved the the left controller while jump has remained on the right controller.
changedAI Hearing ImprovementsThis one was painful in the last version especially that part in the tutorial where the AI would often seem to ignore the logs you would throw at him :P This system has been significantly improved and the AI is now much more responsive to noises. Additionally we've increased the AI's hearing radius so it's now much more convenient to kite an AI guard away from his post.
changedSome Minor Improvements & Fixes:Noise Indicator has been tuned to provide better feedback.
fixedSome Minor Improvements & Fixes:Crates, Barrels etc. are now climbable as well.
addedSome Minor Improvements & Fixes:Dead guards' bodies make less noise when dragged/fall and this noise can now actually alert other guards!
Unknightly changes
changedHello everyone! I'm happy to announce our first significant update, and hopefully after reading the update's highlights you'll be happy as well :) It's worth to quickly mention that this major update has turned out to be very different than we had originally planned (in a positive sense) seeing as we were overwhelmed by the community's responsiveness and feedback. So we went on and changed some of our priorities to fit some of most requests you guys have put forth!
changedWe're received multiple requests from existing players who did happen to like the Arm-Swing locomotion but had troubles with it's key mappings. So we've taken the feedback and made some quite significant adjustments. In short: Left hand is now used for controlling movement, it is now the dominant hand in determining direction. Also"Walk" and "Backwards-Walk" have moved the the left controller while jump has remained on the right controller.
changedThis one was painful in the last version especially that part in the tutorial where the AI would often seem to ignore the logs you would throw at him :P This system has been significantly improved and the AI is now much more responsive to noises. Additionally we've increased the AI's hearing radius so it's now much more convenient to kite an AI guard away from his post.
changedNoise Indicator has been tuned to provide better feedback.
fixedCrates, Barrels etc. are now climbable as well.
Major Features:
Trackpad (Onward-Style) Locomotion !
This has been pretty much the #1 request in the forums, and we quickly understood that trackpad locomotion would have to be a thing and that it couldn't wait - and let me tell you it turned out to be amazing! You'll now be able to choose between Arm-Swing and the by-now-standard onward-style trackpad locomotion (with a sprint ability!).
Arm-Swing Locomotion Controls Remapping
We're received multiple requests from existing players who did happen to like the Arm-Swing locomotion but had troubles with it's key mappings. So we've taken the feedback and made some quite significant adjustments. In short: Left hand is now used for controlling movement, it is now the dominant hand in determining direction. Also"Walk" and "Backwards-Walk" have moved the the left controller while jump has remained on the right controller.
AI Hearing Improvements
This one was painful in the last version especially that part in the tutorial where the AI would often seem to ignore the logs you would throw at him :P This system has been significantly improved and the AI is now much more responsive to noises. Additionally we've increased the AI's hearing radius so it's now much more convenient to kite an AI guard away from his post.
Some Minor Improvements & Fixes:
Noise Indicator has been tuned to provide better feedback.
Crates, Barrels etc. are now climbable as well.
Dead guards' bodies make less noise when dragged/fall and this noise can now actually alert other guards!
Added "Pause" button for Vive users, we will add it for Oculus in an upcoming minor patch.
Fixed: Dagger bug, would still have collision after being withdrawn.
Fixed: Checkpoint bug, would sometimes load player at the start of a level with data from another level / play-through.
Much more behind the scenes but this announcement has been a long enough read already :)
We can't thank you guys enough for providing the constant feedback, requests and bug reports.
Hopefully you are as excited as we are to be part of shaping this game. Thank you all so much <3 !