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Steam News26 May 20179y ago

1.05 Patch Notes

Here are the patch notes for this post-release hotfix. Some minor spelling and grammar edits. Fixed bug where many achievements would be granted on first launch. What's the plan for the future?

Full notes

Full Walkerman update

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

What changed

2 fixes1 addition0 changes0 removals
  • Gameplay
  • Fixes
fixedHere are the patch notes for this post-release hotfix.
fixedFixed bug where many achievements would be granted on first launch.
addedWhat's the plan for the future? First and foremost, preparing for the next development cycle, and getting Act 2 to the players (and our backers) ASAP. But secondly, we've gotten a lot of feedback asking for more non-linearity in the Act 1 combat segment. We originally had more variety in the usage of items and weaponry, but it led to many 'walking dead' scenarios where players were still making choices after a fatal mistake, and continuing play for quite some time without a hope of actually surviving. Before Act 2's release, we'll be looking at making a redux of the Act 1 fight, and possibly add in some more achievements for clever or terrible ideas. Edit: After taking inventory of what's possible without taking artists away from their Act 2 commissions, I'm fairly certain I can dramatically extend the game's content just by programming and writing. This includes: reworking existing items, adding new uses, removing the 'safeties' we added to prevent Dead Man Walking scenarios, reworking how weapons and wounds are handled, and generally laying the Act 1 fight open for autopsy. I can also add the Quality of Life improvements I've been contacted about, such as nametags and a notes section for the inventory (a notes section will also allow us to add a new dynamic to the game, by keeping track of what rules/clues Jorgen actually knows). I'll post a teaser update as to what specific extensions we're making soon. Thanks all.

Here are the patch notes for this post-release hotfix.

  • Some minor spelling and grammar edits.

  • Fixed bug where many achievements would be granted on first launch.

What's the plan for the future? First and foremost, preparing for the next development cycle, and getting Act 2 to the players (and our backers) ASAP. But secondly, we've gotten a lot of feedback asking for more non-linearity in the Act 1 combat segment. We originally had more variety in the usage of items and weaponry, but it led to many 'walking dead' scenarios where players were still making choices after a fatal mistake, and continuing play for quite some time without a hope of actually surviving. Before Act 2's release, we'll be looking at making a redux of the Act 1 fight, and possibly add in some more achievements for clever or terrible ideas.

Edit

After taking inventory of what's possible without taking artists away from their Act 2 commissions, I'm fairly certain I can dramatically extend the game's content just by programming and writing.

This includes

reworking existing items, adding new uses, removing the 'safeties' we added to prevent Dead Man Walking scenarios, reworking how weapons and wounds are handled, and generally laying the Act 1 fight open for autopsy. I can also add the Quality of Life improvements I've been contacted about, such as nametags and a notes section for the inventory (a notes section will also allow us to add a new dynamic to the game, by keeping track of what rules/clues Jorgen actually knows). I'll post a teaser update as to what specific extensions we're making soon. Thanks all.

Source

Steam News / 26 May 2017

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