What changed
3 fixes11 additions6 changes0 removals
- Gameplay
- Balance
- Performance
- UI and audio
- Fixes
addedUpdate 0.0.0.7 is rolling out now and includes a bunch of changes, specifically the addition of 7 new areas to visit. Here's a rundown of the update and a list below.
addedLOCATIONSThe meat of this update focuses on the 7 locations added to Weed County. These areas include characters with new dialog as well. In future updates these locations will be given more purpose as the characters are given quests or the other areas are given more planned content. I plan to give every location a purpose, if they don't already. Tony's bar has been added to an existing area, which adds a new bartending job.
addedRUN TOGGLENot only has the walking speed been increased slightly, but I've also added a run toggle key. By default your character will walk, but by pressing the Shift key can run. Press the Shift key again to walk again. Walking is useful when the player is trying to move furniture around the house. It allows for more precise movement. Running will be useful for traveling from area to area. There is no stamina limiting the amount of time you can run, but I may make the energy need slightly lower quicker when running in the future. Generally, I don't want to punish the player for wanting to move quickly.
changedOPTIONS CHANGESNow when you change your settings in the main menu, a config file will be generated saving your settings. Those settings will be applied automatically at the startup of the main menu. Previously, saved option settings loaded only when a game was being loaded.
changedOPTIONS CHANGESWhile in the pause menu, there is now a 'Show FPS' option. This will put the FPS counter at the bottom left of the screen allowing you to see how the game is performing on your system.
changedNEED FAILURE CHANGESPreviously, when your character's needs went below zero you would some time to raise the need before passing out or getting arrested. Sadly, it was incredibly buggy and didn't work as intended. So, I reworked the way need failures occur. Now if a need is too low you won't be able to participate in an action that will lower that need further. For example, if your energy is very low, your character will be too tired to tend to the Weed. You'll have to sleep first to raise your energy before harvesting that Weed. This will also help players who may perform an activity, while not knowing needs are low resulting in a frustrating failure. Needs still decay over time and that may result in a need hitting zero. Now, if a need hits zero there is an instant failure notification.
Weed County changes
addedUpdate 0.0.0.7 is rolling out now and includes a bunch of changes, specifically the addition of 7 new areas to visit. Here's a rundown of the update and a list below.
addedThe meat of this update focuses on the 7 locations added to Weed County. These areas include characters with new dialog as well. In future updates these locations will be given more purpose as the characters are given quests or the other areas are given more planned content. I plan to give every location a purpose, if they don't already. Tony's bar has been added to an existing area, which adds a new bartending job.
addedNot only has the walking speed been increased slightly, but I've also added a run toggle key. By default your character will walk, but by pressing the Shift key can run. Press the Shift key again to walk again. Walking is useful when the player is trying to move furniture around the house. It allows for more precise movement. Running will be useful for traveling from area to area. There is no stamina limiting the amount of time you can run, but I may make the energy need slightly lower quicker when running in the future. Generally, I don't want to punish the player for wanting to move quickly.
changedNow when you change your settings in the main menu, a config file will be generated saving your settings. Those settings will be applied automatically at the startup of the main menu. Previously, saved option settings loaded only when a game was being loaded.
changedWhile in the pause menu, there is now a 'Show FPS' option. This will put the FPS counter at the bottom left of the screen allowing you to see how the game is performing on your system.
Update 0.0.0.7 is rolling out now and includes a bunch of changes, specifically the addition of 7 new areas to visit. Here's a rundown of the update and a list below.
LOCATIONS
The meat of this update focuses on the 7 locations added to Weed County. These areas include characters with new dialog as well. In future updates these locations will be given more purpose as the characters are given quests or the other areas are given more planned content. I plan to give every location a purpose, if they don't already. Tony's bar has been added to an existing area, which adds a new bartending job.
RUN TOGGLE
Not only has the walking speed been increased slightly, but I've also added a run toggle key. By default your character will walk, but by pressing the Shift key can run. Press the Shift key again to walk again. Walking is useful when the player is trying to move furniture around the house. It allows for more precise movement. Running will be useful for traveling from area to area. There is no stamina limiting the amount of time you can run, but I may make the energy need slightly lower quicker when running in the future. Generally, I don't want to punish the player for wanting to move quickly.
OPTIONS CHANGES
Now when you change your settings in the main menu, a config file will be generated saving your settings. Those settings will be applied automatically at the startup of the main menu. Previously, saved option settings loaded only when a game was being loaded.
While in the pause menu, there is now a 'Show FPS' option. This will put the FPS counter at the bottom left of the screen allowing you to see how the game is performing on your system.
NEED FAILURE CHANGES
Previously, when your character's needs went below zero you would some time to raise the need before passing out or getting arrested. Sadly, it was incredibly buggy and didn't work as intended. So, I reworked the way need failures occur. Now if a need is too low you won't be able to participate in an action that will lower that need further. For example, if your energy is very low, your character will be too tired to tend to the Weed. You'll have to sleep first to raise your energy before harvesting that Weed. This will also help players who may perform an activity, while not knowing needs are low resulting in a frustrating failure. Needs still decay over time and that may result in a need hitting zero. Now, if a need hits zero there is an instant failure notification.
INTERACTION HINTS
Now when you approach an object if it highlights red, it can be interacted with. If there is no red highlight, it cannot be interacted with. I may expand or change this addition in the future.
CHANGE LOG
Here's the full list of changes. If you have any questions tweet me at: https://twitter.com/unicorndengames
Added 7 locations
Added 5 characters
Added Options config file loading at startup
Increased walking speed
Added run toggle
Added FPS UI option
Added Interaction hints
Added need rejections
Added instant need failures when need hits zero
Decreased energy usage when making dimebags
Decreased energy usage when using planters
Fixed needs going negative
Fixed Respect menu lighting bug
Fixed Jim's dialog bug that changed the quest objective