Update log
Full Witchmarsh: Tea Party of the Damned update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello, investigators!
Extracted changes
- Gameplay
- Performance
- Store
- UI and audio
- Balance
We've been hard at work getting Tea Party of the Damned ready for Early Access. Thank you to the 12,000 or so of you who have added it to your wishlist! In case you don't know, we're a team of just two developers (plus one musician), so making this ambitious project has been something of an undertaking.
Still, we're getting closer to that all exciting release date announcement. Thank you for bearing with us!
Investigators battle giant flies and Eldritch life-forms in the sewers.
Closed Test News:
We recently launched the fourth patch for our closed playtest. In the interests of transparency, we're posting it here on the game's page as well, so you can see what we've been working on. If you'd like the see the same patch notes, only on the Steam page for the playtest, you can do so here.
We're excited to announce that Playtest #5 will be available to more of our Kickstarter backers than ever before (another 500 testers will be invited), and we're looking forward to hearing more thoughts and feedback before we launch in Early Access.
What's Next:
Here's a rough idea of what to expect from us over the next few months.
- Phase 1Patch #4 Hotfix. Hopefully sometime in the next 10 days we'll be launching a hotfix for Patch 4. The main issue we're hoping to address is cutscene stability.
- Phase 2Closed Test, Patch #5. The next test will be available to everyone who backed a Gold Key tier on our Kickstarter, which is approximately 500 more testers!
- Phase 3Trailer 1.5 and Release Date Estimate: We'll be using the new test builds to create an Early Access trailer 1.5. Ideally, we'll have a rough estimate of the Early Access release date on there, too.
- Phase 4Closed Test, Patch #6. The final phase of the closed playtest, this will be available to all backers who supported us on Kickstarter.
Phase 5: Early Access.
Patch Notes (Backer Test #4)
Changes marked with 🔎 were inspired by tester/community feedback.
Highlights:
- Moose TweaksHe can slap enemies with his new passive, 'Clout'.
- Items and LootNow far more stable and optimised, with new sounds and a polished UI. Next up: adding more exciting items!
- EnemiesThe denizens of the underworld have been made more interesting, with new abilities, stat scaling and item use.
- StabilityOptimised several major systems, plugged some memory leaks, 9+ crashes fixed.
- WeaponsOne new ranged weapon added to this test: the revolver (currently locked to the Bard). The Trapper (or any investigator who learns Locks & Traps) has some new snare traps. Shotguns now look, sound and feel better! Improved the visuals on aiming cones and bullets.
Magic: Spells can backfire again! Magical abilities can now be evaded, which is something we’d like to gather feedback on. Let us know if it makes spellcasting too frustrating.
Investigators:
The Moose's 'Constitution' trait has been replaced with 'Clout'. Attacks have a 20% chance to trigger a 'clout' attack, knocking enemies back slightly ("It also makes a satisfying 'Slap!' sound." - Lou).
The Moose's passive trait 'Tough as nails' has been implemented and tweaked slightly. It now gives him +6% max health (calculated after gear/passives/buffs, etc) and +2 AC.
Investigators have been given a short 'kneel' animation, used for actions like placing traps.
Inventory and Looting:
Players can no longer loot/move two items at once by clicking between them.
Added a variety of
Source
