Devlogs
Maintenance release: v1.1
Posted March 23, 2024 by KDRGN
Just a quick little update. There's maybe two new lines of dialogue in this version, so it doesn't really add content. However, it offers corrections for a few issues that have been nagging me for a while.
I've been mulling over if I should try and port the whole game over to Godot 4, but I ultimately decided against it. I like the universal compatibility of the 3.x line, and I should probably focus on making new stuff instead, hah.
As always, let me know if you notice any issues - the old builds of the game will remain available for update, just in case.
FIXED:
- If you simply kept the defaults in the character creator, your pronouns would be set incorrectly. (Namely, to "she/her," instead of the actual default, "they/their.)" This could only ever happen if you never opened the drop-down menu at all, so I don't think it was very common. But it has been corrected.
- Under some circumstances, it was possible to trigger a message pertaining to the forest quest without actually having started that part of the game yet. The game now checks the event flag it was supposed to check.
- A hotspot's dimensions now get set correctly even if it starts out disabled, instead of always being 32x32 pixels.
CHANGED:
- A few graphics have been altered slightly. It always looked a little odd to me how rectangular the grasslands were. They're now scrundled up a bit around the edges.
- Some behind-the-scenes improvements to the way hotspots work have been backported from Werewolf Detective.
- "Persistent hotspot highlighting" is now the default setting, because the fact that you have to click and hold wasn't communicated well. You can get the old behaviour back if you want, though.
ADDED:
- There is now a way to skip the forest puzzle after you get it wrong a few times. This one deserves some explanation, I think.
- The idea here was to take what seems to be an abstract mechanic (the hotspot highlighting) and to bring it into the world of the game. I always liked the intention here, but the execution fell flat for a lot of people.
- This sort of lateral thinking is applied nowhere else in the game, so it ends up being a bit arbitrary. It doesn't help that the actual implementation seemed glitchy as well. I could never reproduce the reports, but I did get several of them, so it might be platform-specific? Anyway, it broke for some people, and they got stuck. That's why the puzzle is now skippable.
- Also, a few screen transitions now have fading animations, making them less abrupt.
Files
Current version: ub-v110.debug.apk 56 MB
Current version: ub-mac-v110.zip 59 MB
Current version: ub-lnx-v110.zip 46 MB
Current version: ub-win-v110.zip 45 MB