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Naila

Pre-Alpha Build 12: A bit of the old ultraviolence.

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(The build is LIVE!)

 

Hello community,

 

For the past month, a significant portion of the team has been toiling in the shadows to prepare the story experience we want to deliver at launch. As part of this, we have been working on a plethora of new gameplay elements, which have become the theme of this new build.

 

We therefore bring to you, ULTRAVIOLENCE! Lots of weapons, gadgets, drugs and afflictions to help you naughty downers unleash mayhem upon the unwitting denizens of Wellington Wells.

 

While these don’t drastically modify the game world, they should add a bit of spice and variety to what is already there. For the most part, the aim of these changes is to improve the core survival elements by increasing both risks and rewards from scavenging, crafting and combat. While you have an arsenal of powerful new weapons and tools at your disposal, you’ll need to scour the world to find the recipes and components necessary to create these.

 

Since we’ve had to isolate most of these new features from the story-specific content we’ll be delivering later, they feature varying levels of polish and might not always be as fun or satisfying as they should be. So, we want to hear your feedback - ideas, balance tweaks, and anything else you think is important. There are two ways to do this.

 

First, we have a quick anonymous survey to help us figure out how you’re feeling about the game in general. Please be as honest as you can be - constructive criticism is going to be far more helpful to us than praise. Our feelings will not be hurt, we promise :)

 

Second, as always, we invite you to come join us on our forums, to talk about the game. This update is the first update where we don’t tell you how to craft everything, so it’s going to require a lot of discussion to figure everything out.

 

Known Issue

• The intermittent issue where bridges fail to spawn is not yet fixed. The fix is part of a larger modification that needs significant testing before being released.

 

World

• Improved animation when picking up items.

• All foliage and trees were redone with added LODs, allowing more detail at a lesser performance cost.

• New models for lots of pickups.

• Corrected the hold position for many pickups when equipped or picked up.

• Increased frequency of water pumps.

• Shadows graphics setting split into Shadows and Lights:

• Shadows setting now only affect shadows instead of both shadows and lights.

• High/Ultra Shadows setting make use of Distance Field Shadow Casting to enable shadows at a longer distance for little cost.

• Low Lights disables shadows and most lighting effects. Very ugly, use only if desperate.

• High Lights enables more advanced ambient occlusion algorithms (DFAO).

• Ultra Lights does not do anything at this time.

• Geometry changes in Garden District houses to help navigate better.

 

Gameplay

• Food Poisoning: The proper version of food poisoning has been implemented. Mild cases of food poisoning aren’t very dangerous and might even be worth eating rotten food in a pinch. But don’t let it worsen, because serious cases will kill you.

• Infection: This can occur when using dirty bandages or letting bleeding go on unchecked. Reduces maximum health significantly and requires either time or an antiseptic bandage to cure.

• Crafting recipes can now be found in the world for most pickups added in this update.

• Recipes essential to game progression can be unlocked by finding all their ingredients.

• New melee weapons: Pointy Stick, Scourge, Double Scourge, Double Rolling Pin, Spiked Cricket, Enhanced Cleaver, Shock Baton, Electro Hammer Pipe.

• New ranged weapons: Dart, Tranquilizer Dart, Berserk Dart.

• New grenades: Blue Molotov, Tear Gas Grenade, Berserk Bomb, Vomit Bomb, Dr. Feelgood Bomb, Smoke Bomb, Shock Grenade.

• New gadgets: Rick the Stunt Duck, Dick the Naughty Duck.

• New chemicals: Phlash, Feramyle, Sanitol, Dexipam.

• Night Blooming Nonesuch (formerly known as Rare Flower) only harvestable at night.

• Existing recipes have had their ingredients adjusted.

• Slightly increased interaction distance.

 

UI

• New player menu transitions.

• New icons for suits and other pickups.

• Shortened difficulty names to “Wakey Wakey” and “Good Night”. (Which is just as confusing.)

• Support for resizable HUD bars (i.e.: from health upgrades).

• Fix player menu becoming unusable when dragging an item that is being used.

• Hide flavour image box for crafting recipes that don’t have one implemented.

Audio

• New set of female wastrel barks, courtesy of OtherButtons.

 

Miscellaneous

• Improved robustness of Give/GiveN console commands (for you cheaters out there).

• New setting to pause the game when losing focus (i.e.: from alt-tab).

• Significant performance optimization during environmental transitions (from time of day or Joy effects).

• Fix saved games reverting to “Good Night” difficulty when loaded.

 

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I've noticed that even on really high settings, from a distance, glass and certain walls of buildings seem to lose their texture. Is there an option to fix this? Performance for my computer isn't an issue in this case, but even with the highest graphics settings I cannot figure out how to fix this.

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• Increased frequency of water pumps.

 

This is going to be a lifesaver. I've had so many saves where water pumps just don't spawn on the spawn island, and I end up having to cheat just figure out where they are.

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Hey everybody! Could anyone tell me how to be one of them who can play this nice game, please ? I'm very interested in that game and I'll be pleased to try to play it, if it's possible.

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@MaksimErkhov, you had to be a backer during the KickStarter campaign back in June of last year to get access to the pre-alpha. You'll have to wait until it comes to Early Access (PC) or Games Preview (XB1) to play it now. Can always follow the weekly updates to get excited for it, though!

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@Iris_Lockspur, thank you for your answer. I'll have to wait a bit until it's released. I don't think that they will do Early Access for this game, I heard somewhere that the game is going to be released this summer.

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Hey @Naila! I've had two consecutive games where I've got separate islands visible (all settings on Ultra) but no bridges - if there's a way for me to capture logs I'm happy to, should that help :)

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@oliviadgrace we haven't seen you in a while!

 

Yep that is a known issue that should be fixed in the next update :)

 

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@naila I've been taking a break thanks to work, and also so I'm delighted by all the new shiny things! So far it's working, I just need to figure out what I'm meant to be doing at this BBQ...

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