Build 12.1 Release Notes (May 8 2020)

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Intro

Well that took forever! Only 1 year, 4 months, and 7 days.

Whether you’ve been following the game for a little while or since the beginning, thanks for being here! I’m very happy to announce we finally have a playable enough build of the 3D dungeons you can try it!

Please report issues in the Steam bugs forum.
This lets us keep the main forum focused on design discussions.

Key Features

  1. 3D explorable dungeons. Designed and decorated through AI so no playthrough is ever the same.

  2. Completely overhauled dungeon map, minimap, UI, keyboard short keys

  3. All new audio experience: hear monsters before you encounter them

  4. Interact with levers, lockpick or bash in doors, find keys, maps, teleporters, and loads of treasure

  5. New items to use in the dungeon, like lockpicks and crowbars

  6. Traps now provide a moment to react before springing

  7. Overhauled AI Motivation quest system to give you reasons to go into dungeons. As townsfolk encounter monsters they will react in different ways creating different kinds of quests

  8. 8 more quest types, with all new dynamic NPC speech

  9. New Artifact quests to find rare and valuable objects

  10. Added Undead, Bandits, Wolves, and Giant Spiders to go along with the Goblin lairs and quests

  11. Treasure maps of long last artifacts which can be found, purchased, or earned

  12. Mayor now decides which threats are most important to address based on townsfolk reporting issues and time since incidence

  13. Mayor now provides escalating quest chains. A simple investigation could lead to bounties, item retrieval, or wiping out the entire lair

  14. Massive performance improvements, framerates went from 30fps to ~200fps

  15. Bigger overland maps with line of sight fog of war

  16. And so much more, everything we’ve been improving for the last 16 months

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Play Tips

  1. Use WASD-QE to navigate the overland hex map (Q is North West, E is North East)

  2. J - Quest Journal, C - Character Sheet

  3. Press and hold Spacebar to pass time by hour, handy when waiting for someone to come home or a store to open

  4. Learn to run away and fight another day. Not all combats can be won, dungeons can rarely be cleared right away

  5. You are a wimpy mage not a tank! Use your spells (Arcane Shield) to protect yourself in combat or you will die

  6. Knocking on the door of a house when no one is home will give a new option to wait until someone comes home

  7. Hovering over a building will tell you what it is, who lives or works there, and greys out the name if they are not present. You can also click it to visit it, so you don’t have to use the left menu

  8. Use WASD or the Arrow Keys to navigate the dungeons. Just like Eye of the Beholder!

  9. TAB or M brings up the dungeon map. You can navigate right from the map, unless the door is blocked

  10. Monster sounds in the dungeon tell you the race, direction, and distance from your location

  11. Sleep restores stamina. Healers restore health. Alcohol solves all problems. :-p

Known Issues

Things we know and wish were better, so you don’t need to report them, we’re working on them:

  1. Combat - the dungeons are greatly improved, but the combat is not. It’s the focus of the next major build

  2. Sometimes leaving a town takes forever and there is no loading screen

  3. Notifications are repeated upon exiting a Town

  4. Sometimes the notification bar says on the screen and won’t go away

  5. Quest list shows black faces first time it is accessed

  6. Stutter in map display when leaving location

  7. Sometimes the NPC text has an extra “is”, we’re still training the text generator!

  8. Some menus overlap when there are long menu options

  9. Overland map sometimes show random black hexes, or the opposite, shows hexes that shouldn’t be shown

  10. Sometimes rooms are decorated totally blank - this is because the decorator gave up after N iterations

  11. Some room furniture overlap

  12. Some dungeon props don’t outline properly

SDG