[Hotfix #1 - Fixed crash during Cedric's new event][Hotfix #2 - Fixed card crafting + Fixed consumables on Android][Hotfix #3]- Fixed deck editor scrolling on Android- Fixed UI positioning issue on Android- Fixed crashes during fast forwarding- Fixed bad import of old game data causing crashes in various places][Hotfix #4 - Various fixes and adjustments][Hotfix #5 - Fixed another crash when initiating battles]
Phew... it's finally here. Grab your updates below!
And here are the Guides (no more patch notes! keep reading to find out why):
(Unfortunately I had to retire the DropBox links, as the game is now too big to host on DropBox's Free plan, but hopefully the two will be enough to cover all traffic!)
Now let's talk about what happened
I must really apologize for the delay this time around, everybody.
The time between releases has been consistently growing longer and longer with each update. What began as an optimistic goal of 2-3 months had grown to 4 months... and with the month-long delay this time, it has taken me a whopping 5 months to put this one out.
If you've been following the development logs, you'll know that a lot of work during this development cycle was dedicated to updating the back end of things: old code, systems, UI, etc.
What this ultimately led to was that I grossly mismanaged my time, and ended up with a whole lot of minor gameplay improvements and additions... but very little actual content. You know, the actual playable game part.
So that is largely what I was working on this past month, and also the reason why I skipped out on the last development log. As always, I still ended up cutting a few of the scenes I had planned on adding, so it should be noted that even this is not exactly how I originally wanted the update to pan out.
Until now I've been working on the game mostly by instinct: a collection of loosely related notes, ideas for systems and future content, multiple to-do lists sometimes with repeating bullet points, from which I then randomly pick based on what I think I should work on next and then I get to implementing it.
However, this release has made it clear that this approach is not going to work anymore, now that the game has grown to such a tremendous size that it requires proper organization and the juggling of so many things at once.
Going forward, I'm going to try establishing a bit more of an actual schedule and plan my time around various things better, so that hopefully, future releases will have a more smooth and consistent turnout.
Regarding the update itself
I'll get around to writing a full-fledged development soon, but for now, I'll outline some of the most significant additions since the last development log:
Patch notes are now built in to the game! You can access them from the title screen.
A full color palette of options for every piece of clothing.
More flexible facial hair customization: separate beard, moustache, and shadows (shadows now also have several styles to choose from!)
Separate color for all hair: hair, eyebrows, each piece of facial hair and bodyhair.
Deck covers: the appearance of decks in the Decks window has been revamped, and you can now set a color for the cover, as well as a card illustration.
A new UI side notifier for when Wgt and FB changes during dialogue or inthe overworld. (this one surprisingly does wonders for general gameplay feel)
.... a mystery easter egg I added to one of the menus. If you manage to find it, definitely let me know! I'd love to hear what people think about this silly little addition.
In terms of content: this time around, I focused on a little bit of everything, which means there were several smaller events added to a variety of storylines, rather than just one or two storylines which got a bunch of new events.
I should also note that: since a lot of the work this time ended up being updating and restructuring old code, it's possible that there are now new bugs strewn around in various old places in the game.
I did my best to test out as much of the game as I could, but with how many systems and variables the game has going on at all times, it's very likely there are some incredibly specific edge cases I missed.
As always, please report any bugs you run into!
And on a final note...
Thank you so much for sticking it out with me throughout all of this, everyone! I really appreciate your patience, especially regarding the lack of communication during this past month.
I hope you enjoy all of the new things in the update, I'll be keeping an eye out for any bug reports as usual. And as always, thank you for reading this and for supporting the project!