
We're getting closer to the 1.0 release and leaving Early Access. The game finally has an ending, so you should now be able to finish the story and 100% of other goals you can find in the Collection. We're almost ready to launch!
Note that this doesn't mean we'll stop developing the game at the 1.0 version! We've still got plenty of things we want to add to the game after the launch. But more about that later!
Update Highlights
The Ending
You'll be able to complete the game and see the end credits scrolling. After that, for convenience, you can get back to the game and continue completing your side quests, points of interest, etc. So keep calm and march forward to the end!
The final story titbits are also revealed, but I'm guessing some of you have already pieced most of the clues together. Some of the things are still left unknown, but we're hoping to add some more details about the events and things like [spoiler]The Ivory Man[/spoiler] in the upcoming updates.
Steam Trading Cards and Badges
All that stuff is now available! If you've already played the game for several hours, you should get a few cards instantly after this update. Good luck badging!
Localizations
This new update adds in German and Turkish, but, again, the full list of upcoming localizations is as follows:
- English
- Simplified Chinese
- Russian
- German
- French
- Spanish (Spain)
- Japanese
- Korean
- Turkish
- Portuguese (Brazil)
There are still some string shown in English, but the next update after this one should include all the remaining localizations for all languages. We'll probably keep tuning the localizations after the 1.0 release too, as going through everything takes time and we're not likely to catch all the problems right away. (We also haven't forgotten about the possibility of opening Steam Workshop for localizations.)
Leaper
There's a new monster type in town! [spoiler]It'll jump at you![/spoiler] This should provide a bit more variation to the combat. We'll be making some more balancing and AI tweaking changes in the next patch as well.
Voiceovers
The voiceovers (by real human actors) are now in. [spoiler]Note that the voice on the radio is supposed to be synthetic.[/spoiler]
Obelisks
Those mystical obelisks are now accessible and completable as Points of Interest. There's also a new quest related to them. It should start automatically when you go near one of the Obelisks.
CHANGE LOG
There are lots of smaller changes this time. Many limitations such as the XP Level Cap have been removed. We've also temporarily hidden some of the locked stuff (like those buildable ??? categories) that isn't yet ready for release. Most of that stuff will be added back in later when we've got time to properly polish them.
For full list of things see below.
ADDED
- Access to the Ending at Crown Station.
- Access to the Obelisks.
- New enemy type Leaper.
- Level Cap is now practically removed (set at 300). Note that Skills will run out at some point (total 72 Skills in this version).
- Added one more Link Tower Ascension Level.
- Ark Level 2 accessible.
- Map shows POI levels (for example Link Tower ascension level).
- More sfx for certain interactions.
- New power attack gfx and sfx.
- New katana animation and sfx.
- New fish type - Zany Zander. Tied to fishing spot change below.
- New craftables (Sickle, Power Fist, Khopesh, Soldier Helmet, Soldier Uniform).
- Shadow detail levels.
- Turrets you've built are now shown on map.
- Obelisks, Tombs, Shelter, and Entryways show more info when clicked on the map.
- Myth Tablet voiceovers.
- Added Intro, Outro voiceovers.
- Added Crown Station audio log voiceovers.
- Saving user selected language setting.
- New quests to introduce the obelisks and the mana rifts.
- Loading save properly when clicking Play in MainMenu.
- Showing mini map arrow towards last player death position.
- Added German and Turkish localizations (work in progress like the others).
- Drawbridges are now Points of Interests too.
- Gamepad vibration support.
CHANGED
- Updated Chinese and Russian localizations.
- Ex humans are able to spot the player through windows now.
- Rebalanced all fishing spots, including "normal" water. Gist of it is that player is able to get all fish types from normal water with very low percentages, while fishing spots themselves are more specialised and more rewarding.
- Weapon attack animation speeds and ranges changed.
- Weapon damage ranges and modifier types have been changed across the board.
- Weapon and secondary weapon modifiers will now be unlocked and enhanced via upgrades. This is in addition to damage.
- Raised proximity mine damage (48 -> 96 ) and halved the triggering time once enemy is within radius.
- Raised throwing knife and triple throwing knife base damage (20->33) and reworked modifiers. Should scale better.
- Some tombs were remade while others have been rebalanced.
- Optimized lighting shaders.
- Reworked invention tree flow and at which levels things unlock.
- Lowered initial backstab crit multiplier (2.0 -> 1.5) with the idea that it grows better over time instead of being too good right away.
- Lowered MG turret cost and buffed rocket turret turn speed, range and projectile splash.
- Progress percentages don't round to 100% unless you've got everything completed.
- Hid the missing buildable categories for now (will be added back later).
- Mana rifts now show up as "?" before completing associated quest.
- Material refining amounts and times changed and smelter & sawmill build costs reduced. This should encourage the player to build them wide to raise production.
- Farming yields , crop growth times and amounts of material needed to plant nerfed. Farming was still too good, where the player would gain absolutely huge amounts of food materials within few hours in the game.
- Last trinket and secondary slots are now able to be opened.
FIXED
- Wishing Wells requests now limited by your max carry capacity. (Only for new requests.)
- Performance improvements.
- Some medals were uncompletable, while others were off by certain amount.
- Horde enemies do not twitch anymore while moving.
- Scroll speed with gamepad in maps is now consistent and does not depend on the map size.
- It is now easier to throw consecutive grenades especially when time has been slowed down.
- Fixes to actor 3D meshes and certain colliders.
- Tomb Guard damage was bugged and too high.
- Player can't dig through walls anymore.
- Fixed pyramid myth voiceovers.
- UI tweaks.
Up Next
We're almost ready to announce our Launch Date! The next update (#18) will be mostly about fixing and tweaking stuff. And trying not to break anything.
Even though the End is Nigh, there will be life after the end. We've got plans for both FREE update content and even some DLCs. There are features we still feel we need to expand a bit. We'll get to the specifics later, but for one the building aspect of the game definitely needs more stuff. We've also got (secret) plans for expanding the Undercrown. Aaand we want to deepen the game story, and ....
So I guess DYSMANTLE development isn't over any time soon :D
[ 2021-11-05 15:56:30 CET ] [ Original post ]