
Hello everyone!
To begin with, wed like to thank everyone who believed in us and decided to support the development by purchasing the game over these last two days. The amount of players was completely beyond our wildest expectations, and we consider it a great success for our team we will continue to diligently work on the game to repay your trust. We fully understand that the game still has a long way to go. We plan to gradually fix the shortcomings which were pointed out as well as add new content. Thank you all once more -- we are set on doing everything in our power to implement everything weve planned.
After receiving the feedback it became clear to us that the biggest flaw of the game is the lack of the save system. Wed like to assure you, it was not a conceptual decision, designed to make players suffer by losing time and progress. Saving on exit is a fairly obvious QoL feature, which we would implement if we had the opportunity. Unfortunately, due to a combination of multiple factors procedural world generation, huge number of objects in every location, as well as parameters which require saving, this task is impossible to perform from the technical standpoint.
The reason is not GMS2, as it could be misunderstood from the message about engine limitations, the reason is our procedural generation engine. The saves currently used by the game technically differ from saving in any part of the game world they save the seed of visited locations, regenerating the world on each loading, they dont save the state of the world, as it was left by the player. Otherwise, the saves would end up weighting a few gigabytes and take minutes to load. Thats why the saving is done in designated locations which dont contain objects requiring their state to be saved tavern rooms, the archive in the Prologue, the location with Archon etc.
With the addition of a mobile caravan which would serve as a save spot, this problem would disappear on its own, since the player would have a place to save their progress at just a short walk away. However it will take a long time to implement it, and theres already a need for a solution thats why weve decided to add extra save spots to the existing world by reworking the current camp system.

Now the brigand camps, initially marked with a question mark on the map, can be cleared out and then used as a save spot by clicking on bed. Weve changed the algorithm for their generation to spread them more evenly across the map, placing them closer to roads and dungeons. We hope that this measure will make your game experience more pleasant. In the future, as it was already mentioned, therell be even more save spots. Other than the caravan, some random locations, roadside inns, etc. will also be used as save spots.
Thank you!
CHANGELOG
THIS UPDATE MAY WORK WITH AN OLD SAVE BUT IT'S ADVISED TO START A NEW RUN
QOL
- Its now possible to save in brigand camps
- Map can now be opened by clicking on corresponding Journal tab or with M hotkey. Initially this was planned for the upcoming global map, but many people were left confused and thinking that map navigation isnt yet available.
- Journal and Map hotkeys now can be redefined.
- Maps were added to Elders stock. You can now purchase the map if you somehow lose your starting one.
- Many text fixes in all localizations
- Weve temporarily added small stock of leather/cloth items to Smiths Apprentice in Mannshire. Initially we wanted settlements to have different distinctive features and craftsmen, but since therere only two settlements and no caravan yet, the lack of tailor in Mannshire ended up being a nuisance.
- Added a hint regarding moving the camera around with MMB to the tutorial sequence.
ART & VISUALS
- Added new brigand camps variation for temperate biomes
- Added new brigand camps variation for Steppes
- Many visual fixes of brigand camps
- Visual fixes of Witchs Hut
- Many visual fixes of equipment
- Fixed missing on-character sprite for Magistrate Gambeson
- Fixed playable characters having wrong corpse spites
BUGFIXES & STABILITY
- Fixed rare crash upon starting the game
- Fixed Vampiric Rune-related crash
- Fixed unique items droplist resetting on load, allowing them to drop more than once
- Fixed crash on enemy examination
- Fixed Proselyte Apostate attacking from 2 tiles away instead of 1
- Fixed carts generation on locations edges
BALANCE
- Brigand Camps spawns now depend on player level
- Reduced damage of Jorgrims starting weapons
- Reduced damage taken by body parts by 8%
- Proselytes, mid-tier and high-tier brigands were buffed by ~5-10%, as they didnt present much danger to 4+ lvl characters.
- At launch wolves were especially deadly because of their bugged Rend Flesh ability causing two attacks instead of one. Now this issue is fixed, so their health and damage values were reverted to pre-Hotfix values.
- Because of Pain Limit formula changes, passive pain reduction was increased. (-0.1 > -0.13) on >75% Health and additional (-0.15>-0.2) on >90% Health.
- Dungeons dont generate 4th floor anymore. Deep 4-5-floored dungeons will return once we revamp dungeon generation to make their exploration less monotonous.
- Reduced durability of equipment found in Luxurious Tombs.
- Reduced Jewelry drop rates from Crypt urns.
- Increased Golden Teeth drop rates from wooden coffins.
- Antitoxin is now more effective (-20% Toxicity > -25%)
- Reduced Toxicity of Stardust (+30% > +25%). Now its time to reduce toxicity of our Steam discussions.
- Antivenom now provides +75% Poison Resistance x30t.
- Food spoilage rates were increased by 50-100% depending on type.
- Rebalanced secondary attributes of most daggers to make their stats less clogged and more varied.
ECONOMY
- Many changes to default price modifier when selling items to NPCs:
- Increased base price modifier for Alcohol (+30% > +50%) it's assumed alcohol should be a valuable trade good to find and sell
- Increased base price modifier for Medicine (0% > +20%) during war times people are more willing to pay for medical supplies
- Increased base price modifier for Beverages (0% > +10%)
- Increased base price modifier for Drugs (0% > +10%) they say drugs are a hot commodity for some people.
- Decreased base price modifier for Scrolls (0% > -10%)
- Decreased base price modifier for Treatises (0% > -10%) no one reads them anyway
[ 2020-02-09 04:05:26 CET ] [ Original post ]