Name | Tallowmere 2: Curse of the Kittens | ||
Developer | Chris McFarland | ||
Publisher | Chris McFarland | ||
Tags | |||
Release | 2020-12-04 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | Very Positive | ||
Steam store | |||
Public Linux depots | Tallowmere2_Lin64 [187.03 M] |
[h2]FIXES & IMPROVEMENTS[/h2]
[h3]Options:[/h3]
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[h2]FIXES & IMPROVEMENTS[/h2]
[h3]Menus:[/h3]
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[h2]FIXES[/h2]
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[h2]FIXES[/h2]
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[h2]FIXES & IMPROVEMENTS[/h2]
[h3]Couch Co-op:[/h3]
[h3]Leaderboards:[/h3]
[h3]Weapon Selector:[/h3]
[h3]Miscellaneous:[/h3]
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[h2]FIXES & IMPROVEMENTS[/h2]
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[h2]NEW GAME MODES[/h2]
[h3]Enemy Challenges[/h3]
[h3]Weapon Challenges[/h3]
[h3]Standard Dungeon[/h3]
[h2]OTHER CHANGES[/h2] [h3]Achievements:[/h3]
[h3]Difficulty:[/h3]
[h3]Kittens:[/h3]
[h3]Steam Input:[/h3]
[h3]UI:[/h3]
[h3]Fixes:[/h3]
[h3]Steamworks SDK:[/h3]
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[h2]FIXES & IMPROVEMENTS[/h2]
[h3]Menus:[/h3]
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[h2]STEAM INPUT[/h2]
[h3]Fixes:[/h3]
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For maximum gamepad compatibility, you can now choose between Steam Input, InControl, and Custom Gamepads.
[h3]Enable Steam Input[/h3] Steam Input needs to be enabled both inside and outside the game. [h3]Select a configuration[/h3] Ensure a Tallowmere 2 configuration is selected for your controller. Steam's "Generic Gamepad" configuration will not work. One of the official configurations should be selected by default, but if not... To access the configurations, you can use Steam's Big Picture mode, or launch the Steam Input overlay in-game by going Options > Input > Steam Input Config. Once the Steam Input menus are open for your controller, click "Browse Configurations". I've created official configurations for the PlayStation 4, PlayStation 5, Xbox One, Nintendo Switch Pro Controller, and Steam Controller, but you can create your own configuration if needed. Essentially, each button, trigger, and stick should be mapped to its corresponding action. [h2]INCONTROL IS STILL AVAILABLE[/h2] If you'd prefer not to use Steam Input, you can still use InControl Legacy or InControl Native. [h3]Disable Steam Input, then enable InControl[/h3] For InControl to work, Steam Input needs to be disabled outside the game. In-game, InControl needs to be enabled. [h2]CUSTOM GAMEPADS[/h2] If your controller is not automatically detected by Steam Input nor InControl, you can now create Custom Gamepad profiles, which will let you map all the buttons, triggers, and sticks yourself. To create and use a custom gamepad: [h2]OTHER FIXES & IMPROVEMENTS[/h2] [h3]Alert Box:[/h3]
[h3]Gamepads:[/h3]
[h3]Steam:[/h3]
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[h2]FIXES[/h2]
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[h2]FIXES[/h2]
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Still marching forward to the cross-platform Nintendo Switch release and Kitten Collect-a-thon mode. Also wrote a health devlog post here.
[h3]Online Co-op:[/h3]
[h3]UI:[/h3]
[h3]Internal:[/h3]
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[h2]FIXES & IMPROVEMENTS[/h2]
[h3]Online Co-op:[/h3]
[h3]Miscellaneous:[/h3]
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The majority of work done for 0.3.7 contains fixes for the mobile version, but some changes relate to Steam as well.
[h3]Miscellaneous:[/h3]
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[h2]FIXES & IMPROVEMENTS[/h2]
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[h3]Tallowmere 2 is now available on iOS and Android:[/h3] Cross-platform online co-op is supported between all platforms. [previewyoutube=AYJnu315kMw;full][/previewyoutube] Further details: |
[h2]FIXES & IMPROVEMENTS[/h2]
[h3]Online Co-op:[/h3]
[h3]Steam:[/h3]
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[h2]THE INTEGRITY UPDATE[/h2]
[h3]Rulesets:[/h3]
[h3]Online Co-op:[/h3]
[h2]GAMEPADS[/h2] [h3]macOS:[/h3]
[h3]Nintendo Switch Pro Controller:[/h3]
[h2]OTHER FIXES & IMPROVEMENTS[/h2] [h3]Inventory and Merchant menus:[/h3]
[h3]Bug reports:[/h3]
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Almost two months ago, version 0.3.5f was released.
[h3]iOS:[/h3]
Once the fixes are done for upcoming 0.3.6, I will submit to Apple and Google again, and well see if the fixes get approved. More issues might arise after that time will tell. Once Apple and Google have approved everything, I will announce a release date. [h2]STEAM[/h2] Third-party cheats (which taint the Steam Leaderboards) and pirate copies (which taint the Online Co-op experience) have unfortunately become a thing. To address such issues, I am working on the following for upcoming 0.3.6: [h3]ONLINE CO-OP:[/h3]
[h3]LEADERBOARDS:[/h3]
[h3]macOS GAMEPAD SUPPORT:[/h3]
[h2]ROLLING THINGS TOGETHER[/h2] All the above will be rolled into one version, because there are so many things intertwined. It's been taking time, and will still take a bit more time. Version 0.3.6 will be done when it's done, all in an effort to improve the dungeons. Client coding, game server coding, website coding, learning and implementing APIs, and dealing with plugin upgrades along the way... This is the joy of multi-platform software development, especially when dealing with submissions that can be rejected, all in the name of walled-garden quality assurance and adhering to guidelines. But were getting there. I will announce dates for the mobile release when dates are ready to announce. Work on the Nintendo Switch version will continue after all the above is sorted. Thank you for your patience. [h2]PERSONAL NOTE[/h2] Alongside my psoriatic arthritis, it seems I've also been suffering from sleep apnea. Over the past week, I've been using a CPAP / APAP machine for the first time, and it's been noticeably helpful for having more energy during the day and less brain fog which is a good thing. Still get tired when my immune system flares up, but having better quality sleep is a big improvement. Let's hope development speed increases. Chris |
Cross-platform play between Steam, Android, and iOS is almost ready. Getting closer.
[h3]If your account receives a ban:[/h3]
[h2]FIXES & IMPROVEMENTS[/h2] [h3]Doors:[/h3]
[h3]Online Co-op:[/h3]
[h3]Treasure Chests:[/h3]
[h3]Logging:[/h3]
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[h2]FIXES & IMPROVEMENTS[/h2]
[h3]Couch Co-op:[/h3]
[h3]Steam:[/h3]
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[h2]WEAPON INFO VISIBILITY[/h2] [h3]New action: Toggle Weapon Info[/h3] Allows you to change the visibility mode.
You can also click your weapon info to change the visibility. [h3]New advanced options: Weapon Info Visibility[/h3] Weapon info can now be minimized automatically. For desktop, the options are disabled by default. Options include:
The new options apply to single-player and online co-op games. Couch co-op games hide weapon info more aggressively, and info is often hidden rather than minimized. Still, the "Toggle Weapon Info" action lets you switch between full info and basic info. [h2]OTHER FIXES & IMPROVEMENTS[/h2] [h3]Gamepads:[/h3]
[h3]UI:[/h3]
[h3]Other:[/h3]
[h2]VERSION 0.3.5b FIXES & IMPROVEMENTS[/h2] [h3]Couch Co-op:[/h3]
[h3]UI:[/h3]
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Getting closer to the cross-platform release for mobile.
[h3]Souls:[/h3]
[h3]Sound Effects:[/h3]
[h3]Tilted:[/h3]
[h3]UI:[/h3]
[h3]Weapon Rack:[/h3]
[h3]Unity:[/h3]
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Over the past couple months, development on the game has largely been spent getting the mobile version finalised, with support for cross-platform co-op with Steam.
[h3]Privacy:[/h3]
[h2]CONTROLLERS[/h2] [h3]Desktop:[/h3]
[h3]Improvements:[/h3]
[h3]macOS:[/h3]
[h2]FIXES & IMPROVEMENTS[/h2] [h3]Couch Co-op:[/h3]
[h3]Debug Logging:[/h3]
[h3]Online Co-op:[/h3]
[h3]Other:[/h3]
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[h2]FIXES & IMPROVEMENTS[/h2]
[h3]Lightning Bolts:[/h3]
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[h2]FIXES & IMPROVEMENTS[/h2]
[h3]Creatures:[/h3]
[h3]Online Co-op:[/h3]
[h3]Graphics:[/h3]
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[h2]FIXES & IMPROVEMENTS[/h2]
[h3]Boomerang + Multishot:[/h3]
[h3]Online Co-op:[/h3]
[h3]Zaeries:[/h3]
[h3]Other fixes:[/h3]
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Thank you for continuing to submit bug reports and suggestions!
[h3]Damage:[/h3]
[h3]Keys:[/h3]
[h3]Online Co-op:[/h3]
[h3]Steam Leaderboards:[/h3]
[h3]Weapons:[/h3]
[h3]Other fixes:[/h3]
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[h2]RULESET 0.3.1[/h2]
Previously, once all curses had been acquired, pedestals would effectively grant free rewards without any curses attached, which was not intended. Lady Tallowmere wishes you good luck on the new leaderboard. [h2]GAMEPLAY IMPROVEMENTS[/h2] [h3]Multishot:[/h3]
[h2]ONLINE CO-OP[/h2] [h3]Merchant:[/h3]
[h3]Keys:[/h3]
[h3]Game Over:[/h3]
[h3]Return to Tallowmere's Keep:[/h3] Any player can now initiate the "Return to Tallowmere's Keep" button action. Upon one player initiating the action, all clients will start a 10-second countdown timer, with their buttons showing the countdown. All clients will restart the game:
[h3]Other:[/h3]
[h2]OTHER FIXES & IMPROVEMENTS[/h2] [h3]Menus:[/h3]
[h3]Quick Swap:[/h3]
[h3]Saved Games:[/h3]
[h3]Steam Leaderboards:[/h3]
[h3]LiteNetLib:[/h3]
[h3]Miscellaneous:[/h3]
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[h2]GAMEPLAY ADJUSTMENTS[/h2]
[h3]Lightning Orb & Storm Cloud:[/h3]
[h3]Storm Cloud:[/h3]
[h3]Merchant:[/h3]
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Many of the dungeon's health and damage numbers have been tweaked. Things should feel more fair, and you might even feel overpowered at times! Lady Tallowmere hopes these changes makes your dungeon experience more pleasant. Still, please remember to keep your shield raised to avoid dying.
[h3]Ruleset 0.3[/h3]
[h2]GAMEPLAY[/h2]
[h2]TREASURE CHESTS[/h2] [h3]Rarity colours:[/h3]
[h3]Elite chests:[/h3]
[h2]DEMON STATUES[/h2] [h3]Basic Rewards:[/h3] A new Basic Reward has been added: Health & Strength
[h3]Mystery Rewards:[/h3]
[h2]SHIELDS[/h2] Added three shields from the original Tallowmere:
Shield health values have been increased. [h2]POTIONS[/h2]
[h2]ONLINE CO-OP[/h2] [h3]Enemy AI:[/h3]
[h3]Data synchronization:[/h3]
[h3]Chat commands:[/h3] If you feel your dungeon is out-of-sync for some reason, you can now enter a chat command to redownload all dungeon data from the server. The following new chat commands perform the same sync event:
[h2]MERCHANT[/h2] [h3]Co-op:[/h3]
[h3]Potions:[/h3]
[h3]Weapon Comparison:[/h3]
[h2]OTHER CHANGES[/h2] [h3]Audio:[/h3]
[h3]Couch Co-op:[/h3]
[h3]Enemies:[/h3]
[h3]Gold:[/h3]
[h3]Grenades:[/h3]
[h3]Local High Scores:[/h3]
[h3]Multishot Blessing:[/h3]
[h3]Multishot Item Modifier:[/h3]
[h3]Traps:[/h3]
[h3]Room Modifier Slow Projectiles:[/h3]
[h3]UI:[/h3]
[h3]Zaeries:[/h3]
[h2]GAME CONTROLLERS[/h2] [h3]InControl:[/h3]
[h3]Windows:[/h3]
[h3]macOS:[/h3]
[h2]OTHER FIXES[/h2]
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[h2]ONLINE CO-OP FIXES[/h2]
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This patch is compatible with 0.2.10 game servers.
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[h2]ENEMY HEALTH REGEN[/h2]
In short, rooms with the Healthy Monsters modifier should feel more reasonable now. [h2]OTHER FIXES & IMPROVEMENTS[/h2] [h3]Online Co-op[/h3]
[h3]Internal[/h3]
[h3]Demon Statues[/h3]
[h3]Elites[/h3]
[h3]Journal[/h3]
[h3]Kangaroo Broth[/h3]
[h3]Simplified Chinese[/h3]
[h3]Speedy Kitten[/h3]
[h2]PERSONAL NOTE[/h2] The past 40 days has been a weird blur of mobile work, Nintendo Switch work, and editing many calculations and properties for converting the game into Rulesets. I'm saving the infamous Liquid Gold potion issue for version 0.3. It's been 10 weeks of pandemic lockdown here in Auckland, New Zealand. Some days I take my laptop and code in my car in different places, just to get out of the house. I'm fully vaccinated, so not super fearful, but try to minimise going into grocery stores. Other days, just coding at home... Hoping to visit a cafe or library again in the coming weeks. Fatigue and brain fog still dominate me with this psoriatic arthritis. I am most productive in the mornings after a night's sleep, but the afternoons usually require naps. If I do nap (usually 30 minutes), my immune system attacks my nerves, rendering me into a lethargic vegetable for about 6 hours afterwards, which isn't helpful. And by the time my nerves fix themselves, it's pretty much time for bed. Or if I don't nap, I remain so tired that I'm not productive either. And not just for work; even the ability to relax and enjoy something is a mushed experience. Brain fog is like feeling spaced out, involuntarily drunk... can't think straight, can't concentrate, can't line up code nor thoughts properly. So I am forced to wait for the next day to resume doing anything significant. Many hours each day are lost to this 1% chance autoimmune disease. My nervous system is getting weaker... Walking is slow, and using upper body strength saps my energy very quickly. Hands and fingers go numb and tingly a lot. I am having to pick and choose my battles when it comes to household chores. Still, progress on the game continues a few hours every morning. Thank you for playing. Chris |
Here be the changelog for version 0.2.9.
[h2]GAMEPLAY FIXES & IMPROVEMENTS[/h2] [h3]Movement:[/h3]
[h3]Jumping:[/h3]
[h3]About-facing:[/h3]
[h3]Potions:[/h3]
[h3]Creature Center Points:[/h3]
[h3]Merchant:[/h3]
[h3]Damage Procs:[/h3]
[h3]Fire Wall Traps:[/h3]
[h2]ONLINE CO-OP[/h2] [h3]The Dungeon Actually Grows Stronger Now:[/h3]
[h3]Health:[/h3]
[h3]Potions:[/h3]
[h3]Other:[/h3]
[h2]SAVED GAMES[/h2] Fixed an issue where unneeded data was being retained in saved game files for old rooms that had been closed off and vacuumed, but not vacuumed enough. Old data for traps, pedestals, enemies that were not slain, enemy weapons, treasure chests, and items in treasure chests, were not being pruned. Unneeded data is now vacuumed better, resulting in smaller saved game file sizes and faster loading times. This issue became apparent when a bug report came in from a player that had reached Room 900+ with over 20 hours of gameplay their saved game had run out of internal ID numbers to allocate to new entities. This version now fixes such saved game files. Vacuuming and pruning will be applied upon load. For example, said saved game file had all ~65,000 internal ushort ID numbers allocated, and the file size was 2.8 MB. Now, after proper vacuuming of old rooms and cleaning up unneeded data, only ~3,000 internal ID numbers are used, and the file size is reduced to 450 KB. [h2]OTHER CHANGES[/h2] [h3]Blood:[/h3]
[h3]Co-op:[/h3]
[h3]Input:[/h3]
[h3]Networking:[/h3]
[h3]Pedestals:[/h3]
[h3]Potions:[/h3]
[h3]Speech Bubbles:[/h3]
[h3]Servers:[/h3]
[h3]Treasure Chests:[/h3]
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This client update is compatible with 0.2.8 servers.
New files are now generated and used instead:
Saved games, achievement progression, and command-line arguments remain intact. Benefits from this refactor:
[h2]OTHER FIXES & IMPROVEMENTS[/h2] macOS:
Menus:
Online Co-op:
Steam:
Weapon Selector:
Discord:
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[h2]LiteNetLib[/h2]
[h2]TILTED[/h2]
[h2]ONLINE CO-OP[/h2]
[h2]AUDIO[/h2]
[h2]MENUS[/h2]
[h2]UI & EFFECTS[/h2]
[h2]CONTROLLERS[/h2]
[h2]GAME ENGINE[/h2]
[h2]BEHIND THE SCENES[/h2] Many preparations have been made for:
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Welcome to the Inventory Management Update
[h2]JUNK BE GONE[/h2] [h3]When browsing your inventory, you can now mark items as junk:[/h3]
[h3]When interacting with the merchant, you can now sell all items marked as junk:[/h3]
When refreshing a category, items marked as junk will appear after non-junk items. [h2]SORT YOUR STUFF[/h2] [h3]Filters have been added to the following tabs:[/h3]
[h3]Filters allow you to sort your items by:[/h3]
[h2]WEAPON SELECTOR LAYOUTS[/h2] A new Loadout tab has been added to your Inventory, letting you adjust the layout of your Weapon Selector. Three layouts are now available to manage slots for your weapons: [h3]1. Dynamic (default)[/h3]
[h3]2. Radial[/h3]
[h3]3. Grid[/h3]
[h3]For the Radial and Grid layouts, a related option has been added:[/h3]
[h3]To access your Weapon Selector when in a dungeon, default bindings are:[/h3]
[h2]KEYBOARD WEAPON SHORTCUTS[/h2] You can now customise weapon shortcuts with number keys (19). Shortcuts can be managed automatically based on your Weapon Selector loadout, or you can manually assign shortcuts. When browsing your inventory, any weapons linked to a keyboard shortcut will have its number appear. [h3]Added option:[/h3]
[h3]1. Automatic (default)[/h3] Lets you press number keys 19 to select weapons based on your Weapon Selector loadout slots. Automatic does not allow for manual assigning. [h3]2. Manual[/h3] Lets you assign weapons to number keys 19 as desired, regardless of slot order. To assign a shortcut:
To load a shortcut:
[h3]3. Off[/h3] Prevents number keys from accessing weapons. [h2]OTHER FIXES & IMPROVEMENTS[/h2] [h3]Controllers[/h3]
[h3]Leaderboards[/h3]
[h3]Loading[/h3]
[h3]Menus[/h3]
[h3]Merchant[/h3]
[h3]Quick Restart[/h3]
[h3]Weapon Selector[/h3]
[h2]PERSONAL NOTE[/h2] Slow and steady. Progress has been oh so slow with my psoriatic arthritis and faulty immune system. Popping paracetamol and ibuprofen every day to alleviate headaches and the never-ending nerve inflammation. Hard to think properly when my nerves are inflamed every day. Since version 0.2.6 (which was 2.5 months ago), Ive only been managing work on this game about 2-3 hours per day. Fatigue has been dominating me. My immune system makes me so cripplingly tired and cognitively slow, its horrendous. Insomnia from waking in pain, unable to get back to sleep Morning naps, afternoon naps, while also trying to juggle my childrens school schedule, and trying to work on the game somewhere in between! However, my rheumatologist doctor has started me on a different immunosuppressant medicine about 3 weeks ago. Things have been improving since. Sleeping better. Less fatigue. Able to think properly more often. Some days Ive been managing 6 hours on the game per day lately, which has been lovely. My blood tests report my liver is inflamed from this illness, yet physically there's no scarring nor fibrosis (which was the purpose of my liver biopsy earlier this year), which is good news. In theory, if the inflammation can be reduced, my blood tests should improve. But if the liver suffers too much toxicity as a side effect from the medicine, thats not good, so its a tough balancing act. We shall see what the coming weeks bring as more blood tests are done. Fingers crossed I'll be able to stay on this medicine this time. In terms of improving the dungeons, I am getting close to start work on the kitten-name rewards and collect-a-thon will endeavour to reach out to the reward backers soon. The roadmap in the forums for upcoming versions still stands. Damage and health number overhaul, gold trading in co-op, the mission to implement the first boss, and getting the mobile and console versions out the door... Still lots to do. Thanks for hanging in with me. Chris |
[h3]NEW OPTION[/h3]
[h3]ONLINE CO-OP[/h3]
[h3]COUCH CO-OP[/h3]
[h3]GAME CONTROLLERS[/h3]
[h3]ERROR MESSAGES[/h3]
[h3]OTHER FIXES & IMPROVEMENTS[/h3]
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Working through the bug list.
[h3]For file size and memory performance, old rooms are now "vacuumed" when the game is saved:[/h3]
[h2]ONLINE CO-OP[/h2] [h3]itch.io:[/h3]
[h3]Loading saved games:[/h3]
[h3]Poison:[/h3]
[h3]Other fixes:[/h3]
[h2]OTHER FIXES & IMPROVEMENTS[/h2] [h3]Input prompts:[/h3]
[h3]Simplified Chinese:[/h3]
[h3]Spanish:[/h3]
[h3]Other fixes:[/h3]
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Hello
[h2]Feedback[/h2] If submitting feedback in-game and you'd like a response (especially if it's a bug report), please remember to enter your email address. Alternatively, please post on the forums, or email me directly: chris@tallowmere.com I plan to add an in-game response system at some point, but for now, the in-game feedback system is a very one-way avenue. [h2]A note on Steam Cloud saves[/h2] There have been various reports that single-player and couch co-op games are not being saved or updated between sessions. For troubleshooting, I have created a FAQ post about Steam Cloud sync issues now. [h2]Marching ahead[/h2] New Zealand has entered another Covid lockdown just yesterday, which means game development with noisy kids at home... oh joy! In any case, onwards with the development, one day at a time. As always: thank you for playing, and thanks for your patience. Chris Version 0.2.4 changelog [h2]LANGUAGES[/h2]
[h2]ONLINE CO-OP[/h2] [h3]Online game-saving has been added:[/h3]
[h3]To resume an online game from a previous session:[/h3]
[h2]MENUS[/h2] [h3]Play:[/h3]
[h3]Servers:[/h3]
[h2]GAME ENGINE[/h2] As part of an ongoing investigation into rare Unity engine errors:
Prior to 0.2.4, incremental garbage collection was enabled. It keeps performance smooth, but I suspect it was accidentally removing non-garbage pointers in memory, causing errors regarding lists, arrays, and null references. This patch will help see if incremental garbage collection was the underlying issue. Frame rate performance should still be adequate, but if not, please submit in-game feedback, post on the forums, or email chris@tallowmere.com. [h2]OTHER[/h2] [h3]Couch Co-op:[/h3]
[h3]File System:[/h3]
[h3]Korean:[/h3]
[h3]Menus:[/h3]
[h3]Online Co-op:[/h3]
[h3]Options:[/h3]
[h3]Quick Restart:[/h3]
[h3]Steam Leaderboards:[/h3]
[h3]Other:[/h3]
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Hello everyone. This patch adds a couple language-related features, but is mainly focused on bug fixes.
[h2]IME SUPPORT[/h2] Windows:
macOS & Linux:
[h2]KEYS[/h2]
[h2]TILTED[/h2]
[h2]ONLINE CO-OP[/h2]
[h2]MENUS[/h2]
[h2]LANGUAGES[/h2]
[h2]OTHER FIXES[/h2]
[h2]ENGINE[/h2]
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Hello, 2021
Big thank you to the translators for their efforts thus far. Additionally, Lady Tallowmere has summoned a new online co-op server in Helsinki, Finland today. More fixes and feature requests are planned to be worked on throughout January. Larger game-design changes are scheduled for version 0.3. Stay tuned. 0.2.2a Changelog This patch addresses several issues to keep the dungeons running smoothly, and is compatible with 0.2.2 servers. To receive the update, please restart Steam. [h2]ACHIEVEMENTS[/h2] [h3]Grenades[/h3]
[h2]MENUS[/h2] [h3]Finnish[/h3]
[h3]French[/h3]
[h2]OTHER FIXES[/h2] [h3]Cutscenes[/h3]
[h3]Explosions[/h3]
[h3]Menus[/h3]
[h3]Online Co-op[/h3]
[h3]Physics [/h3]
[h3]Single-player[/h3]
[h3]Translations[/h3]
[h3]Other[/h3]
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[h2]0.2.2 Changelog[/h2]
[h3]Looting[/h3]
[h3]Co-op[/h3]
[h3]Couch Co-op[/h3]
[h3]Online Co-op[/h3]
[h3]Physics[/h3]
[h3]UI[/h3]
[h3]Linux[/h3]
[h3]Other Fixes[/h3]
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This patch fixes some Steam Leaderboard issues. Online Co-op fixes and features are still being worked on. Thanks for your patience.
[h3]Submission Improvements:[/h3]
[h2]OTHER FIXES[/h2] [h3]Health Bars:[/h3]
[h3]Languages:[/h3]
[h3]File System:[/h3]
Version 0.2.1b Changelog This version is compatible with v0.2.1 servers. [h3]Startup Fix:[/h3]
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Here we are
[h3]Captains & AI:[/h3]
[h3]Room Transitions:[/h3]
[h3]Reconnection Improvements:[/h3]
[h3]Magic Mirror:[/h3]
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Raise your shield. Again.
[h3]Fixes:[/h3]
The following languages are in the game for v0.2.0: [h2]STEAM LEADERBOARDS[/h2] As this version is a significant milestone, a new tier of leaderboards for v0.2.x has been created on the Steam Leaderboards viewable in-game. [h2]STATISTICS[/h2] [h3]Server Statistics:[/h3]
[h3]Offline Statistics:[/h3]
Statistics will be visible on tallowmere2.com soon. For additional details, please view Tallowmere 2's privacy policy. Further Launch Details The dungeons should be pretty stable, but here are a few things worth mentioning: [h2]Steam store page languages not visible[/h2] The following languages do not have their Steam store page descriptions and screenshots uploaded yet:
However, you can select the languages in-game successfully. I will upload the descriptions and screenshots to the Steam storefront in the coming days. [h2]Online Co-op[/h2] [h3]Starting a new game[/h3] To start a new Online Co-op game, click Play > Host. You can then select a server to host on, edit your game name, and enter a password if desired (optional, for when you only want specific people to join your game). Then, click Start the game will handshake with your selected server, you'll be in the dungeon, and your game will show up in other players' Join tab. [h3]Joining an existing game[/h3] To join an existing game, click Play > Join. Game names will appear on the left. Select a game to view the names of players in the dungeon. Click Join to hop in. [h3]Server info[/h3] Online games have a maximum of 4 players per dungeon. Each server can hold up to 50 games at once (so 200 players per server). Server status page: tallowmere.com/servers If a server is full, please try selecting a different server. If no servers have decent pings for your region, please comment below or contact me directly, and I can see about deploying new servers in different regions. [h3]Upcoming features[/h3] Not yet implemented, but on the cards for a future version:
[h3]Known issues[/h3]
Fixes and features will be rolled out in due course. Thanks for your patience and understanding. Onwards I hope this Early Access launch plays smoothly for everyone. For discussions, please comment below, or check out the Tallowmere 2 Steam forums. Things are only just getting started. More to come from here! Thanks, and enjoy. Chris |
Mad sprint to try and get a few things squeezed in before December 4!
[h2]FIXES[/h2] Dev Bar:
High Scores:
The Steam page will be updated soon with German screenshots and descriptions. |
tallowmere Lady Tallowmere is pleased to announce... [h3]Friday, 4 December, 2020 @ 11:00am PST (GMT-8)[/h3] https://store.steampowered.com/app/655740/Tallowmere_2_Curse_of_the_Kittens/ [h2]Languages at launch[/h2]
[h2]Player modes at launch[/h2] [h3]Single-player[/h3] Play solo.
[h3]Couch Co-op[/h3] Shared-screen local co-op.
[h3]Online Co-op[/h3] Play with friends online.
[h2]Differences from the demo[/h2] [h3]Room limit removed[/h3] How far can you go?
[h3]Kitten limit removed[/h3] Can you rescue 9 kittens in a single run?
[h3]Steam Achievements[/h3] 80+ achievements.
[h3]Starting weapons[/h3] The Weapon Rack is ready. [h3]Character classes[/h3] Break the chains.
[h3]Steam Leaderboards[/h3] Can you make it to the top?
[h3]Online Co-op[/h3] Play online. [h2]Server locations at launch[/h2]
For the latest info, please view Tallowmere 2's Server Status page. If you'd like a server in a region not listed, please comment below, or contact me. [h2]Questions & Answers[/h2] [h3]Launch discount?[/h3] There will be a 40% discount at launch. After that, only 10% discounts are planned throughout Early Access. [h3]LAN Co-op?[/h3] Local Area Network Co-op is planned, but not quite ready at this time. [h3]Community servers?[/h3] Documentation, knowledge, and server-deployment script generation is pretty much done and ready. [h3]Can I stream and record the game?[/h3] Yes! Please do. See you in the dungeons soon. Chris |
[h2]Nearing Early Access[/h2]
[h3]FIXES & IMPROVEMENTS[/h3] CONTROLLERS:
ENGINE:
MENUS:
ONLINE CO-OP:
PROJECTILES:
SCREEN SHAKE:
SOUND:
STARTUP:
STEAM:
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[h2]FIXES[/h2]
Underlying issue was a child component was tagged incorrectly. On the chance a key would spawn on the same frame as a physics update, and if the player was close enough, the game would consume the key like it was picking up a coin or heart. Thanks for the reports that were submitted to help resolve this issue. |
Development update
[h2]CONTROLLERS[/h2] InControl Native:
macOS:
[h2]INTERNAL[/h2]
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[h3]ONLINE CO-OP[/h3]
[h3]KEYS[/h3]
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The Many Ways To
Name a Guard (via the Quadruple Conundrums backer tier and higher):
These ideas aren't 100% concrete yet (still have other things to code first!) but I hope this gives more insight into what I'm planning. Closer to the initial Early Access release, I will solidify and confirm what to expect, and also announce a cut-off date for when the rewards will be closed, so things can be locked in. If you have any suggestions, ideas, or questions, please comment below. [h2]Coding[/h2] Bugs and design considerations. There are a few. I'm still working through the list. It also takes time to compile and test, so ~monthly rollouts of patch fixes seems to be my flow of late. Latest patch (0.1.6) was also focusing on online co-op bugs, which isn't accessible in the demo, but needed to be fixed nonetheless. I've automated my build flow to dance between server-compiling and client-compiling reasonably quickly. Most server/client testing happens on a single computer, but for live testing, the upload and deployment process is also fairly streamlined. Also test on my Windows laptop, Linux PC tower, and MacBook from time to time, and on my Android phone and iOS devices here and there too. It takes time to test, but such is life in the world of game development. [h2]Covid[/h2] New Zealand managed to keep the virus at bay for about 3 months. I enjoyed being able to leave the house a bit (I often take my laptop and code at local libraries, donut shops, and other fast-food outlets; gives me a good break from being stuck in my house 24/7 and is a lot more cost-effective than leasing an office). But, the virus has come back to New Zealand's public, so I am back to being at home again for the coming weeks. It doesn't really matter where I code, but "working from home" really can make one go stir-crazy to some degree. Last time lockdown happened here, I would even sit in my car in my garage, just to be "alone" and get some peace and quiet from my family and other household members. It's been a challenging year so far. [h2]Psoriatic Arthritis[/h2] As some of you may be aware from previous posts scattered around, I was diagnosed with a chronic autoimmune disease a couple years ago called psoriatic arthritis. It completely threw a wrench into my life, especially with trying to develop Tallowmere 2 in a timely manner. The fatigue and brain fog that my immune system would make me succumb to, is, or was, horrible. Pain is one thing, but not being able to think or function properly is something else entirely. Finally though, after two specialist doctors, a few MRI scans, and three different medicines... we seem to have found a medicine that my liver accepts happily enough, and seems to have greatly reduced my inflammation. I can think again. It's amazing. I can sleep and actually feel refreshed. I'm not needing two or three naps every day; sometimes just one, but often none at all. I can exercise again without ridiculous over-exertion exhaustion from a mere 15 minutes of exercise. I'm able to go 30-40 minutes again like I used to. And when I do need a nap, I can just sleep for an hour and wake up and have energy, rather than knowing it's going to take me 3-4 hours for my brain to actually "wake up", which at that point it's basically time to go back to sleep for another nap, or retire for a night's sleep. It's a ridiculous disease. The things your own immune system can do to you when it mistakes your own body and healthy tissue as enemy intruders... But luckily, have found a medicine that is helping. Things are a lot better. It's good for my quality of life, and being able to work on coding these dungeons again! [h2]Road to v0.2.0[/h2] I am anticipating v0.2.0 to be the Early Access release. There are some number-related stats I would like to overhaul slightly (at the moment, stats on shields feel a bit lacklustre, and gold is a bit too plentiful for long runs), and more curses need to be added. But as the bugs are being resolved, and online co-op testing is a lot more stable than before, things are nearing enough stability to be ready for the masses. Probably leaning more towards Q4 2020 than Q3 2020 at this stage, but things are looking good. Thanks for your continued support. Chris |
Online Co-op fixes only apply to the main game. All other changes apply to both the demo and main game. |
The following changes apply to both the main game and demo.
[h2]GENERAL FIXES & IMPROVEMENTS[/h2]
[h2]STEAM[/h2]
[h2]CONTROLLERS[/h2] The following errors are now treated as warnings:
If controller issues are persisting:
[h2]ENGINE[/h2] Unity:
[h3]Version 0.1.5a[/h3] [h2]FIXES[/h2]
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The following changes apply to both the main game and demo:
[h3]LANGUAGE SUPPORT[/h3]
Steam Workshop support for language translation is still planned but not quite ready. Thank you for trying the demo! |
[h2]Thank you for trying the demo[/h2]
Other:
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[h2]Get your kick on[/h2]
Be sure to check out the Tallowmere 2 demo on Steam, add to your wishlist, and flex your feet if you fancy. On a side note, the dungeons will still launch by the end of this year regardless of how this Kickstarter campaign turns out kittens are stretchy but not that stretchy but the Early Backer rewards are a limited-time offer in any case. Thanks for your support tallowmere |
The Steam Game Festival is currently active, and with it, Lady Tallowmere has instructed her minions to offer you a taste of her second generation of dungeons for Tallowmere 2: Curse of the Kittens.
[h3]Player modes available in the demo:[/h3]
[h3]Demo notes:[/h3]
[h3]General notes:[/h3]
Enjoy! tallowmere |