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Hi everyone!

Hope you've all had a great week.

This week I was working on bug fixing and some gallery update work.

There was an aspiration to get a new build to everyone but I'd like another week to try and address some tougher to fix bugs. So expect a new build next week.

Lets get into what's been done!

1: What's New?

This week I did a number of bug fixes as well as some gallery updates.

For the Gallery I added the new foot-wall trap to it and added some "Randomization" buttons to a number of existing prisoner and peril displays so you can explore what all the options of a particular peril is:

Bug fix wise the main ones I've been addressing this week are things like the game sometimes resetting while playing a level. As well as the positing of some traps that where they shouldn't be.

A big one I fixed is making sure player conditions properly reset between levels. This was causing some level loads where the player couldn't move or do anything.

2: What's Next?

Next week will be fully dedicated to more bug fixing. The bugs I have on my sights are:

1) Fix when less then expected prisoners spawn in the level.

2) Make sure traps can't trigger while your doing something else (Such as a freeing prisoner encounter)

3) Make the Cultist Punish or free UI also trap proof.

4) Create logic for what happens when an enemy occupies the same space as the player.

5) Add a "Skip Tutorial" option for when you start a fresh game.

Files

Comments

Lep21

That tutorial skip will be great!! Found 2 bugs 1. Number of prisoners spawned did not match the indication ( you are already working on this) 2. The new trap spawned partially. There's usually some kind of panel on the wall from which the laser shoots out and then the rope captures and pulls the bindmancer to it. In the bug, this panel seemed missing so the bindmancer was caught and pulled towards the wall. When she reached the wall (where the panel was supposed to be), the wall foot trap scene should have loaded, however it did not load and the bindmancer kept getting pulled into the wall and bounced out to again be pulled into the wall. I could break the trap and move away though.

caroo

For point 2. Those where manual placement errors. I've fixed those up and they'll be fixed up next update. :)

Mirth

Thanks for adding the "Randomization" options! Looking forward to trying them out in the upcoming release!