While English is still the only officially supported language, I've greatly improved the beta translations for French, German, and Spanish. > 99.5% of all text now has translations, and the context sensitive "madlib" lines should now work a whole lot better in these languages.
While English is still the only officially supported language, I've greatly improved the beta translations for French, German, and Spanish. > 99.5% of all text now has translations, and the context sensitive "madlib" lines should now work a whole lot better in these languages.
Minor spoilers ahead: The train boss battle has been revamped. A lot of bugs were fixed, and I spent the last couple days making it a fun and more challenging experience.
Minor spoilers ahead:
The train boss battle has been revamped. A lot of bugs were fixed, and I spent the last couple days making it a fun and more challenging experience.
I've been busy fixing bugs and issues. I don't want to spam you with updates on every single version so here are the highlights: Fixed the jeep, solo3 and time skill bug submitted through google docs. Thank you anonymous poster! Added Creator Music to the audio menu. This replace
I've been busy fixing bugs and issues. I don't want to spam you with updates on every single version so here are the highlights:
Fixed the jeep, solo3 and time skill bug submitted through google docs. Thank you anonymous poster!
Added Creator Music to the audio menu. This replaces the music either with Public Domain music, or it uses cc4 music and pastes the required attribution on screen (as per Kevin Macleod's terms of service*).
FIxed a nasty bug with using custom profile names that could cause crashes
Added a framerate limit of 200 fps, so as to not over-stress systems. You can turn this off in the dev tools.
Did some "destructive" testing of character creation and put in a few fixes
Non-geography buffs rejoice! You can now cheat at the geography tests!
I'll continue to monitor the Discord, Steam Discussions, and Google Form submissions for bugs. So if you run into trouble, please let me know!
* A lot of the licensed music, and around two thirds of the "Creator Music" comes from Kevin Macleod. The man almost single-handedly(though I'm sure he would disagree) makes streaming games with music possible.
I'm getting ready to release the first early access version later today. (around 5 or 6 PST) Be warned it will break some save game compatibility. If you are on chapter 2 or 3, it will reset your map, but you'll get to keep your party(levels, cars, weapons, inventory). It will no
I'm getting ready to release the first early access version later today. (around 5 or 6 PST)
Be warned it will break some save game compatibility. If you are on chapter 2 or 3, it will reset your map, but you'll get to keep your party(levels, cars, weapons, inventory). It will not effect your profile or achievements in any way.
I've made a beta called "legacy" available that uses the old save game version. You can use this to finish up before switching to the new version.
And if you time the reset right, this might make certain achievements easier, like "Rock God" or "Scrapper" which are two of the best, and hardest unlocks in the game.
I don't think there will be future save game compatibility breaks. And if they do occur, I'd like to give you more notice, but this came up during a prerelease play test, and I'd rather break it now, rather then when the game is public.
The starting enemies are now easier. The pirate biker and pets kitty-mobile both got nerfed as their health was too high. Next, the encounters near the starting area are a bit easier. But they still ramp up to full as you near Portland. This gives you breathing room to earn achie
The starting enemies are now easier. The pirate biker and pets kitty-mobile both got nerfed as their health was too high.
Next, the encounters near the starting area are a bit easier. But they still ramp up to full as you near Portland. This gives you breathing room to earn achievements and power up your party.
And last but not least, there are now difficulty levels. You select your difficulty when you first make a profile, any existing profiles are now set to "gamer" which is the way it was before but with a 10% boost to salvaged resources.
If you're still having trouble, you can select the "casual" or "tourist" levels for more stat boosts.
Just a bunch of minor fixes this month. I've been testing Apocalypse Run! on different hardware, monitors mostly, and reorganized the menus to be easier to access if it gets a strange DPI, like from a television. Also, I've made it clearer that the translations are in beta. I don
Just a bunch of minor fixes this month. I've been testing Apocalypse Run! on different hardware, monitors mostly, and reorganized the menus to be easier to access if it gets a strange DPI, like from a television.
Also, I've made it clearer that the translations are in beta. I don't list any languages, besides English, in the store, but there is support for them, so I'll be listening to what languages players would most like added.
You might have noticed we got a new cover image and a bunch of faction art, courtesy of STVKAR.
Besides that, I've mostly been working on marketing, which is a lot of work.
The new update might ask you if you want to import some save games. Here's the deal: I had to change the save game location from its hidden application directory to your documents folder. It might not be ideal, but I was already creating a folder so you could plug in your own mus
The new update might ask you if you want to import some save games. Here's the deal:
I had to change the save game location from its hidden application directory to your documents folder. It might not be ideal, but I was already creating a folder so you could plug in your own music, so I just put them in there.
The reason for this change is because Unity (the game engine) changed it's terms of service to charge for each install of the game. It's unclear if they'll be able to tell what's the full paid version and what's a demo, so to protect everyone involved, I've decided to break them into two separate folders. This should make it clear to whatever method that unity is using to collect data, that the demo is not the paid version.
The problem being that the full game can't read save game files from the demo's folder. Thus I've had to put the files in a user accessible location, the best location being "documents."
The save games are all in plain text, and are human readable, so this might be a good thing for many of you. (Hack away!)
Besides that, the new version contains:
Better auto-equipping of cars and characters from the airport
New tutorials for party creation and demo limits
Tooltips on the "next" button during party creation
Improved descriptions for encounters
A bug fix that prevents mis-clicks when skipping the death cam