SALUTATIONS, VILLAGERS TOWNSFOLK!
The residents of Eville we're really busy the last months and expanded the town quite a bit. More buildings for new townsfolk moving in. Don't ask us why population increases with these murders going on.
Below is an extensive list of added and updated features in addition to a number of bug fixes. For those of you who can't be bothered reading this wall of text, we have conveniently put together a video that summarizes everything.
The new Town - More residents more problems
We have expanded the town of Eville. While we increased the size of the map only by very little it certainly feels much bigger now, with new buildings and areas, tighter alleys and places to get murdered at.

We went back to the drawing board and redid the town layout and buildings for several reasons and improved the town layout in a lot of places:
- The vote area & marketplace were pretty far off to the west, now it is more centered on the map
- The marketplace and vote area are now combined, giving it a more town-like feel and quick access to the magical goods vendors
- We have more player houses on the west side of the map, so the map is more balanced and the west side of the map has a better purpose
- All buildings are completely new and taller and roads are less straight and crossroads were removed
- New design of buildings, more details and prettier! Underpasses, more varieties, more smaller secluded areas instead of big open areas
- The forest and witch hut are now outside of the town walls and it's more dangerous to go there!

The new layout and buildings give players a harder time to observe other areas they are not at, making it more dangerous to travel around the map. Seers won't be able to observe huge areas of the map anymore and areas feel more secluded since you do not know what's happening somewhere else.
New paint on the town center

Not just new paint, but we created a new vote area with the revamped town layout and slightly changed the voting process.
Votes are usually a short journey - you or someone else initiates a vote, everyone gathers at the town center. We needed to visually mark the area you have to enter to take part in a vote.
From then on you have the Accusation- and the Execution-Votes. Two diffent types of vote that take place after another. To properly indicate this we split up the vote area, for the first disussion phase and the execution.
In the first area you can now interact with a voting council to start your vote (if you closed the window). We also added a pingable map here which gives you more things to base discussions on.
After this you traverse to the execution vote area which works just as before (but it's prettier!)

Control Overhaul
We noticed new players have trouble getting used to our control scheme. It was based on MMO-controls with a prominent cursor to click on items, objects in the enviroment, players and abilities. You also used the right-mouse to control your camera.
With the feedback we've gathered we have now completely moved away from that and overhauled the whole control system as well as parts of the User Interface (still WIP) to be more accessible.

Now you get to have direct control, aiming with a recticle on things to interact with, talk to vendors, pick up items and so on. The camera is now directly controlled by your mouse and closer to the player.
This also gave us the chance to add - controller support! While some parts of the User Interface still use the old style, all newer ones we added in this and the last update all have controller support. We will keep improving on in for the next updates and rework and add more windows that are getting controller support, but feel free to try it out if you have access and send us some feedback.

More additions
Primary Abilities
All roles now have a primary ability and up to two other active abilities.
For most roles the primary ability is used by left clicking and is a ability that already existed, such as the kill abilities for conspirators. The idea of these is that they are abilities to be used quite often or with quick access. Some roles however got a new ability and these are:
- Detective - Inspect - Inspect a player and see a random role the player is not.
- Trapper - Caltrops - Throw some caltrops in front of you. Slows and damages a player walking through them a little at night. Disappear by the end of the night.
- Mayor - Collect Taxes - Walk up to a vendors and collect 5 coins as taxes.

Vote areas
- Added interactive voting council to start the vote (in case you closed it)
- Added a pingable map to mark a location

Changes, Balancing and minor improvements
- Emergency Bell - Timer to gather increased from 15 to 20 seconds
- Trapper - No traps possible on top of trap doors and directly in front of player homes
- Trapper - Traps glow blue if they weren't triggered yet
- Ghost Whisperer - Ghastly Apparition - Cooldown decreased from 45 seconds to 20 seconds
- Vote - If nobody is inside the vote area when a vote starts it immediately ends now
- Vote - Can't be started on the first day
- Vote - Players who are participating in the vote and die during it (for example due to poison) can't be reported and show the reason of their death instantly
- Vote - Players dying in the vote area are also revealed once a vote starts, even if they weren't reported
- Ghosts - can walk through certain otherwise blocking walls
- The first day now is a full length day
- Game disk & memory size decreased again by over 15%
- Ultrawide Support with larger FoV
- Slowmo mode when the game ends (pog)
- New starting cutscene before the match
- Night/day transitions updated with the new map
- Cauldrons, Chests, Desks, Trap Doors now glow if you can interact with them
Economy Changes
- Red Gem Dust now costs 30 coins instead of 15
- Red Gem Dust now only restocks by 1 per day and starts with 1 (was infinite before)
User Interface Changes
- Inventory has now a seperate window with gamepad and cursor support, since you don't have a cursor during normal gameplay - opened with "B" (or "Y" on gamepad)
- Notifications (indicating properly what they're about with icons)
- Interactions and Recticle - You now see and how you can interact with everything by aiming at it, this works with all interactables and abilities
- New player nameplates also showing the player's number
- New voting window you can close and open (by interacting with the council), also now shows how much time is remaining to vote and who is participating and who has already voted
- Event log in the bottom right corner showing you whats going on and how votes went. Also shows kills if you're a conspirator
- New Speech bubble, Warnings, Highlights of interactables, Chat box
- Notification if your fellow conspirator secured a kill
- Improved Quest Arrow coloring
- Role assumptions now show the role icons and the player color of the player who made the assumption
- Icons such as the lock are now shown from inside the house as well
- Several Items got new icons: Potions, Tome of Death
BUGFIXES
- Conspirator - Axe Cleave - Fixed a critical bug showing the axe still on the next day
- Conspirator - Axe Cleave - Hits a bit earlier now in the animation
- Detective - Sneak Out - Caused several interactions to break during the day for adjacent players (vendor, corpse report, pickup, etc.)
- Barbarian - Intimidating Shout - Caused several interactions to break for adjacent players
- Slanderer - Face Morph - Disguise now is undone when the night starts, the next day it wasn't visible for some players
- Thief - Steal Items - After the first use it could be used anywhere at night to loot the previous chest again
- Seer - Watchful Eye - During the full moon event you wouldn't wake up
- Seer - Watchful Eye - Placing one again when you already placed one before would cause the camera to jump
- Seer - Track - Cancelling this skill would use up a charge
- Guard - Pike Stab - Fixed a critical bug showing the pike still on the next day
- UI - Custom Games - You sometimes couldn't add any more roles when you should be able to
- UI - Voting - Menu stayed open if you died during a vote
- UI - Menus now close when the game ends
- UI - Menus now close when you die
- UI - Quest Window flickered shortly when opened
- UI - The Emergency Bell timer would stay sometimes, although the day continued
- UI - Game Guide could sometimes not be closed in the main menu
- UI - Switching menus quickly in the main menu could cause the Equipment to show up at the wrong location
- UI - Dying now closes the menu to select a player or location for an ability
- Quests - If you did an emote or gesture while interacting with an object you would get stuck for the rest of the day
- Quests - You could sell your quest items to a vendor
- Quests - You could steal quest items from others as a Thief
- Quests - Arrows now point to the door while in your home
- Quests - The bread you need to pick up for the poison quest had wrong visuals
- Ghosts - You sometimes couldn't chat as a ghost
- General - If someone died in the center their reason of death wasn't shown when the bell was rung
- General - Emergency Bell - Fixed some issues while trying to interact
- General - The herb which collision knocked you away
- General - Dropped items could sometimes float mid-air
- General - Chat messages could drop due to bad connections
- General - Herbs could spawn inside one another
- General - When multiple players are revealed when one is reported, the others wouldn't show the Dead-Sign on their home
- General - Selling Trip Wires kept the buff active
- Visual - Death screen now has UltraWide support
- Visual - Cutscene on Game Start now has UltraWide support
- Visual - Cutscene on End now has UltraWide support
- Visual - Yellow chat range marker stayed when the night started
- Visual - Nameplates in lobby were barely readable
- Visual - Stickers had visual error in the main menu, if you had none selected
- Visual - Role Claims and Role Assumption were visible through fog
- Visual - Ghosts weren't visible to other ghosts when they died at the same time
- Visual - When reporting a corpse the camera would fly through objects
- Visual - Guard Protector zone had some visual errors
- Crash - Oculus devices plugged in could cause Eville to crash
MORE FANCY STREAMS AND PLAYTESTS
We're currently planning additional streams for ya'll! Also if you're one of the alpha testers you can join our community playtest session on July 3rd at 8PM CEST.
Make sure to follow us on social media, and on Discord to ensure you don't miss 'em.

WISHLIST
You can wishlist Eville and show us some love and by doing so, keep up to date with our development process.
https://store.steampowered.com/app/1220170/Eville/
HIT US UP

[/url]Our Discord server is alive! You can join the conversation and hang out with other fans on the discord server and talk directly to us regarding your thoughts and ideas about Eville.
You can also find us on these platforms:
Twitter
Instagram
Facebook
Reddit
