Hi all
We wanted to keep you updated on the latest developments in our game. Thanks so much for all your feedback; we truly appreciate it! In the meantime, we’re excited to share that some players have already beaten Mission 1, which is fantastic news to hear!
Bug Fixes
- Load game in the main menu and in-game ran on different functions. This has been standardised now, addressing multiple save-load game related issues.
- Progress when feeding Namazu Sinners was not being saved.
- Time to skip cutscenes reduced from 5 seconds -> 3 seconds.
- "Understood" button within the Tutorial was overflowing and had other elements overlapping.
- Submission had text that were overflowing.
- Game speed could be adjusted during events that should block speed controls.
- Game speed controls was affecting animations within UI.
- Hovering different categories of buildings did not have a SFX.
- Losing the game would make cutscenes unskippable and crash the game.
- Sorrow Silo was not providing Blood to the Silo Valves.
- Placing a Silo Valve did not have sound effect.
- Main objectives were overlapping with the side objectives.
- A building that was currently selected during an Earthquake event would not become disabled.
- Eternal Servitude would consume more than the required amount of Sinners for the conversion.
- Namazu reamined in a Unpowered state.
- Decree 2 along with all the voiceover and unit introductions were not triggering.
- Dreadful Tree did not track Souls proccessed to Sinners when researching any of the 7 deadly Sins.
- Removed foliages blocking the road and buildable area.
- Increased the font size of "Blood Producing" texts within Hearts.
- Mission typo "Purgetoria" changed to "Purgatoria".
- Namazu's choker build animation was too fast causing the choker to choker to appear even before cutscene starts.
- Adjusted camera offsets during the launching of the catapult cutscene.
- Multiple Buttons across multiple scenes had no SFX. The SFX has been added now.
- Many stability and gameplay issues for Mission 2.
- Calculations to determine the amount of resource rewarded for sacrificing units in the Sacrifice Hall had to be tweaked.
- Time needed to reduce 1 tick of the timer when feeding Namazu increased from 1 second -> 5 seconds. Essentially allowing players more acomplish more during the last stage.
- Unit dying will not close its information panel.
- Build time of Pandemonium was incorrectly affected by Decree selections.
- Salvage time of all buildings were incorrectly affected by Decree selections.
- Cost of build Babel of Lies was incorrectly affected by Decree selections.
- Health system of all units were set incorrectly, hence almost all units died within 1 hit. This has now been fixed
- Feeding Namazu's was missing a giant ball of Sinners. This has been fixed but the stage winning cutscene still needs a bit of tweaking.
- Catapult had issues gettings Sinners to "Obey" and get into the Catapul.
- Soul Agitation rate was incorrect towards the end of the Mission.
Features
- Introduced selectors for Mission 2 and Mission 3.
- Buildings now activate immediately upon connection to a powered path. This activation will only occur once.
- New pathfinding system, designed and created from the ground up. New Navmeshes have been introduced and the edge collision on all our maps have been reworked on.
- Units will no longer fall off the map and suddenly go missing.
Thanks for playing!
