CHANGELOG
v0.32.264 -> v0.33.318
Additions
v0.32.315 Added Story Beats system to allow Shadow to initiate a Dialog using the Pager at any point in time. Story Beats allow the Shadow to execute any arbitrary code via StoryBeatAction handlers (for example, hiding books around the map for the introductory Dialog), unlock and/or give the player Gear, and/or unlock quests.
v0.32.314 Added Interior Lighting Volume and profile to make interiors dark. Cryptids now have face lights and ground lights until Unity fixes emissives in URP. Emissives currently incorrectly are multiplied by Exposure, so if you have a negative Exposure values (to create inexpensive dark areas in HDR), then the Emissive become -0, effectively making them unlit. This is scheduled to be fixed in URP 7.0.
v0.32.313 Added Pager to work with Shadow to present pager dialogs at specific story points using the DialogRunner. Currently, Pager only presents introductory dialog with Shadow. Added ability for dialog options to unlock quests, so the player can unlock a quest via a dialog.
v0.32.310 Added Game Builder for Building Interiors. Added Investigation screen that allows you to select what type of Investigation to perform inside the building - this also selects the Interior Game to be used and Game parameters. Investigations that are available are based on Skill unlocks.
v0.32.309 Added cryptid proximity sounds and proximity red light. Cryptid attack now pushes player out of building.
v0.32.307 Added Interior Hiding Places, began adding ambient audio.
v0.32.306 Added wandering monsters to building interiors.
v0.32.304 Added roof clutter to buildings, telephone poles, auto-connecting power lines. Exterior prefab collections now grouped by Conspiracy Theory.
v0.32.302 Added quest mini-panel to show current tracked quest. Added ability to track a quest in the quest panel. Currently, only one quest can be tracked at a time. Added more base skill progressions.
v0.32.300 Added Shadow entity that regularly tests to see if there are no available quests, and if so, recycles a skill-based quest. Completed Repeatable Quests. Fixed HoldPoint for several Gear prefabs (like Brochure, Flyer, Paper Stack).
v0.32.299 Added Level 0 skills. Added option to hide skills in the skill tree. Skill connections are now colored red or grey depending on prerequisite status. Moved displayNode and displayLine attributes to SkillStatus to prevent runtime SO modification.
v0.32.295 Added more tags to interior prefabs. Started work on CollectEvidence minigame.
v0.32.291 Added Mid-game and End-game Equipment and Upgrades
v0.32.281 Added Repeatable Quests and Goals to support procedurally-generated mission arcs. Repeatable Quests will appear when no static quests are available.
v0.32.279 Added all necessary wiring for quest and mission arc interactions, skill points now awarded for quest completion, added straight blueprint connector variants, prep work for auto-quest generation when no static quests are available
v0.32.278 Added all mission arc definitions.
v0.32.277 Additional work on mid- and later-game Progress Table.
v0.32.276 Added Container tag to all containers, standardized naming convention for doors and drawers to support runtime programming of interactive components
v0.32.274 Added all mid-game and late-game skills for the Progress Table
v0.32.271 Added Forest Signs to allow forest exit when lost.
v0.31.266 Added RoadCover_05 through RoadCover_08 for Temperance Heart City Blocks.
Changes
v0.32.317 Teleporters can now require a specific Gear and/or a specific Skill. Gave Teleport Doors to all remaining buildings, with matching Required Skills. For example, a cheap hotel only requires Collect Evidence 1 but City Hall requires Collect Evidence 4.
v0.32.316 Moved responsibility of pager alerts from Pager to Shadow because Shadow completely controls all Pager alerts and the Pager itself is just a means by which that information is accessed (controller/view separation). Plus the Pager component is rebuild on UI screen rebuild, so it is better to have Shadow own the Pager alert coroutine. Improved timeline display to only use alien language fonts on the timeline name when not on the home timeline.
v0.32.312 Refactored Citizen to separate basic dialog parameter parsing into a new DialogRunner class. This will allow any Glowie-derived object to have dialog, like a pager for example.
v0.32.311 Refactored Builder to split blueprint builds into new Designer class and separated interior nav mesh generation into new BlueprintNavHandler class. Designer uses a job queue system like Builder does, but the Designer queue is dedicated to interior building and design.
v0.32.305 Interiors now have their own separate navigation meshes that are built/rebuilt automatically as-needed.
v0.32.286 Updated Steamworks.NET to 2025.163, Updated Polyverse Skies, Updated Cartoon FX
v0.32.285 Expanded Evidence Collection, Writing, duplication, and Distribution out to 16 levels each
v0.32.284 Upgrade to Unity 6.3, prep work for Gear refactor
v0.32.282 Removed NPC Routines and Schedules in favor of allowing the Shepard to manage the streets and keep them busy.
v0.32.275 Improvements to Skill Tree display in Progress Table. Fixed bug where skills were automatically taken when selected instead of only displaying skill details.
v0.32.273 Integrated Metrics into existing Progress system. Removed City class and redundant metrics.
v0.32.272 Reactivated direct media distribution using new GiveMediaHandler.
Fixes
v0.32.301 Fixed an issue that caused Glowie action stack to continue executing even after the player exits from the Glowie HUD.
v0.32.290 Fixed an issue where spamming Cancel during the undo sequence could leave the player input system in state where the player could no longer interact with citizens.
v0.32.281 Really Fixed bug that was causing dragged UI objects to persist after their source panel's destruction.
v0.32.280 Fixed bug that was causing dragged UI objects to persist after their source panel's destruction.
v0.32.273 Fixed Popup Panel text issue that prevented the panel from resizing correctly to fit the text being displayed
Micro-Roadmap and Very Near-Term Goals
The Forest Heart System will be expanded with many more types of Forest Hearts. Each Forest Heart can create a different type of City Block (industrial, business, residential, science, etc...) Each type of City Block creates different types of buildings, and thereby, different types of Evidence can be found at night.
Many, many more Blueprints for building interiors. Many, many more Blueprint Styles. Many, many more Vignettes. Multiple Styles and Vignettes can be layered together, allowing an extremely wide range of interiors depending on your current Timeline.
Many more indoor "Mini"-games.
