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Halloween Sale and Update: Live NOW!

Hellish Carnivals, Haunted Houses, Bloody Taverns... Crossover Eve is here! Celebrate the sealing of the Flaming Gate with us and enjoy a TON of new features and fixes. Read on, Brave Adventurers... muhahahaha

Early Access is an awesome experience. We have had the honor of spending the last few weeks talking with you, our amazing community, and working our asses off to move Epic Tavern toward being the best game it possibly can be. Your words, thoughts, and enthusiasm, dear players, not only serve to motivate us, but guide us toward making what we feel will be a truly great game. This update is packed with tons of work and love from your team here at Hyperkinetic. It's for you and because of you. Without further ado, the details:

[version 0.828.f1]

TL;DR Updates

- Halloween Tavern Makeover
- Halloween-themed Quest
- Updated Tutorial Flow
- In-Tavern Critical Info Notification System
- Equipment System Overhaul
- Tavern Menu Management Functionality
- Goods Management Overhaul
- Stage Success Chance Displays
- Additional Save Slots
- Character Management Improvements
- Combat Resolution System Overhauled/Rebalanced
- Economy Overhaul - Stage One
- A Metric Shit Ton of UI Overhauls/Improvements
- Procedural Skill Gain
- A Ton of New Tools for our Procedural Storytelling Engine
- Character Textures are Now Exposed for Modders
- Bunches of Optimizations (Significant Memory Usage Improvements)
- Like a Billion Dead Bugs

New Features in Detail

- Notification logs are active in the Tavern at all times except when hidden by the expanded character interaction panel
- Notification items:
- Are categorized, each category assigned a unique display color
- Are, where applicable, clickable in order to bring up relevant UI
- Possess tooltips explaining what a click action does, or other info
- Can be manually closed by clicking an X to their right side
- Automatically close themselves when an event makes them obsolete (leveling up a character will auto-close the level-up notification for that character)
- Avatars now use different amount of move points based on the nav layer they're on; they also have variable move speeds depending on their nav layer
- Updated UI on New Tavern pop-up to try something new, though it might be a bit dark
- Added fade-to-black with placeholder text for Go Forth transition, fades back in when Questecution begins
- Go Forth fade-out now displays title and summary of quest in focus
- Expansions/upgrades must now be purchased after unlocking
- Expansion/upgrade purchase UI
- Added expansion and upgrade unlock to debug panel
- Parties on map now have different speeds depending on their topographic location
- Parties spend fewer move points when on land that is easier to move on
- Destination Position Tuning
- Added a lot of Map Text
- Cosmetic improvements to tavern naming panel
- Added pop-up warning for attempting to equip a weapon that's already equipped on someone else
- Added notifications for adventurers returning Wounded, Poisoned, or Demoralized
- A single notification event now handles multiple relevant returning adventurer effects
- Added text pulse for notifications on returning adventurer effects, Level-up, and Bonus points available
- Goods and lodging refactor
- Wounds and effects messaging rework
- Drunkeness FX
- Tutorial adjustments - integrating more tutorials in the prologue quest
- Obviously aesthetic things like a halloween tavern theme, halloween quests
- Adjusted navcosts and procedural stage frequency
- Updates to tavern level schedule, also added 3 more levels (max is now 13)
- Added list of item ids for in the tavern beginning of prologue turn
- Menu slot price sliders are functional, adjusting goods sell price
- Custom pricing tooltip has been added, displaying and dynamically updating as the slider is moved. The NavBar spawns the tooltip prefab under NavBar's parent (the canvas root)
- Markup tiers and related friend/rep bonuses are defined/tunable in ManagerTavernStock
- Current and Max tap/special menu slots are defined/tunable in ManagerTavernStock
- Menu slots are now spawned list items rather than static objects, clearing the path for expansion integration
- Menu auto-assigns Mead and Porridge to the menu if the menu is empty. There must be at least one item on the menu AT ALL TIMES.
- Prologue refactor (facilities and equipment tutorial during prologue)
- Top of turn pop-up that conveys critical information and lets the user set their menu/specials for the day
- Free camera mode now available
- Avatars now use different amount of move points based on the nav layer they're on; they also have variable move speeds depending on their nav layer
- Expansions/upgrades must now be purchased after unlocking
- Expansion/upgrade purchase UI
- Added expansion and upgrade unlock to debug panel
- Parties on map now have different speeds depending on their topgraphic location
- Parties spend fewer move points when on land that is easier to move on
- Equipment UI refactor
- Cosmetic improvements to tavern naming panel
- Refactored collapsible skill list item UI (types, categories, skills)
- Added notifications for adventurers returning Wounded, Poisoned, or Demoralized
- A single notification event now handles multiple relevant returning adventurer effects
- Added text pulse for notifications on returning adventurer effects, Level-up, and Bonus points available
- GV Notify Pop Up bullshit aka. custom pop-up messages that can be triggered at any time via a data-driven scheme
- Save versioning system - allows folks to switch between branches without having their saves borked
- Reduced the overall size of the game
- Reduced memory footprint
- Many text elements have been updated to a higher resolution, more flexible system. More readable! Still in progress

Bug Fixes

- Fixed null ref error upon displaying equipment description that has no leading [TAG]
- Fixed bug with questecution fade in that allowed stages to be completed before fade in finished
- Fix for duped key stage logs
- NaN fixed in partyavatar log
- Preventative code: prevent quests from adding themselves to keystage wait event multiple times
- Fixed roster item selection changing the "AdventurerInFocus"; it only affects RosterFocus now (this distinction is necessary for things like kicking a roster member while talking to a prospective hire)
- Fixed notification bug when handling an unsupported character effect
- Fixed Quest contribution top line not initializing properly
- Tavern navmesh tweaks to allow character to be seated on stools and navigate more responsibly and reliably
- Hiding walls that are in the way of the camera
- Recovering adventurers can no longer be added to quests
- Goods list item Buy Stock buttons are now disabled when tavern gold drops below the restock cost
- Goods menu focus now gracefully handles selecting for an empty menu slot
- Force tutorial patrons to center of tavern
- Changed time sensitive functions in the avatar stage result icon and portrait speech bubble from unscaled time to standard time, eliminating the occasional massive overscales that would occur during frame rate hitches
- Prevented double booking of adventurers in lodging rooms
- Fixed tavern stool colliders being massive (caused patrons to warp to their seats in the tavern from the bar instead of walking up to the seat and sitting)
- Map: Fixed Roster button that leads from the Equipment screen to the roster
- Fixed bad formatting of equipment skill delta displayed in equipment focus and tooltip
- Fixed the position of "Tasuil South"
- CharactersDB edits to eliminate bad items
- Added support for missing adventurer Effects that were causing blank spaces in injury report
- Top-of-turn list header "Maligned Adventurers" has been changed to "Injured Adventurers"
- Turn pop-up now disappears when one of the management buttons is clicked
- Fixed right-side overlapping adventurer log text in Quest resolution pop-up
- Increased size of quest chain font in Quest resolution pop-up
- Buying goods no longer causes null ref on menu slots; stock counts properly update upon stock purchase
- Added servings indicator (how many servings per restock) to Buy Stock buttons on the Menu focus and goods list items
- Changed the Menu focus "in stock" footer to say "servings in stock" to lessen confusion
- Replaced obsolete level load calls with Async calls in Tavern and Map sceneControllers
- Fixed null ref when assigning a good to the Menu in the Map
- Fixed level-up for another couple days until it breaks again
- Fixed broken adventurer details in the Map
- Increased transparency of equipment select dimmer
- Added parsing of conditionals, global vars, and tavern name to questecution scene transition
- Fixed Tavern Summary Expenses tally (consolidated bad debit calculations for Expansions and removed arbitrary upkeep expenses)
- Friendship gained last turn now displays in the Summary
- Removed construction signs from Tavern summary, Roster (removed placeholder filter dropdowns), and Map Roster Character Details panels
- Minor refactor of Map Roster Character Details to compensate for imbalance due to loss of construction sign
- Fixed generic popup
- Menu focus restock button now longer allows purchase when there's not enough gold
- Various goods restock tooltips are fixed and displaying in proper context
- Disabled reporting of recovering adventurers in the Turn pop-up (temp until fixed)
- Scroll wheel functionality restored for Goods list and Menu, full roster, map roster, and all character skill lists
- Standardized/improved scroll speed and elasticity on most prominent scroll lists gamewide
- Removed pulse behavior from Turn pop-up empty slots
- Added parsing to Quest completion debrief
- Fixed save slot code; save slots are now functioning, still need UI to be reactivated
- Fixed a whole slew of social bugs
- Partial refactor of social system to abandon instability of coroutines
- Housekeeping on social system code
- Code note: All patron speech display is now funneled into one primary function UpdateCharacterDialogue(string or tavernDialogueType) - all parsed for GV, TavernName, etc
- Summary screen shows properly at top of turn once more
- Roster is automatically closed upon display of Offer interface
- Opening the Roster or clicking a new patron gracefully cancels any offer that's in progress
- Serial bio unlock events should work better but need more testing
- Tooltips now shift away from the screen edge when the cursor is too close to the border
- Character sheet friendship bar updated to match character interaction bar, and now functional (displays friendship, current social prize, etc)
- Fixed missing skip intro button
- Facilities now properly progress effects (at least wounds) and kick out occupants when they're done (at least for wounds)
- Updated UI on New Tavern pop-up to try something new, though it might be a bit dark
- Added fade-to-black with placeholder text for Go Forth transition, fades back in when Questecution begin
- Go Forth fade-out now displays title and summary of quest in focus
- More social interaction fixes and improvements
- Fixes various issues with Go Forth/Next Day scene fades
- Expansion/upgrade system now functional
- Expansions/upgrades are saved
- Fixed save slots (UI and backend) in Landing
- Tweaked effects progression
- Fixed death token and wounds progression
- Fixed progression blocker with map fader okay button during prologue and tutorial
- Tweaked some site/sprite pairs to better match their sprites (e.g. swamp is now a lone hut instead of a house)
- NavMesh now matches current map layout (e.g. no more parties crossing rivers instead of using bridges)
- Added new tutorial states to handle tutorial stall in tavern (new okay buttons were added to dialogue)
- Prologue map gameplay no longer uses procedural stages
- Destination Position Tuning
- Added a lot of Map Text
- Added pop-up warning for attempting to equip a weapon that's already equipped on someone else
- Fixed bugs related to the aforementioned situation
- Hacked, that's right HACKED, procedural wound calculation so that the number of wounds is reduced, only occurs with disasterous and poor results, and only happens in combat stages
- Equipment focus: fixed delta text colors and improved display with monospace font
- Reverted regionblock prefabs so they do what I expect
- Added shortcut Roster button to placeholder equipment management screen, and explanatory note
- Updated missing notification prefab
- Fixed bug where questecution would skip multiday quests when no new quests were launched
(see design channel for details of implementation)
- Fixed null ref that could occur when clicking failed quest notification items
- New Adventurer level notification now pulses, removed mistakenly added pulse from new Tavern level notification
- Fixed squirrely Continue to Tavern button responsiveness that was mostly blocked by raycast-detecting button text
- Map: Fixed null ref upon opening Roster
- Fixed null ref upon opening placeholder Equipment Management (was trying to run legacy code)
- Map: Transition dimmer canvas group no longer blocks raycasts during quest assignment
- Character sheet minimized mode: Full sized vignette/background no longer displays and fights with charInteraction
- Notification list item: Removed close button tooltip that would persist after closing, also fixed intitial state of close button
- Equip slot Remove button is now hidden when nothing is equipped, fixing a null ref upon click
- Fixed misaligned cursor hot spot
- Fixed timing of fadeout raycast block enabling during questecution transition
- Clicking the Next Day button with no parties assigned or in the field now properly advances the turn
- Fixed failure to continue 2 day quests if you quit and reload on them during day 2 questiucution
- Broken map is fixed (killlist)
- Fixed missing adventurer party icons on multiday quests
- Skill items that are present due to equipment are now grayed out during level-up and have a tooltip to explain why (kill list)
- Small improvemenets to the lodging summons offer pane to keep it from fighting background elements, room price now displays properly in offer pane instead of default 999
- Fixed issue with Increasing Skill that only exists on Equipment
- Moved tavern center to a better place
- Smoother travel to Flaming Gate via nav mesh edits
- Top line party contribution tooltips now state if a red or green number is modified due to buffs or debuffs (general message, does not list specific effects though this will be simple to add)
- Fixed level-up
- Fixed level-up
- Fixed level-up
- Fixed level-up (again)
- Many other bugs, too small to mention

Thank you all for being there and supporting us. <3