Update 0.8.3 is here, but it's mainly a bunch of minor fixes and improvements in preparation for leaving early access (which will be happening very soon, by the way - scroll way down for more info).
Here's what's changed:
----- UPGRADEABLE INVENTORY -----
After crafting a Workbench, you'll now have the ability to upgrade your Inventory Size in the "Tools" section of the Crafting Menu.
You upgrade it one slot at a time, and this recipe can be repeated 5 times, bringing the maximum Inventory Size to 20 slots in total.
Also, Boxy McBox's Inventory has been doubled in size - he now offers 10 slots instead of 5.
----- CRAFTING MENU IMPROVEMENTS -----
A few updates ago, I made it so that when new crafting recipes are unlocked, they are marked with a "New" label until you mouse-over them. This has now been expanded, so whenever a specific section of the Crafting Menu (such as "Tools", "Food", "Structures" etc.) contains one of those "New" labels, the relevant section button will also be highlighted in orange, just to help ensure people don't miss any of the newly-unlocked recipes.
----- MODULAR HOUSE TILE IMPROVEMENTS -----
When you use Construction Mode to edit a Modular House Tile, you'll now see a little "?" help icon at the top-right. Clicking that will open a guide explaining how it all works.
Also, when editing the Global Style, the colour sliders now include a little text box to the right of them, allowing you to manually enter the RGB colour values if you want.
----- CREATIVE MODE TWEAKS -----
To lessen its spoiler-y potential, you will no longer have access to the bosses and their related points of interest while playing in Creative Mode.
----- PAUSE MENU "DID YOU KNOW?" -----
When you pause the game, you'll now see a random "Did You Know" tip at the bottom of the screen. Click on it to show a different tip.
I try to keep the in-game Getting Started Tips that appear at the top-left to a minimum - only explaining the absolute essentials - so I've used this new space to add any extra hints that don't really deserve their own in-game tip, but are things I still wanted to mention somewhere!
----- RANDOM UPDATES/FIXES -----
- Fixed the order of the pages in Fishing Help UI after I messed it up in the last update!
- Tweaked a bunch of crafting and item tooltips.
- Improved a few Getting Started Tips, and added a few more.
- Snapping a Door to a House Tile will now correctly hide any Windows is obscures.
- Tweaked the player camera a little to help prevent it from clipping through the ceiling of your house.
- Slightly lowered the Mushroom spawning rate over time to help prevent a late-game world being overrun by them.
- Reduced the chance of obtaining Acorns while digging in the Grasslands biome.
- Fixed an issue with opening Chests that could cause other nearby structures to also be interacted with (like lighting Campfires and using Doors).
- Fixed an issue with face-planting while the Crafting Menu was open which could cause the player to be stuck in Crawl Mode.
- When the game checks for a roof above the player to determine if they are indoors (and therefore whether to hide the weather effects or not), it now checks a greater distance, just in case you've created some kind of mutant multi-floored house and have disabled the ground floor roof.
- Ever-so-slightly boosted the drop rate of Iron Ore from Rocks.
- "Multipurpose Claws" are now called "Climbing Claws".
- Tweaked the Teleporter logic to fix a few potential issues.
- Chopped the antenna off the top of the Cloning Station so that it nicely fits inside a house.
- Fixed an issue (I think) with tree-spawned Acorn Beasts which may have caused them to freak out and float when spawned on top of another tree while the player was wearing a Wooden Mask.
- Fixed an issue with the Pyramid event not despawning correctly if you died in Easy Mode while it was active.
- Improved the logic for a few events (The Rage of the Pig Beasts checks for nearby Pigs before triggering; the Tornado should suck things up better and more efficiently; better Day-scaling for the number of Frogs in the Frog Ambush event).
- Tweaked the lighting in Pikachew's Lair so that you'll now see a shadow directly below the player (to make it easier to see whether you're dangerously close to the edge of the platform while in mid-air).
- If you use a Door while wearing the Cardboard Mask and Boxy is reasonably close to you at the time, he will now teleport through the Door with you. No need to remove walls to get him in and out of your house any longer!
- Redeveloped the Robot death logic to ensure he won't be able to freak out too much due to wonky physics any longer.
- Improved a few other things about the Robot and the contents of his lair, adding a Sign relating to the cannon, improving some of the physics objects, and making it possible to shoot the TV with the cannon.
- Fixed an issue with the lair entrance Warning Screen to prevent it appearing while the Loading Screen is still visible.
- Fixed an issue with the Scarecrow that could cause it to be marked as completed (and therefore trigger the achievement) before you actually solved it. And also made the crafted Fences nicely snap to the correct position/rotation.
- Changed the Wishing Well so that it no longer randomly spawns Flowers, Trees or Rocks. Instead, it just spawns a bunch of Rocks, as Flowers and Trees aren't particularly desirable, and hopefully 15 or so bonus Rocks is a bit more useful.
- Updated the Probe Console UI so that it shows the current Status of the probe, e.g., "Moving", "Searching", "Highlighting".
That's all for now. I have been working on some big chunks of new content too, but, once I came to the decision to leave early access, I decided it was probably wise to focus on tightening up all the existing things first and saving the new stuff for post-launch updates, rather than rushing it out now. At some point after launch, I'll open up a Beta branch for the game, so anyone who wants to can access updates before they officially launch, testing things out and offering any feedback prior to it being pushed out to the live version of the game. But I'll talk more about that in future.
So, yes, as mentioned above, Wrongworld will be leaving early access very soon, in just a couple of days' time:
Launch Date: Friday the 11th of May!
And I've also published a new Launch Trailer. It's pretty much identical to the early access trailer, but with a few tweaks and new footage of some things that have been added during early access. You can view it at the following link if you like, although I'd always recommend people go into the game blind... It's kind of impossible to make an action-packed, interesting trailer without spoiling some surprises in the game, particularly the random events, and I really hate the idea of ruining the unexpected silliness new players have in store for them!
Launch Trailer: https://youtu.be/UpmZc-J4Fec
Leaving early access definitely doesn't mean the end of the development - far from it! Updates will continue to expand the scope of the game in a bunch of different ways, but, basically, I realised that if someone doesn't like the game in its current state, whatever new content I add in future isn't likely to change their minds! I'll just be adding more stuff they won't like :)
Oh, and a final word on Linux/Mac versions: I'm hoping to have a Linux version up-and-running pretty soon after launch, but it'll probably be a couple of months before I can get the Mac version sorted out. Need to save up for a decent Mac first!
As always, if you have any feedback or encounter any problems, please do let me know.
And feel free to come and say hello on the Wrongworld Discord. You'll also find more info on there about why I feel that now is the right time to leave early access, so, if you're curious, feel free to take a peek :)