Difference between revisions of "Shattered Haven:Beta Release Notes"

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* The entrance to the Shingen Rapid Prototyping Facility is now complete.
 
* The entrance to the Shingen Rapid Prototyping Facility is now complete.
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* Comic panel #17 is now complete.
  
 
== Beta .805 [http://arcengames.blogspot.com/2013/03/shattered-haven-beta-0805-corners-like.html Corners Like It's On Rails] ==
 
== Beta .805 [http://arcengames.blogspot.com/2013/03/shattered-haven-beta-0805-corners-like.html Corners Like It's On Rails] ==

Revision as of 08:27, 12 March 2013

Beta .806

(This hasn't been released yet. We're still working on it.)

  • More work completed on Alden Ridge.
  • Added five new roof variants, mainly for use at the Shingen Rapid Prototyping Facility.
  • Added a new inside light type of "Dimmer."
  • The entrance to the Shingen Rapid Prototyping Facility is now complete.
  • Comic panel #17 is now complete.

Beta .805 Corners Like It's On Rails

(Released March 11th, 2013)

  • Lots of work on the Alden Ridge overworld section has been done.
  • Nine new music tracks by Pablo Vega have been added to the game.
  • Updated overworld 004-F Deadlands - Tangled Shore to have player 2 not follow you around and fall in the water a bunch.
  • Finalized the music tracks in levels 001, 002, 004, 006, 007, 010, 012, 013, 014, 015, 016, 018, 019, 020, 021, 022, 023, 024, 025, 026, 027, 028, 029, 030, 031, 032, 081, 091, 092, 095, and 096.
  • Updated the music tracks in levels 017.
  • Several pieces of art updated by Heavy Cat.
  • Added ten train cars, and two train tracks.
  • Fixed an issue where, on levels with the lighting model in place, the screen could flicker (particularly if vsync was off, but even outside of that depending on your hardware).
    • Thanks to Mick and greywolf22 for reporting.
  • Implemented "slide around background object" logic for the player characters, which makes maneuvering in tight spaces feel way more natural. This is something we'd been planning from the start, but hadn't gotten to until now.
  • Level 042, Upstairs At The Green Hotel, has been updated to be two screens instead of one, and thus to have proper ceilings and so forth.
  • Previously, if you touched a frozen gray on one screen, they would not be woken up on other screens in the same level. Now they wake up throughout the entire level.
  • Fixed a bug with the game not being able to find the graphics for the hot air balloon.
  • When you die in the overworld, or in an overworld-connected level, you no longer lose all your consumables.
    • Thanks to Ipkins and nas1m for reporting.
  • Added a new weapon to the game: Handgun (plus small caliber bullets as a separate pickup).
    • These don't hurt grays, but let you shoot other enemy animals and such. However, grays that are shot are stunned for two seconds, so that's also useful.
    • These will be used in a variety of overworld areas in place of the traps that can kill grays, for thematic reasons (it's scarier when you can only slow grays, but not kill them) as well as to keep players from farming gray-killing weapons in the overworld and then taking them into levels. Also, because the gun is just plain fun. ;)
  • The shop in Stantonsburg now carries handguns for $200 each. Also, in two player mode it now contains a second green life gem, too.
  • In Stantonsburg, the warehouse now contains handguns for free after you beat the boss, instead of the other weapons that were there.
  • All of the other weapon drops in Stantonsburg are now small caliber ammo drops instead.
  • All of the weapons in the Deadlands are now small caliber ammo, except for two semi-hidden sets of grenades. There are also a couple of handguns in the old barn in case you missed the handguns before.
  • The weapons in the Ivanwood Marsh are now small caliber ammo drops instead.
  • The second player NPC now waits on the far side of the flower path rather than venturing in and getting beat up.
  • The hammer handle has been visually shrunk so it's more visually distinctive from the other weapons.
  • Added a new weapon to the game: Steel Pickaxe.
    • This is another weapon used in the overworld primarily. It's steel, so it doesn't harm grays, but it's sharp enough to stun them for two seconds like the bullets do.
    • The pickaxe can be used to dig like the shovel, or can be used to kill non-gray enemies.
    • Like iron sickles, the pickaxe breaks a bit with each use.
  • The Deadlands and Ivanwood Marsh now also contain some pickaxes in addition to small caliber ammo.
  • To avoid confusion, bonus objectives that say "do not do [X]" now show up as complete (green) until such time as they are failed. Previously, they were showing up as incomplete until you left the level, which was really uncertain-making.
    • Thanks to Ipkins for reporting.
  • Fixed a visual bug where the "complete all objectives at once" bonus objective was never showing as complete until the level was exited, and another bug where possibly it was not always triggering.
    • Also fixed an issue with it not showing green or displaying an icon when actually completed.
    • Thanks to Ipkins for reporting.

Beta .804

(Released March 9th, 2013)

  • Fixed a bug with one screen in the Deadlands (ravine north) where your character would disappear.
    • Thanks to Winge and Professor Paul1290 for reporting.
  • Fixed an issue where there were some weapons that the parents could pick up in the yard when their house is being overrun. These tools then caused confusion and so forth in the Phoenix Forest if players actually went back for them.
    • Thanks to Diazo and Winge for reporting.

Beta .803

(Released March 9th, 2013)

  • Recent fixes to the Phoenix Forest to no longer let you get the sledge hammer prematurely accidentally busted part of Stantonsburg.
    • Now Arlene gives you a purple key instead of a regular key. If you've already spoken to her and gotten the regular key, you can go speak to her again for the purple one.
    • If you've already unlocked the house in the far northwest corner of the town, then that's where the purple key was supposed to be used. Simply go back into the level inside that house, and then come back out. You'll then find Arlene next to the warehouse like she was supposed to be.
    • Thanks to Winge for reporting.
  • The speed on the overworld was really excessive, and actually making things harder rather than more convenient. That has been toned down so that it is still higher than the in-level speed, but is no longer quite so fast.
  • Fixed an issue in the Crazed Meadow where grays could sometimes get stuck by the water and you'd be unable to get them. The grays can still get stuck, but now you can easily drop them into a hole if they do.
    • Thanks to retnuH, Ipkins, and Penumbra for reporting.
  • Previously, the game did not pause when you had the encyclopedia open. Fixed.
    • Thanks to Ipkins for reporting.
  • Fixed some textual references to AVWW in the updater screens.
    • Thanks to retnuH for reporting.
  • Fixed an issue with the Canoe Trip level where if you brought any tacks with you to the level you could not get past the rocks in the river. Now it lets you get past the rocks before they pop up.
    • Thanks to Winge for reporting.
  • Fixed an issue where XBox wireless controllers were not being detected as xbox controllers and thus used generic button names.
    • Thanks to mrhanman and nas1m for reporting.

Beta .802

(Released March 9th, 2013)

  • The key bindings for the two original action buttons have had their default bindings (and current bindings) reset, and are now to 1 and 2 instead of Q and W.
  • There are now four active inventory slots on the HUD, rather than two. The two new ones map to 3 and 4 for player 1, and multiply and divide for player two.
    • Note that both the P2 defaults, and the gamepad defaults for both players, could stand to be better for these new controls. But for now these are serviceable, and are definitely good for player 1.
    • Thanks to madcow, mrhanman, and Teal_Blue for suggesting.
  • The various refinements that were made to the axis noise canceling indexes in Valley 2 have now been ported to Shattered Haven.
    • The default noise canceling for the movement directions has also been increased dramatically, but that will only take effect for new players (or if you delete your settings.dat and settings.bak files).
    • Thanks to mrhanman for suggesting.

Beta .801

(Released March 8th, 2013)

  • Fixed a bug with the timing of cutscene playback if you're running at anything other than 60fps.
  • The offsets of the characters in their sitting-in-boats poses were all a bit hilariously off after the recent upgrades to their graphics. Fixed.
  • Previously the game would default to your desktop resolution, which could easily be wildly too large, making the game tiny.
    • Now the screen defaults to 1440x900 if your graphics card supports that, or 1024x768 if your graphics supports that, or whatever your smallest supported (by both the game and your GPU) resolution is. Only if unity for some reason can't detect any supported screen resolutions at all will it now use your desktop resolution.
    • Thanks to madcow and Misery for inspiring this change.
  • The description for "Small Red Life Gem" in the Encyclopedia was out of date. Fixed.
    • Thanks to Aklyon for reporting.
  • The second-player stand-in NPCs that are just waiting for you to complete the level no longer attract grays in quite the same pathfinding way. This prevents the grays from getting annoyingly distracted with player 2 in The Farm, mainly.
  • Adjusted the checkboxes to be colorblind friendly as well as clearer in general.
    • Thank to madcow for suggesting.

Previous Release Notes

Shattered Haven - Pre-Beta Release Notes