Changelog for Post-Jam Version 0.1.1


A wonderful day to you~! 
We've been absolutely floored by the positive reception and have been hard at work to make the experience more in line with the vision we had at the start of the jam period. We sadly can't give you a date for the story mode - just know that it will be coming eventually. As for the changelog, look no further!

Changelog

CONTENT

  • Added asynchronous loading and a loading screen. The game should no longer freeze when selecting the game mode.
  • Added a proper game over screen.
  • Revamped the entire event system - events can now be much more complicated, be more affected by research, change based on other events and more! This also means that we've added some new events to make use of this system, however, more will definitely come in the future, this is just the groundwork!
    • Added "Event Summaries" - no longer do you need to guess what an event did as it's all listed neatly after the event text.
  • Removed & added plenty of research. We're sitting at 22 different ideas to discover right now! 
  • UI Sound effects have been added - they're very subtle. Proper sound effects will be added over the course of the game's development.

BALANCING

  • The way time flows has been adjusted.
    • Time to empty a segment has been increased from 30 to 60 seconds.
    • You now always see how many actual time segments you have left, instead of it being relative to whether you had time left in your "last" segment.
    • Time now only continues to flow during event texts, when user closes the window using the "Understood" button.
  • The actions you can take have been adjusted.
    • "Going Outside" time cost has been reduced. (2 -> 1)
    • "Gathering Supplies" base yield has been increased. (1-3 -> 2-4)
  • Research effects and costs have been revamped. They're still not final, just more in line and less "be-all-end-all".
    • "Efficient Planning"  upgrade number has been reduced. (3 -> 1)
    • "Carrying Capacity" boost has been reduced. (2 -> 1)
  • The fireplace can no longer be abused to infinitely protect you from your patient. If the patient is on the hunt, it will still serve as a distraction, but should the bar fully fill up, you will still be killed.

BUGFIXES 

  • Fixed an issue that blocked the fire from being lit when restocking the fireplace.
  • Fixed an issue that caused you to be unable to treat your patient when you had exactly three medicine left. Same thing with restocking the fireplace requiring at least 6 instead of the shown 5 supplies. Your patient will no longer be devoured by the curse if you're left with *exactly* 2 resources at the end of any given timeshift.
  • Fixed an issue where the curse progression bar showed the exact (although capped) value instead of only suggesting the bar's speed. This was originally a developer testing feature that I forgot to take out before the jam's deadline.
  • Fixed an issue where the time progression bar is not properly linked to the resource UI on certain resolutions.
  • Fixed an issue where the volume slider did not lower the volume as expected.
  • Fixed an issue where the camera would sometimes get stuck in between two camera locations on less performant setups.
  • Fixed text spazzing out when two different kinds of events (Herbs, Outside, Supplies & Day Change) were overlapping.
  • Fixed text spazzing out when Kein was talked to multiple times in quick succession.
  • Fixed an issue where the time of day would not progress provided you "understood" the day change message fast enough.
  • Fixed an issue where the research text would sometimes exactly overlap within its textbox boundaries.
  • Fixed a synchronization issue where event windows would queue instead of properly resetting each time they pop up.
  • Fixed an issue where the patient was magically healed when the doctor took a stroll outside.
  • Fixed an issue where stabbing the doctor somehow resulted in stabbing Kein, injuring him.
  • Fixed an issue where reducing the chance of negative impact was enabled by default and researching it further did nothing.
  • Fixed an issue where reducing the negative impact of events did not actually do anything.
  • Fixed various spelling mistakes. Do feel free to report them if you find any more!

OTHER

  • Camera movement has been adjusted to not break with low end setups - it should no longer stop between two locations while playing with high lag.
  • The curse progression bar is no longer accessed by hovering in the top right corner and is permanently visible.
  • The curse progression bar no longer shows its rough value. This was a developer feature that should've been removed for the release. However, in its place, you can now unlock research that gives you a better idea of the bar's growth rate.
  • Hitting "Understood" when a text is still being typed out now first completes the typing process before closing the window. No need to wait for it to type out slowly anymore!
  • Research Window now shows the current level of the research you are working on, *if* there are multiple levels.
  • Added Player Preferences - now your options are properly saved between sessions. There will be a file on your PC as well, but it's not particularly readable - that's for future Puma to work out!
  • Flames and Ravens are now slightly more animated with fadein / fadeouts to make the transition less jarring.
  • Reduced Motion Blur intensity by roughly 75%. This should have a positive effect on performance, especially on low-end setups, but if it's noticeably worse to look at, I can reverse it in a future update!
  • The way daytime is displayed is drastically different - you can now see more in the dark and assets have been adjusted accordingly.

Aaaand probably many more things I forgot to write down!

That's it for now! Feel free to drop your own suggestions and speculation in the comments below, I promise you this - we'll read 'em all!

Files

cursetorn-windows.zip 394 MB
Version 0.1.1 Aug 21, 2020

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Comments

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All sounds fantastic to me. I loved what I saw in ManlyBadassHero's video on this, I cannot wait to see it develop further.