[Vampire+ Release] Version 0.22.0
Hello everyone, Corintio here!
This month we've been working behind the curtains on a lot of content that is not ready to show yet. But some of them are the new town next to Kalysakh's temple, optimisations on the character's skin and the addition of tattoos and scars. We'll come back to talk about that once everything is ready.
The highlights of today's patch are improvements in the quality of life in the game, the new body shape and a new branch in one of our cutscenes. So here it is:
Version 0.22.0
Fixes
Fixed Kalyskah's breasts popping out of her chest in the main menu;
Controls will now be properly saved\loaded when you customise them.
Fixed the line in the speech Kalyskah gives to her acolytes that was causing an infinite loop on the quest;
Enhancements
General improvements on the level design, lights and performance;
Change male and female body shapes. Not every character has been converted yet, and once everything is done, we'll add a slider in the character customisation window for you to change Kalyskah's muscle volume and intensity;
This change made Kalyskah's eyes behave a bit awkward sometimes but we'll fix it on the next patch, together with other texture improvements.
New Acolyte clothes for both male and female characters;
Dialogue options that were already chosen will be grey or not be displayed at all;
Improvements on Natasha's eyebrows;
Changed Laver's default clothes;
Updated the leather armour giving it fewer variations on chest pieces so the detail she wears on her shoulder is on another inventory slot. This change can't be seen in the game yet, since the bandits won't drop all the pieces for now.
Some clothes will now have a Push-Up effect on top of the cleavage effect for large breasts;
Tweaks on the level to make doors of the temple open on the new areas that players should be able to go;
Features
New room on the temple: Kalyskah's playroom. It will function similarly to how the puppeteers used to work after you unlocked their quest. NPCs will tie themselves to devices and be interactable, or Kaly can tie herself in and be intractable. Later we'll add some more features and dialogues there.
A new character, Kaida, and Kalyskah has the option to use her as a subject for a friendly demonstration to her acolytes *wink* *wink*
New options on the settings for you to better customise how to play the game:
Added Setting for FOV (Field of View)
Added Setting for Motion Blur
Toggle for camera smoothing
Added an option to activate Nvidia DLSS
The Deep Learning Super Sampling feature might give some players a boost in performance. But make sure your video card drivers are up to date so it works correctly. Also, it might create some visual artifacts on the skybox depending on your settings, we are investigating why this can happen sometimes.
Download
If you are not a patron, you can download the public demo by following this LINK. But we recommend you get it through the Itch app since it will auto-update the game when you have a new version to download.
Follow these instructions if you are a patron, you can download the game following these instructions:
VAMPIRE, ROYAL BLOOD and NIGHTSTALKERS: Link your account HERE, and download the game HERE.
There's also a mirror for you to download it in Google Drive
Comments (6)
I cannot open the game with this version. I get an error message "cannot open .... uproject." What is wrong?
Am I the only one that is getting stuck on the prologue? I was able to do the find the missing pages quest and did the cutscenes with Amara and Laver but everything seems to stop there with the (Not Implemented) quote in the quest log even after I talked with Borden. I understand that the prologue is still a work in progress but is there a way to advance the story? I am currently on VERSON:21. I tried to download the new 22 release, but I am getting blocked by no permissions error. I was able to download VERSON:19 so I know what the main story is like and I just wish I could play the newer version because the combat is so much better in VERSION:21. Any and all feedback would be apprieciated.
The only dialogues implemented on the newest version are the ones from the Slice of Unlife questline since we are redoing the prologue. But there's a bug preventing you from finishing the dialogue with Brooke, which we are aware of and working on fixing this week. We are close to the moment when we'll expand the island to add more combat events, but the playable area of the legacy version will take us a few more months to finish since we just reached half of the prologue's story.
I'm becoming concerned; I love your project and the world you've created and have been a backer for a while now, but I'm concerned about what seems like a lack of focus in your development process. What I mean by that is you seem to work on something, then before finishing that something, you add other stuff completely unrelated to that something and start working on that. This goes on and on until you just have an ocean of unfinished something's. How many cutscenes with partly finished branches do you have? I get the impulse to move on from a task but it takes discipline to finish the task you're working on-- even when you've already done the interesting parts. I hope you don't take this criticism as rude or unhelpful and I know I'm making it from my side of the keyboard wherin I'm not actually working on the game. I just want to see kaly succeed as well as you and your team as I genuinely enjoy your characters and project you've created
Hello, primavera! To answer your question, we have a focus, which is to finish the prologue. And we are working on nothing other than content that is either relevant to the prologue, or that is relevant for the game optimization. What happens is that the prologue has many things happening at the same time, as you can see on our Roadmap: https://www.patreon.com/posts/news-prologue-75344740 What might make you have this feeling is that the speed we can make things in Blender is not the same speed we can add things to Unreal Engine. There's a massage scene that Sergey has finished work that isn't in the game yet simply because it will happen at some point after or before the sacrifice scene that Kalyskah will perform in Tupelo. And the level design needs to be done for us to add it. We have a team with a Level Designer, a Programmer, a Writer, an Animator, a Character Artist and I, that do a bit of everything. So there will be times when the writer will have something done and the animator might have something else done. They might be from different areas but they are still parts of a whole. Sometimes even requirements for a bigger task will come in the future. Imagine that we are building a house, we can't add furniture to the second floor until we have the first one complete and the foundations of the second as well. So even though we have these big plans for the Tupelo sacrifice scene, for example, we can't release this cutscene until the town is done, and until the voice lines are recorded. And to give time for our level designer to finish his side of the job, we work on other areas that are still relevant to the prologue. And once the requirements are complete, we move over to work on them. On the current state of the prologue, every release we did that added a new acolyte for Kalyskah to interact with, we did everything on the cutscene from the moment she says hello to when she says goodbye and is done talking. The only part that is missing is one sub-quest with Borden which is a small piece that we will make in between bigger tasks, on that downtime I mentioned that we sometimes have when we are waiting for a huge block of level design, voice recordings or animations to be done. We have a plan, and we are working as fast as we can to deliver it but unfortunately, our budget doesn't allow us to push everything as fast as we would want to. And this is where each pledge we get is extremely important to help us to climb this mountain.
Finally that door I’ve been trying to glitch my way through for entire the last update can finally open XD
