Update 0.7.0.0 Release
Hello! How are you? New update available, let's get straight to the point!
Project Download Page - https://www.patreon.com/posts/update-0-7-0-0-116808100
Let's start with the most interesting thing that fundamentally changes the gameplay. I present to you the skills of the races! Now each of the characters you choose has unique properties that will help you in certain tasks. Although there are no contracts that are in the plans yet - this will just be a warm-up for you before something bigger. So, in order...
Now when choosing a race in the spy hideout, the skills assigned to each race are displayed, you can regard them as hero classes, each specializing in something of their own.
Also, their weapon skills allow them to attract the enemy's attention in the place where they shot. This will be useful if you want to remove one or more opponents from the road so as not to mess with them.
They are also skilled in handicrafts, which allows them to assemble complex devices like crossbows from improvised means.
Like the forest elves, they have a negative effect, due to which the enemy will tie you up as tightly as possible, regardless of the wanted level.
Their main skill is that all restraints that are used on them have only half the strength of the original.
They also take full advantage of their enchanting properties - the sleep effects that you apply to an enemy last twice as long as usual, and you also have a 20% chance to put the enemy to sleep while he ties you up, thanks to the "Neurotoxin" skill.
In addition to all this, they are not very experienced in bondage practices, which increases the time it takes to use ropes.
Just like an experienced hunter, you do not react to traps, not only your own, but also those set by the enemy.
If you want to divert attention to yourself, you can make sounds that will attract attention. The enemy, who does not understand anything, will definitely want to check who made this noise.
Just like the dark elves, they have an identical negative effect.
Behavior Preferences:
AI can use a leash to lead you to a hook.
AI can raise the alarm in the camp (AIs start actively searching for you when you escape from their pursuit).
AI can put you in jail (by default, this happens when you get caught more than four times).
Difficulty Settings:
These settings focus on the amount of force characters use when breaking free from their helpless state. Think of them as a sensitivity slider.
Struggle Player Character
Struggle Kidnapper Character
Struggle Slave Character
Struggle Spy Agent Character (Only applies to characters in the safehouse).
Wanted Level Settings:
This setting affects the initial wanted level when you start a level. It ranges from 1 to 5, remember that the higher the wanted level, the tighter you are tied up. At level 5, you are guaranteed to end up in jail (unless you have disabled this option).
A journal appeared in the shelter, in which your adventures are recorded. The table on the left is also responsible for selecting the level.
Currently, the save system records the following data:
Transformation of all characters, items, objects, and anything that can change its high-level state.
The race of the game character.
Items in the inventory.
Clothing
Binding of items in the hotbar.
Presence of items on the stage.
Presence of items in the stage storages.
Status of the stage storages (open / closed).
Presence of restraints on the character.
Crew members.
Presence of the character in the prisoner's place.
I would like to immediately emphasize that saving only applies to the sandbox mode, all the items you found, all the furniture you built, all the actions you performed, etc. - only apply to the sandbox mode and will not affect the rest of the gameplay. When moving between the shelter and the game location, only the race you selected is transferred. All items, clothing, etc. remain in their places. All this is necessary to separate the progress of the contract mode, which will appear next year, and the free mode (sandbox). It will work as follows, you can take a look if you are interested ...
It allows you to carry a passenger, while your hands are completely free and you can not limit yourself in actions.
It also allows you to transport a passenger when using an elevator and fast travel, which was previously impossible due to some game conventions.
MV requirements have been changed when creating an item instance. Now the panel displays not only the required items, but also the required quantity (Bottom right - how many items are in the inventory, top left - how many are needed).
A number of new items required for crafting have also been added.
Metal tools.
Metal parts.
Leather blanks.
Added a system of stationary placement of places for the captive. The difference from the usual places is that you place a placeholder in the place where the place for captivity will be located. Having brought a hostage, you can assemble it from the required materials. At the moment, the system is supported only by arachnids (you can mummify your captives).
Also added the ability to rotate an object when it is placed on the scene. Hot keys will be displayed at the time when the desired object or drawing is in your hands
Let's talk about some changes in navigation and GUI elements.
Race.
Wanted level.
Passive skills.
Activated skills.
Implemented effects.
The player panel size has been expanded to 6 columns.
Compact Quick Access Toolbar - The toolbar now automatically collapses when not in use.
Changes to the Slaver Camp map
Go to the North Town Hall.
Go to the South Town Hall.
Go to the East Town Hall.
You can also move from these points back to the tunnel by going down into the well.
The central entrance to the tunnels is at spawn (Go down into the well).
Changes in the Spy Hideout:
Added a free-use room. This is basically an empty room where you can try out the new build mode or just use it as you wish. It has all the necessary resources if you decide to build cages or chairs.
Added an armory room. All currently existing key items are located here, except for crafting components. All items that will be added to the game in the future will be placed here as well.
Collectable added.
Added item "Chastity Belt".
Added item "Leather Belt".
Added item "Leather Cuffs"
Added Drag&Drop sounds for some old and new types of items.
Replaced UI sounds when opening a scene.
Added ambient and additional sound effects in the spy hideout.
Updated sounds for bolts hitting targets (Hit React)
The work of the skeletal mesh overlap service has been updated, it should eliminate crashes when overlapping bondage items, as well as establish the correct operation of hiding hairstyles, facial deformation, etc.
The camera angle has been changed when using an object (Now it is slightly further away and the field of view is increased)
The camera angle has been changed when using objects that can be placed on the stage (The camera is significantly further away from the character, the field of view is increased).
Changed camera angle in idle mode.
Changed camera angle during sprint (now it is centered on the character).
Lens autofocus switch when using depth of field in photo mode.
Depth of field in binoculars.
Added depth of field while aiming. The focal length of the lens adjusts to the target, in other words - what you aim at will always be in focus.
Added a medium length hairstyle with hair tucked behind the ear.
Added short hairstyle with swept bangs.
Change in grass rendering distance is included in the project.
Optimized static mesh LODs.
Added LODs for all kinds of skeletal meshes.
Added skeletal mesh rendering range.
Added static mesh rendering range.
Optimized terrain tessellation.
Crowd Manager - A manager that controls the rendering and execution of NPC tasks within a certain radius of the game character. This provides a significant performance boost by removing the load from the processor.
*Note: The manager is in experimental mode, since it is not entirely clear how it can affect the behavior of characters...
Comments (7)
Is any else having issue with the game? I keep pulling up the screen with the continue button but for some reason its not letting me click it.
Describe in more detail what the problem is?
I don't know why but I was under the impression that the new map was going to come in this version. Is the Wild Forest map not coming in this version?
It will be available next year, I have just started working on it. I don't think I even mentioned that it will be available very soon...
I am also seeing some issues in the hideout once I bind the agents, they sit or lay down and fall into the floor. I was still able to move them, which since they were in the floor was a little weird but it's just a small glitch. Don't want to sound like I'm only complaining, I do love the updates and the game overall. Just wanted you to know the little bugs I found.
You are doing everything right, I can't keep track of everything and appreciate any information about bugs in the project. You can also visit the discord server to get help with problems you are having and report bugs. It's just that comments on Patreon are not the best place for me...
Hate to be the bearer of bad news unless I am doing something wrong but the carrying device is bugged at least in the hideout. If you use it, you can't take the prisoner off your back once you use it. I had used the leash then decided to use try the carry device so once I got to the jail in the hideout I was able to transfer the prisoner to the device BUT she didn't disappear off my back and then I was stuck. So, love the idea but looks like it needs some work or maybe not used in the hideout. Will try to use it later in the sandbox and see if I have similar issues.
