Funded! This project was successfully funded on December 2, 2012.

Update #39

One More Update Before The Big Day!

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Hello!  

We're pushing out an update with a bunch of small fixes and tweaks today, but really big news is that Sir's single player mode will hit v1.0 on May 1st. This, therefore, is the final patch of our Early Access period. Oh yes, it's the end of a long road.

There will still be a few things to come after v1.0, as well as ongoing fixes and support, including multiplayer (no, no date on that yet, we've still got a way to go!) and also a customisation patch that will allow you mess with the game generation in-menu, rather than just in the back-end XML files. But we'll get to those later!  

For now, the big message of this latest update is: help us bug hunt!  

We need as many people as possible to pile in, find problems, share logfiles, and help us get this game into the best shape it can be. There's a bunch of changes up today, including major performance improvements. Go and try it out!  

Changes  

  • NEW - End sequence and credits. The closing voice-over and credit page now play before you get to your stats.  
  • NEW - Tooltips on all items, plus roll-over instructions for inventory slots.  
  • NEW - Fragment counter in inventory revamped to show fragment count per island, plus current location.  
  • NEW - State indicators for bleeding, trapped, and starving.  
  • Changed some textures and vegetation detail on Rural biome.  
  • Major optimisation pass, up to 30% performance increase on some machines.  

Fixes  

  • Walters' voice clips now no longer wait for each other to finish (so you don't miss any!) 
  • Toy train can no longer fly into the sky on cliffs/slopes.   
  • Opening inventory or map with control no longer conflicts with mouse and keyboard controls. Landowner gets stuck less frequently.  
  • Background music levels fixed.  
  • Ruins stonework lightened.  
  • Bog creature sounds don't last too long.  
  • Flashlight no longer appears to be made of stone.

Update #38

Update #38: The Castle Biome!

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[Note: This is live on Steam now, and will appear on Humble later this evening.] 

Today's update adds a new environment type, our fifth and final. As we promised way back in the mists of Kickstarter, we now have a biome type for each of the islands: Rural, fens, industrial, mountains and castle. The castle biome places a huge ruined tourist attraction across one part of the map - a familiar sight for people who live in certain parts of the UK.

Behold! A video:

As such this update represents the marvelous conclusion of the major content updates for the alpha. We have another patch coming up to rejig some biome elements and add an end sequence, but this nevertheless delivers all the single-player content we'd planned and promised during our initial fund-raiser. It's a fine feeling to have come this far. But it is far from over! We need your feedback to continue the great dance of balancing and bug-stomping. So let us know what you find, over on the forums

  Changes 

 - NEW - The Castle Biome (New island option in world creation.) 

- NEW - Soundtrack (Related audio slider in game options.) 

- NEW - Menu scenes including the world's greatest menu pheasant. 

- Scarecrow pathing reworked. 

- Landowner collider altered to improve pathing. 

- Squire audio altered to reflect movement. 

  Fixes 

- Z-fighting on buildings and rock formations. (OMG!)

 - Slagheaps no longer have paths over them in Industrial biomes. 

- Fixed mesh combination at World Generation. 

- Fixed information window and V/O playing on fire use. 

- Pub sign taller to avoid collision with landscape and scenery. 

- FOV pop on binocular equipping. 

- Controller reworked in all menu situations. 

- Fixed erroneous mouse inputs during menu use. 

- Seabeast particle effect errors fixed. 

- No more crashes on rider death.


Update #37

Update #37 - The February Update Update!

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THIRTY-SEVEN! Blimey.

Hello you!

The new build is out now on Steam, and will be available this evening on Humble.

Well, it's the end of an era. For many months we've been releasing a new NPC with each update and now – finally – the cast of Sir is complete: meet The Landowner.

Aiee!
Aiee!

A video:

This update is a huge internal milestone for us as it represents the last piece of new behavioural code, the last set of animations, the last character to enter our procedurally generated world. We still have more content to come in the form of the Castle Biome, but the vast bulk of Sir's assets are now complete.

Why is this important? Because it means we've had time to really start tinkering with the variables! This update has seen some really tight focus on core AI behaviour, most noticeably in the Hunters – our most behaviourally-complex AI. You should see big improvements to Hunter combat behaviour, the way they handle cover and corners, but also to their non-combat states. Several improvements were made to the way AI investigate noise and as such distraction items should be more reliable and more rigorously investigated. Our robots have also had their eyes recalibrated, the ranges they will engage and pursue you from should feel much fairer now. That's not to say we've made things easier. There is - of course – the new threat of the Landowner. But the new AI code changes can actually make the bots tougher in some situations, more tricksy.

There are also some new features to play with! The Toy Train now has a secondary “Moving” function mode (as with all items, “Right Mouse” to activate secondary functions) allowing you to set it trundling off in a particular direction rather than remaining static on a track. This can be a great way to lead robots away from – or into – certain areas. Cue conga-lines of robots chasing tooting trains... Following the successful response to last-update's TrackIR support we've also added a key for independent head-movement just using a key modifier. If you hold down “Left Alt” (default) you can now look around while continuing to move in a different direction. It's like TrackIR, without TrackIR! There are also some under-the-hood things for modder/tweaker types to play with which we'll talk about more in the BR forums if you're interested...

All in all this release feels great. The cast is complete. They're starting to behave properly, and we only have one biome and customisation options to go before we're content complete and we can start calling this a beta...

As always feedback on the forums is very gratefully received. Enjoy!

IMPORTANT NOTE: We recommend you generate a new world to take advantage of new features. Also: stuff might break on old safes.

Changes

- NEW – Landowner NPC.

- NEW – Support for controllers in menus (still not inventories yet, soon!)

- NEW – Free-Look key modifier. Holding “Left Alt” (by default) will allow you move your head independently from the body, simulating TrackIR use for those without that hardware. Only works if TrackIR not running or toggled on.

- Toy Train now has “Moving” mode as well as “Static” (Right Mouse default).

- Improved AI combat behaviour (especially corners and cover management).  

- Improved balance for AI vision and pursuit.  

- Several improvements to AI noise investigation States. Should result in more reliable distraction and sound investigation.  

- Changed the way AI glimpse-state works so bots no longer spot players unfairly due to heightened aggro state from recent inter-bot combat.  

- Changed destination pathing solution for all AI. Bots will no longer want to visit places they can't path to...

 - Changed the way bots decide to guard doors. Should result in less over-guarded buildings.

- Exposed robot release schedule to xml file. See BR forums for editing advice...  

- Faster bunnies.  

- Performance: New audio lodding system should boost FPS.  

- Increased Wisp numbers slightly. Use them!  

- Faster dogs.  

- Sundry loot balance tweaks  

- Sundry AI variables tweaked.  

Fixes  

- Added option to limit FPS to prevent some hardware configurations running too fast.

- Volumes now applied correctly in menu screen.  

- UI on/off toggle fro screenies now turns off crosshair too...  

- Compass bearing now relative to head camera (so is in-synch with look direction, not aim direction).  

- Fixed several scenery items that weren't blocking path grid properly.

- Fixed some movement issues with Hares.  

- Fixed animation issue with sea beast.  

- Adjusted perimeter walls for some buildings to fix pathing bottlenecks.  

- Fixed some issues with scarecrow teleporting.  

- Fixed an issue where quitting immediately after generating a world lost your starting equipment.


Update #36

Update #36 - The January Update

4 comments
15 likes

Hello you!

Firstly, sorry it's taken a bit longer that usual to get this update out. The Christmas break didn't help, but mostly the delay is due to a massive overhaul of the animation system. The fruits of this are quite subtle, but you will notice it in terms of less jerky transitions between certain animation states, or a subtle slowing-to-stop of the bots. The system is now far more reliable and robust for pathing. It also needed to be done to implement the new NPC, The Rider.

Aieee!
Aieee!

These mounted toff-bots enjoy toasting your unhealth with a blast from their mount's leg-jets. Crispy!

Less dramatically, we've got a new audio levels system, reworked NPC release schedules, tweaks to combat, sticker explosives, braver ravens not to mention independent head-movement with TrackIR support (PLEASE NOTE: 32-bit ONLY). 

Here's a video of TrackIR working, with a glimpse of The Rider in-game:

As always feedback on the forums is very gratefully received. Enjoy!

IMPORTANT NOTE: This update will break your saves.

Changes 

* NEW -Enemy type: The Rider. 

* NEW – Support for independent head movement with TrackIR. (PLEASE NOTE: 32-bit ONLY) 

* NEW – Group-based volume system. You can now set volumes for various things separately (Turn down robot beep-boops, hush Mr. Walters, your butler etc etc). 

* Controller Enable/Disable toggle. Off by default. Should also prevent false inputs causing incorrect movement. 

* Complete reworking of the animation systems for all bots. Results in smoother transitions between states and smoother, more reliable movements between pathing nodes. 

* NEW – Added ability to clear markers from the map. Mouseover a marker to reveal delete option. 

* Leaning distance increased. 

* Revised release schedule for NPCs. Different types of NPC will now be released based on number of pieces returned OR time spent in world. Whichever comes first... 

* Reduced required number of fragments for escape to 17 (note: this will be configurable in t he final game!). 

* Ravens have become acclimatised to Robot footsteps. No more Raven/Robots pooked/investigate-loop love-ins at village centres... 

* Dynamite 100% stickier. Less likely to skid along the ground for ages, easier to hit what you threw it at.

* Dynamite explosion radius increased. 

* Moved FOV slider to Game Options. Now works realtime (can see changes without having to exit menu). 

* Reduced the chance to bleed. 

* Tweaked some combat variables for Hunters because a bugfix (see reloading issue below) resulted in changed behaviour in combat. Feedback on new combat feel with Hunters welcomed. 

* Various loot distribution tweaks. 

Fixes 

Fixed an issue where poacher could get stuck in Idle. 

Fixed an issue where squires could get stuck on the spot. 

Fixed incorrect angle of shotgun on Hunters. 

Fixed issue where using the Sex Toggle could break your profession button... 

Fixed issue where robot blather loops could be turned off permanently (would lead to stealth-bots!) 

Fixed several cases where bots guarding the doors on some buildings could get stuck. 

Fixed an issue where the dog pinning sequence could flicker wildly. 

Fixed issue where the mouse could become frozen on the death screen. 

Fixed issue where using an item while dying could freeze the game and also ruin that save. 

Fixed an issue where death while menu open could break the fall-to-ground. 

Fixed an issue with bot barks between glimpse-state and Attack playing at the incorrect times. 

Fixed an issue where the Axe could get stuck at weird angles when swapping equipment. 

Fixed a serious issue with bot reloading logic. Robots could sometimes have more (or less) rounds that they should, resulted in either extra shots (surprise!) or no shots at all (in inter-bot combat this could even result in endless posturing without a single shot being fired).


Update #35

An Update About The Next Update

1 comment
11 likes

Hello! We're breaking cover to tell you what's going on with the next update. Unfortunately it looks like it's not going to land until the end of January, and the reason for this is that we had to do a third major pass on animation. Yes, that old chestnut landed back on our To Do list because of the planned content for the next update, which includes the guy we teased in the last newsdump:

Aiee!
Aiee!


However, we had to revamp the animation process to get the best out of our lovely animations for him, which had the consequence of improving animation for all the NPCs. Which of course meant dazzling new bugs for each NPC and, well, you can see why this one might take a bit longer. The next update has a few other things going on, too, including more gamepad fixes, TrackIR support, and a lot of back end tweaks. After that we'll be visited by The Landowner, and then on to the Castle Biome, and some tools for world variable fiddling.

The other reason this looks like a long gap between updates is that we took a bit of time off over Christmas. After working flat out for eighteen months it seemed like a good idea to rest up, but Tom didn't exactly do that, and ended up finishing off one of his early procedural generation prototypes, a racing game. You can pick that up for free over here.  

As usual, you can come talk to us about anything at all over on the forums. Cheers!


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