First proper patch has gone live.
Main focus with this one is tackling the dialogue softlocks that keep biting at people. With the softlocks we've been seeing, there's generally two causes - an error in the code driving the actual flow of dialogue, followed by the dialogue management or user interface failing to bounce back from that error. A lot of my work with this patch has gone in to identifying areas where the management or interface would get stuck and freeze, and setting up cleaner ways of handling that. Nominally this means either exiting the dialogue without freezing the game, or falling back to displaying whatever broken line caused the issue, rather than it just curling up as a nervous wreck in the corner unable to cope with the situation. This should mean far fewer instances of lost progress in the game.
There may well still be situations I've not found that could cause softlocks, or other ways that seemingly fixed bugs can be triggered, so please use the bug report form on the discussion boards if you run into anything. I'm going to be doing daily bugfixing sessions through the next few weeks, so the more we know about the more we can fix!
Alongside that, this patch contains an assortment of fixes to progress blocking errors & other glaring issues, alongside the addition of accessibility options in the gameplay settings menu. These let you switch text to a high contrast mode for better readability, and reduce the player camera + UI motion when moving around the world.
Lastly, a spare filtration unit has been added to the basement (behind the bull state) as a little bandaid until I figure out where people's filtration units are dissapearing to. If you hit that situation, please submit a save file using the Steam discussion board!
Up next....
There's still some potential problems that may arise when handing out drinks to NPCs, and some issues with PS5 & possibly PS4 controllers. Goal is to have those fixed in a patch tomorrow, alongside fixing more generalized issues.
Bug reporting
When reporting bugs, please zip up and include your save folder found under
C: \ Users \ \ AppData \ LocalLow \ Arbitrary Metric \ Roman Sands_ Rebuild \
and the player.log file found under
C: \ Users \ \ AppData \ LocalLow \ Arbitrary Metric \ Roman Sands Rebuild
(uhh... there should be backslashes in there but steam keeps formatting them out? Ourgh.
Changelog
- Accessibility options have been added to the gameplay settings for high contrast text and reducing both camera and UI movement animation.
- Flashing lights when running back into the sea at end of day are less aggressive
- The game will now save at the beginning of Act 3
- Kara no longer bypasses commentary on Ideals etcetera if spoken to after certain combinations of puzzle completion vs NPC task completion.
- Two issues have been fixed that could result in the player finding duplicate Ideals.
- If player has somehow obtained duplicate Ideals, speaking to Kara will no longer softlock the game.
- Fixed issues causing the containment breach timeskip zone to appear prematurely, particularly if the player has somehow obtained duplicate Ideals.
- Identified & fixed gaps in the Dialogue system's error handling that were resulting in softlocks.
- Fixed an issue with the Dialogue UI that was preventing the screen from closing under error conditions.
- A fallback to displaying raw localization keys has been added for a couple of circumstances where invalid strings would prevent dialogue progression.
- Fixed an invalid string lookup during Betty's drink request dialogue in late Act 1, which combined with above issues was causing softlock.
- Fixed textures not loading in on some props & parts of the environment in MSpace.
- The drink mixing window will no longer lock when the input key is pressed during non-mixed drink making.
- A softlock has been resolved on the interaction UI triggered by localization lookup failing while examining an item.
- Fixed an issue where removing spa trash over multiple days prevented completion of the associated tasks.
- Fixed an issue where the dialogue chain would drop during Betty's talk-to-the-manager conversation.
- A spare filtration unit has been added to the basement (behind the bull statue) until I figure out why filtration units are going missing.