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Harvest HuntEventsUpdate - Demo Build v 1.6.0
In-game event

Update - Demo Build v 1.6.0

Harvest Hunt · published 27 Mar 2024, 15:22 UTC

All eventsPlayers around this dateRead on Steam

Hello everyone! We have a new demo and playtest update! The game has received a story update which included us working over the lore entries, ending and the game's UI to better represent our narrative. We hope you enjoy the dark mysteries and horrors of Luna Nova just as much as we do!

This update also includes tons of content and gameplay improvements from new features such as Summoning Fragments, to various abilities and progression iterations.

If you played our demo or playtest before you need to start a new game as we have updates impacting the save data.

Here are the complete patch notes.

New Features

Content

  • Update on the story arc and lore of the game! The Investigator character is now more prominent to the main story of the game and some Compendium entries have been adjusted to reflect the new narrative
  • New Lore Screen implementation, showcasing the lore that has been unlocked that Night
  • New Investigator Notes implementation throughout various screens
  • Ending revised, adding a new implementation that is only presenting the ending that the player managed to unlock
  • New lore entries added to be unlocked after the player finishes the game at least once

Gameplay

  • New system added to not allow placement of objects at areas they shouldn't be allowed to be placed
  • You can now see how many Fragments are required to banish the Devourer that Night in the Tool selection screen
  • New Summoning system to allow the player to summon existing Fragments into the Effigy by using their own Vigor

UI

  • New UI artwork for the game's ending
  • New UI artwork for various Investigator notes
  • New UI artwork for the new Lore Screen

Updates

Gameplay

  • Edited the positions and amount of Rations found around the Granaries
  • Removed the Tool dropping mechanic when the Devourer emerges from a hole
  • Decreased the volume of the Devourer's roar when being banished
  • Now allowing the player to return to the main HUB from the Whispers screen
  • Significantly increased the Pitchfork hit length
  • Made it so that Tools can't damage the Devourer during and immediately after attacking the player, as well as when emerging
  • Increased Ambrosia requirements in all Harvest Seasons
  • Adjusted the Devourer cooldown for emerging from holes to be bigger
  • Increased Fiend disable interaction to make it easier to interact with them
  • The Devourer will now eat Ambrosia more often

Content

  • New tutorials added for the Water Fiend and Summoning
  • Various updates to text such as for tutorial and abilities / Whispers
  • Updated progression flow of some abilities
  • Increased the Vigor regeneration when crouched while the Loiterer Strength is equipped
  • Increased the Vigor regeneration amount when using the Vigor Elixir Tool
  • Adjusted the probability the Fragment Bargain result, so that it's less likely to get a 3 Fragment banishing requirement
  • Buffed damage for the Poisoned Corn Whisper
  • Adjusted the Spare Mask implementation so unequipped abilities are more likely to be used when initializing masks
  • Polished the respawn sequence that happens if you use the Grave Shovel

UI

  • In-line UI icons size tweaking for better readability
  • Updated all fonts in the game in order to remove a font family that wasn't being used much
  • Added Vigor icon in the Tool screen tutorial and UI to better represent that the player is using Vigor to acquire Tools
  • Made the Compendium's selected entry visually clearer (bold and larger)
  • Changed the Vigor numbers to be white instead of red
  • Implemented new Warden tag that appears after the player completes the game once
  • Updated the Warden Sight UI structure and clarity
  • Updated the colors of the status and damage icons to be more consistent as well as adjusted the poisoned color in the UI to reflect that

Assets

  • Decreased flashing pause on interactive items so you can notice them faster in the environment
  • Updates to the Grave Shovel textures to be more in-line with the art style of the game
  • Updated the Effigy's textures to not look like they are interactive in any way to avoid confusion
  • Updated the Warden mask on the Effigy to be clearer and more visible
  • Edited all objects that can be held to be more emissive and visible in the dark
  • Toxic Miasma cloud tweaks to make it slightly more emissive and visible
  • Updated Jaw Trap asset and card illustration to not include the bell that used to exist in the game
  • Adjusted the Fragment cone and the Fragment color in Warden Sight to be green
  • Changed the Fiend Alert VFX to a new one

Controller

  • Implemented controller prompts for the scroll boxes throughout the game
  • Added a new prompt for the close-button in the screen tutorials
  • Made sure only the d-pad and the LStick can be used to trigger arrows input in the screen tutorials

Bug Fixes

Gameplay

  • Fixed various bugs that wouldn't unlock some of the lore properly
  • Fixed a bug that used to lead to the lantern on/off controller input malfunctioning after the triggering of any game-pausing tutorials
  • Fixed a bug that would lead to the darkness effect instantly resetting if quickly turning the lantern on and off again
  • Fixed a bug that led to the poison damaging the player even if the player wasn't being poisoned
  • Fixed a bug that used to lead to interactions not being properly interrupted when the game was paused
  • Fixed a bug that used to lead to thrown tools sometimes not following their prediction arc, due to the accumulated velocity from the player movement

Assets

  • Fixed a bug with the fog being too bright when the lantern or other lights directly went through it
  • Fixed the Devourer's eyes so they glowing encompasses the whole eye and not just part of it
  • Fixed a bug that used to lead to the stitches of the cards in the "Choose New Ability" screen not updating their color properly when playing with mouse/keyboard

Environment

  • Fixed some Tool positions in the level that would sometimes spawn under other objects causing them to bounce a bit
  • Fixed various bugs with the landscape that wouldn't allow the player to crouch-walk around some spots
  • Fixed some boards in the game from playing footsteps sounds
  • Fixed scorch mark decals in Church that used to be too intense and looked like a texture was missing

Monster

  • Fixed the Devourer getting stuck due to various reasons
  • Fixed a bug that would sometimes lead to the Devourer's attacks not being properly interrupted when dying or respawning

Controller

  • Removed image artifacts from controller images
  • Fixed a bug that used to lead to the next screen button being unintentionally hidden in the "Failed To Uncover Writings" screen
  • Fixed a bug that would lead to the player being able to return to the Main Menu from the Village HUB by pressing P
  • Fixed a bug that used to lead to R3 behaving as the Shift input, triggering the player's run-state
  • Fixed a bug that used to lead to the controller input often not being parsed after opening the Pause Menu
  • Fixed a bug that used to lead to the Tool Purchase screen not handling input switches properly, mainly while its tutorial popup would be visible
  • Fixed a bug that used to lead to the controller input parsing failing in the Character Lore screen
  • Switched the two View Button key binds present in the game by other gamepad buttons, so that players with controllers that lack said button don't get softlocked
  • Updated the Pause Menu and the In-Game Tutorial widgets slightly, as to prevent unintentional input-type flickering while using RStick or the controller's touchpad
  • Improved the menu popup tutorials controller support fixing a couple focus-related bugs leading to the player not being able to progress in the menus

STAY CONNECTED WITH THE REAL VILLAINS

For all the latest wicked schemes and updates, keep an eye on us, the masterminds at Villainous Games!

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