And we are back, with more fixes for strange scuff!
We recently found that when we loaded a save file, the Guest Rooms that had been built previously had forgotten what a bed was. This is a bit of an issue, since our building system requires all rooms to have at least one bed.
Three lines of code later, their memory was restored.
This is a new feature we decided to add for your convenience! The next time you save your game, the save file will grab whatever Quest you are currently tracking. When loading back in, you no longer have to go into the menu to re-track that Quest, it will show up on your HUD automatically instead.
Speaking of tracking Quests on the HUD, we have added some nice animations to the HUD to make it feel nicer to interact with. One of the animations will also play when something changes in the tracked quest, so it becomes easier to see when new info appears!
A player found that when they tried to play the game on an ultra-wide screen, all of the UI got messed up and many important buttons ended up off screen.
While Unity does not really support any neat solutions for this, we found a way that allows us to force the game into a 16:9 resolution on any screen. This is done automatically when the game starts, and just in case we also have a new Display-category in the options so you can lower the resolution if needed.
One of our players found a part of the forest where Saga could stick to walls, and on further inspection we found a few similar issues around that area that are now fixed.
We noticed a sentence in one of the optional dialogs that had been half-changed to something else, so now it is fully changed.
This patch should make your existing save files work even better than before, so there is no need for a full restart!
Have fun!