- V1.41: Massive human navigation and room building update!
- Tons of talking to players in the Steam Discussions & Discord, talking and testing internally with the team, we now have a massive update for all you haunters!
- With this new approach to the navigation system, bigger rooms will cause humans to spend more turns inside them, making room size a much more important strategic choice. It should also address one of the last major pain points we’ve seen from the community around mansion layout and room-building.
- Let's dive into some of the bigger new features... you can find the complete changes and bugfix list below.
- Bigger rooms mean extra human turns
- Before the update it didn't matter how large a room was, a human was always going to traverse it in one turn by default. Now however, every 8 tiles a room has a human will spend an extra turn inside of it.
- For instance: a human will spend 1 turn in a 6 tile room, 2 turns in a 10 tile room and 3 turns in a 17 tile room.
- To balance this out, every 8 tiles a room has, will increase the cost of tiles you want to add to said rooms.
- (This also counters the big Essence overflow a lot of players have in the late-game/run)
- Smaller rooms mean different mechanics
- While big rooms will now give you an obvious advantage, smaller rooms will give you a disadvantage.
- Rooms now have a maximum capacity of one Human per tile in the room. If this capacity is exceeded at start turn, all Humans exceeding the capacity will move to the next room.
- For instance: if you have 5 humans in a group and their next room only has 4 tiles, 1 human will immediately cross the room to the next one.
- Single tile rooms will always be crossed by humans in the same turn.
- Rooms with <4 tiles are no longer valid targets for room targeting cards... this is also an important one!
- Totems/modifiers for people that find the new small-room-debuffs a bit overwhelming
- Floodgates (disable spill mechanic).
- Claustrophobia (disable single tile room skip).
- The new systems have been tested, but not in the thousands of players strong community, so any thoughts are welcome on the Steam Discussions and Discord https://discord.gg/MhcDeypzne!
- Changes
- Changes to Human behavior:
- The Exploring intent (green walking icon) has been split into:
- Exploring Room: The Human will stay in the room this turn and wander around.
- Using Door: The explorer will move to the next room using the highlighted door.
- Humans will enter the Exploring Room state for one turn per 8 tiles in the room. In rooms with < 8 tiles they will go straight to the Using Door state.
- Spill mechanic: Rooms have a maximum capacity of one Human per tile in the room. If this capacity is exceeded at start turn, all Humans exceeding the capacity will move to the next room.
- Skip single tile room: Humans will skip the next room if it only has one tile. They will not trigger traps.
- Changes to Rooms:
- The cost of building tiles will increase per 8 tiles already in the room:
- 1-8 tiles: 5 essence per tile
- 8-16 tiles: 50 essence per tile
- 16-24 tiles: 100 essence per tile (keeps increasing by 50 per 8 tiles)
- Rooms with <4 tiles are no longer valid targets for room targeting cards.
- Added Positive Totems:
- Floodgates (disable spill mechanic)
- Claustrophobia (Disable single tile room skip)
- Apply the system language when starting the game with no saved profiles.
- The game will pause when focus is lost.
- Block the Rest night event to get a Creature card when none are unlocked yet.
- Pathfinder entrances can no longer spawn next to tiles with ruins
- Expanded Glossary and Tutorials.
- Performance adjustments.
- Disabled unnecessary tick on actors.
- Added and adjusted static mesh LODs.
- Minor light adjustments.
- Fixed Bugs
- Fixed a crash when using Fear Manifest if there are unspawned Humans.
- Fixed a crash when selecting a room card from The Pulse Beneath event with a controller.
- Fixed Nightmare runs can enter endless mode.
- Fixed Nightmare mode totem selection controller interaction.
- Fixed localization does not update for the Card cosmetic and theme dropdowns.
- Fixed a completed Nightmare run does not reset when returning to the menu from the pause screen using a controller.
- Adjusted collision on meshes that caused navigation issues.
- Fixed Mission “Kill or turn insane an escaping Human in the entrance†not completing on a kill.
- Fixed Continue to next nightmare not working with a controller.
- Re-enable custom task bar icon.
- Fixed Mnemophobia does not show the default value in the upgrade screen.
- Fixed “Show upgrades†checkbox does not reset on the card reward screen.
- Fixed a crash that could occur when playing a custom scenario where the Humans have certain specified traits.
- Fixed the visual for the “Hidden Corpse†trap in certain upgraded rooms.
- Fixed selecting a new card after playing a Banishing card using a controller.
- If you found a bug or a crash that we haven't caught yet, let us know in the Steam Discussions, we'll have a look. (Or on our Discord, even better! https://discord.gg/MhcDeypzne)
- If you like the game and the direction we're headed in, feel free to leave a review, as this helps us more than you think!👻
- And again, a big thank you for playing and all your feedback â¤ï¸