We Happy Few
Update 1.8 (1 August 2019)
General Bugs/Stability
- Fixed a crash that was happening when the player would greet another character while they had equipped pickup.
- Fixed out of memory crash that would occur on certain world seeds in the Parade District.
- Fixed "Busy" warning message when trying to either "Quit" or "Return to the main menu" while in an area of the game where it is not possible to save. “Cannot save” text now clarifies that saving is disabled in these areas.
- Fixed a bug where characters could get stuck inside NPCs when shoving them in a corner and crouching inside them when they get up.
- Fixed UI message prompts when quitting a DLC game that were misleading, as it appeared to the player that progress had not been saved.
- Fixed Game Settings: Lighting no longer restores to "medium" upon restarting game.
- Fixed heavy flickering when selecting a DLC icon with the mouse and changing the selection with the keyboard.
- Fixed pressing Back and Confirm simultaneously in the Arcade or DLC menus led to a story menu that has no background.
- Fixed the absence of background image or music on game details page on function screen.
- Fixed some settings reverting to their default value after restarting the game.
- Fixed subtitles being truncated with certain settings.
- Fixed when choosing the "Revert Changes" option in the HUD option menu, the joy HUD icon was set to off by default.
Arcade Mode
- Freeform: Fixed the Gameplay sub-window getting cropped when choosing High NPC Density on certain languages.
- Freeform: Fixed the description of the mode being truncated when playing in 21:9.
- Freeform: Moving between the white backyard tables and the stone wall behind them no longer causes Arthur to remain permanently trapped.
- Freeform: All item names in the Crafting Menu with a status effect icon in their descriptions are no longer truncated.
- Freeform: While in the Holy Yam zone, you can no longer see under the map.
- Freeform: Fatigue, hunger and thirst meters used not to deplete once they were filled to 100%, but they now do.
- Freeform: Total Score stat is now accurate on End Match screen.
- All modes: Island names are now localized.
- Freeform: Starting a game as a character other than Arthur, and then starting another new game as Arthur now actually starts with Arthur instead of the first character chosen.
- Survival: Hunger and Thirst survival needs now fully deplete on the easy difficulty.
- Survival: Current location is now displayed in all languages.
- Survival: Strings are no longer truncated in the Crafting Screen.
- Survival: Introduction text is no longer truncated.
- Survival: Floating phone booths no longer spawn in the Garden District.
- Survival: Islands can no longer be generated with several holes inside them.
- Survival: The "Boat Capacitors" are no longer referred to as "Power Cells" in the final statistics screen.
- All modes: Island names no longer change or are no longer missing after the first Save/Load.
- All modes: Subtitles from Arthur death screen can no longer be seen overlapping the game over screen when playing in another language than English.
- Wellie mode: The description of the mode is now completely inside the text box when playing in 21:9.
- Wellie mode: The end of round tip telling the player to enter a popper no longer persists to the next night.
Encounter Fixes
- Arthur - Cult of Jack: Looting one chest before triggering the cutscene with the fake Uncle Jack no longer causes the quest to be impossible to complete.
- Arthur - Future Perfect: Returning to the main menu as the “Get the Frammistat” objective appears no longer causes the player to load back in without an objective active.
- Arthur - An Awkward Courtship: The Cleaver no longer spawns during the first phase of the Encounter and so cannot be picked up and break progression.
- Arthur - Joy Factory: FPS no longer gets very low when near the green goo being released to the right-side of the Joy Factory.
- Arthur - Parade - Future Perfect: Dying right after talking to the director no longer causes multiple issues leading to progression breaks.
- Arthur - Slaughterer's Apprentice: Performing a save/load while the package is mounted and ready to sabotage no longer prevents mounting the package again.
- Arthur - Sandbox - Survival: NPCs cannot close the metal shutter of the rear entrance of Lawrence Residence anymore when they lose aggro and return to their position.
- Arthur - Mother's Little Helper: Performing a save/load after interacting with the diary but before defeating Mrs Chaney no longer prevents the player from completing the quest.
- Ollie - No Place like Home: Dying right after giving Victoria her pills no longer causes the player to get stuck on the Death screen.
- Ollie - The Jack-o-Bean Club: Streaming out the encounter instead of picking up the fire extinguisher no longer causes it to be non-interactive.
- Sally - So Foul and Faraday: Fixed issue preventing Nick's Hideout from being accessed on a specific worldseed.
- Sally - Don't Cry Over Tinned Milk: Dying near Lionel's shop after speaking to him no longer causes the game to crash.
- Sally - Don't Cry Over Tinned Milk: Dying near Sally's alley after crafting baby milk no longer causes the game to crash.
- Sally - Millihelen: Returning to the Main menu as the Cultists start to drink a poisoned cup, no longer causes the game to crash.
- Sally - Bad Dreams: Performing a save/load inside Mr. Ramsay's house no longer causes Sally to respawn under the terrain and die.
Update 1.7.79954 (25 March 2019)
This patch contains Arcade Mode, including three separate new ways to play We Happy Few. It also includes infrastructure to handle the upcoming DLC, and general performance optimizations, crash fixes, fixes for progression blockers, fixes for gameplay bugs, and localization fixes.
New Features
• Survival mode Added. Survival mode is a return to the Early Access survival experience. It has had all story elements removed, and is a mostly systemic mode. The mode includes tiles from the story mode that have had story elements removed, new areas and tiles, new onboarding, and a scoring system added.
• Night’s Watch mode Added. Night’s Watch is the opportunity to play as one of the wellies - or in this case, Constable Constable. You’ll have to hunt Downers throughout the night to make sure the streets are safe for the citizens of Wellington Wells in the morning, and includes a new enemy to fight.
• Sandbox mode Added. Sandbox mode allows you to tweak and change the procedural general system We Happy Few uses, with sometimes unpredictable results. Options that might result in unusual visual features or weird AI issues are marked with warnings, so use those settings at your own discretion. Basically, this is a mode to mess around in, and cheat/have fun as you’d like.
• Added game type indication to save game info when loading games.
• Added DLC menu.
General Bugs/Stability
• Fixed a crash on consoles when loading a save game inside the Doctor HQ in Arthur’s playthrough. This should unblock progression for anyone whose saved games were consistently crashing in this location.
• Fixed rare crash/infinite loading issues.
• UI fixes.
• Fixed issues with patrols/navmesh failing, causing NPCs to be in unusual places.
• Fixed issues with NPCs teleporting/attaching directly to you during combat.
• You can now equip a single gas mask when multiple are owned.
• Rarely, Doctors' saw weapons had collision and could make characters bounce erratically when both come in contact.
• Bobbies wearing gas mask are no longer immune to caltrops. That was quite silly.
• Added missing prompt to unlock a water pump if character has a lockpick already crafted in their inventory.
• Climbing onto the televisions in the streets no longer causes the camera to spin wildly.
• Opening the map no longer causes the current quest map marker to persist after the quest is completed.
• Player can no longer slip into areas when metal shutters open for NPCs (could break quests).
• Rain should no longer show up in the interior of the joy factory.
• Reloading the initial auto save will now correctly unlock the recipes for the Jolliest Brolly and Not So Jolly Brolly.
• Entering a shop at the same time as night comes causes no longer causes the player to be trapped inside.
• Spankers inside Wellie houses can no longer hit the player through walls and closed doors (tiny collision missing in the door frame).
• Bodies you are carrying will no longer disappear if there are too many corpses nearby.
• The term "non-lethal kills" in the statistics menu was dumb and now is less dumb (“takedowns”).
• Subtitle/language fixes (including several Britishims fixed).
• Localization fixes (including Arthur’s final cutscene - now translated correctly).
• Fixed various stuck spots/locations where you could access areas inappropriately (causing issues).
• Many small fixes, like animation skips, clipping art, etc.
Collectibles/Achievements
• Collecting a memory mask while the player character is talking will no longer result in the VO of the mask not playing.
• Broadcasts: Uncle Jack shows will now unlock in all cases when listening and looking at wall protruding screens in the Village.
• Fixed an issue with the “Gimme Shelter” achievement caused by failing the "A Model Citizen" quest.
• Fixed an issue with the “Cat Burglar” achievement, where getting hit while picking up a fake cat statue could cause it to disappear.
• Fixed an issue with the “Arthur Haste-ings achievement” caused by consuming a random obsolete phlash pill that could be found in an obscure location. Using any phlash pill should now unlock this achievement.
Encounter Fixes
• NPCs should no longer clip into the ground near the Rubble Pile at the Water Pumps.
• Removed unobtainable chest in the middle of a watch tower in the military camp.
• Fixed some save incompatibility issues and other blockers for players using saves from version 1.5 or earlier.
• Fixed rare/obscure/conditional quest blocking issues with the Church of Simon Says, the Cult of Jack, Hallucinogenic Salad, Haworth Labs, Plough Boy's Lunch, Possibly Heinous Package / Superb Meat Boy, Really Bad Gas, Speaker’s Corner, Cathouse, Rorke’s Drift Bridge, Home Cooking/Connect the Dots, Duck Soup, Plassey Bridge, Military Camp, Manned Flight, So Foul and Faraday.
• Ed Macmillan can no longer be lost. If you drop him, and he despawns, he’ll reappear at the point where you picked him up.
• Arthur - Alabaster Bobby in Haworth Labs will no longer find an adjacent room more interesting that the room he should be in (allowing him to be fought in all cases).
• Arthur - Edie Goes Downer: Loading in a game with the encounter/quest completed, no longer causes Arthur to repeat his quest completion dialog.
• Arthur - English Vice: Reform Club NPC barks are no longer persistent after leaving the level.
• Arthur - Future Perfect: Fixed incomplete video during "The House Of The Future" video with Jack.
• Arthur - Letter Of Transit: Fixed narrative inconsistency with Arthur mentioning cod liver oil before he knows he needs it.
• Arthur - Ravensholm - The Scottish Play: Ollie's model now behaves correctly with lighting during the cutscene.
• Arthur - The English Vice: Using the shock baton "Tickler" no longer causes the NPCs in the Reform Club to teleport.
• Arthur - The Great Stink: Fixed issue that could cause the worker keycard not to be available when needed. Any players stuck at this point should find a worker keycard either in their inventory or on the ground near the entrance to the underground.
• Arthur - The Scottish Play - Military Camp: Turning the subtitle option on, at the military base entrance, no longer displays a full page of dialogue obstructing the player's view.
• Ollie - Lud's Holm: Jumping under the Salamanca Bridge no longer causes the player to respawn stuck under the bridge.
• Ollie - Manned Flight: No more auto-saves after triggering Manned Flight and can't manually save after completing the first objective. Fixes progression blocker in this area.
• Ollie - No Place Like Home: The second Bobby no longer notices Victoria immediately.
• Ollie - The Gung Hoster: The objective marker in this quest is now a location marker, and will show the location of where to find the explosives and Private Baden-Powell properly.
• Ollie - The Truth Shall Set You Free - Uncle Jack's broadcast video will now pause appropriately during the cinematic for his last broadcast
• Ollie - Jericho: During the intro cutscene, the items Ollie takes out of his bag no longer have a duplicated version of them already on the table.
• Physics - Corporal Cheeseman and other NPCs on patrol should no longer fall out of world when hit by Ollie with an enhanced cricket bat.
• Sally - Hope Chest - Worldgen: A large patch of grass surrounding the chest no longer has a kill volume.
• Sally - Train Station now has a POI marker on the map.
Patch 1.6.76676 (29 January 2019)
General Bugs/Stability
- Reworked save system and menu. You now have access to significantly more saves and save slots than before.
- Performance improvements.
- Crash fixes.
- Fix for audio corruption issue that could occur after extended periods of play.
- Many localization fixes.
- Many stuck spots fixed and missing collision added.
- Added missing names to the credits.
- Fixed issue where, rarely, the game could return to the main menu after loading occurs.
- Save games will no longer rarely get stuck in a state where no input is accepted, including the Esc key.
- Loading videos will no longer use the default 'Happy is the Country with no Past' if the user is playing in a language other than English
- Subtitles no longer keep playing when pausing a cinematic.
- Dying now loads the most recent save state, rather than the last autosave.
- Emitted lights will no longer sometimes fail to render when entering an area for the first time.
- Save/Load no longer causes (Unconscious) NPCs to be tagged as (Deceased) when loading back in. Don't worry - they were never really dead, just mislabelled.
- Alternating the quality game settings no longer causes the weapons equipped on characters to disappear from view.
- Train station flashback audio should now always play during their related cutscene.
- Running too fast can no longer cause visual/collision issues.
- Systemic NPCs and those who should be on patrol in encounters should no longer occasionally stand in place motionless until suspicion is triggered.
- Large amounts of corpses or NPCs no longer cause game to behave oddly.
- Subtitles should now appear in cinematics for community localizations during Arthur's prologue.
Gameplay Fixes
- Combat: Combo controls - improved weapon combo feel.
- Combat: AIs should no longer attack when not in range.
- Shoe durability was way too high. Now shoes should not last until the heat death of the universe.
- Chronobalm is no longer effective during cutscenes, conversations and certain animations, which could cause synchronization issues. Reloading the game while under Chronobalm effects also no longer makes Sally move significantly faster without feedback until the effect wears off.
- Go Go Juice no longer puts the player into a dying state once it expires. Instead, Go Go Juice withdrawal has been implemented.
- Somnambulax effect now depletes over time.
- Crawling into a window will no longer cause the player to become stuck.
- Rubbish bin hiding has been reworked to not allow you to get stuck in geometry when leaving the hiding spot.
- After the final cutscene of Sally's story, the game will no longer occasionally freeze after pressing "A" to start Ollie's story.
- Fixed possible locations for the Common Pituitary Fluid and Beefy Pituitary Fluid.
- Sally: Previously harvested butterflies no longer re-spawn in an unharvestable state.
- Sally: Jubilator Activator and Advanced Machine bits now spawn to craft any upgraded version of the Jolly Brolly.
- Sally/Ollie can now run once the stamina bar has been depleted at the Hard difficulty while having the Plague, Low Blood Sugar and the Hunger Status Effects.
- Arthur/Ollie - The Truth Shall Set You Free: Artifacting no longer occurs on remember/forget scene if random buttons are pushed.
- Arthur/Sally: After acquiring the backstabber skill, tranquilizer darts will no longer one shot kill unaware wastrels on the first two garden district islands. Also tranquilizer darts no longer do damage.
- Ollie: Can no longer get stuck in a death loop due to high blood sugar.
- NPCs should no longer be missing their hair variants in-game.
- NPCs now gesture in conversation when standing in front of each other.
- Fast travelling while in toxic fog no longer causes the character to continue taking damage.
- Flavor text of the Victory Meat no longer incorrectly states that it contains Joy.
- Getting shoved while getting inside a Joy booth no longer causes the character to get stuck inside them.
- Fixed issues caused by looking down, jumping and getting close enough to mantle a window that has furniture in front of it.
- Opening chests with a lock-pick while having a weapon equipped no longer causes the weapon to suddenly appear horizontally on screen during the unlock animation.
- Power Cells in compliment machines no longer appear removable.
- Quickly alternating between certain actions and the dropping prompt while carrying a body no longer prevents it from being dropped/thrown.
- Running into thrown bodies no longer sends them flying away.
- No longer possible to buy more than what the character has money for, which lead to an infinite money exploit.
- The player can no longer remain indefinitely suspicious due to vandalism.
- Grapefruit Juice behaviour is now consistent with its stats.
- Lockpicking a door at a certain angle no longer causes the player to pick the lock from the other side of the door.
- Players should now always be able to exit the Maidenholm shelter.
- Quest NPCs will now respawn if you lure them more than 150 meters away from their location, forcing them to disappear.
- On Easy difficulty, fast traveling no longer depletes the Hunger and Thirst meters, eventually triggering the debuffs.
- Corporal Cheeseman will no longer fall out of world when hit by Ollie with an enhanced cricket bat.
- Plagued Wastrels now aggro/attack the player on sight in all cases.
- Player can no longer obtain the Bone Saw with the Breaker Manual.
- No longer possible to duplicate equipment by equipping a stack and dropping directly from the equipped item.
- Food poisoning and drugged state caused by Histoplasma statuses no longer refresh after performing a save/load.
- Tea no longer has a Joy bar in its description.
- Toasted Chicory no longer has a Joy bar in its description.
- Joy overdose is now no longer suspicious to NPCs in the Village.
- Throwing a preplaced body right after grabbing it no longer causes issues.
- Blocking or attacking while vomiting, no longer pauses vomiting or leads to temporary paralysis.
- Player now receives murder credit from bleeders.
UI
- The prompt to carry a body while performing a takedown now correctly informs the player to HOLD the button rather than press it.
- The "Container" menu now shows all items by default (instead of the last item tab selected).
- Car "trunk" renamed to "boot", in accordance with Her Majesty's lexicon.
- Failed quests now moved to the "Completed" section of the Journal.
- Ollie: Pressing the "Continue" button from the main menu after completing Ollie's progression could prompt a confirmation but doesn't load any game.
- Controller Aim Sensitivity X text spells "Hotizontal" instead of Horizontal. This one pains us internally.
- Flashbacks in the theatre will no longer be played from the beginning upon pausing and resuming them.
- Buying until the till goes past 999£ no longer causes the till counter to split and become hard to read.
- Failing an encounter before obtaining it no longer causes the journal entry to be blank.
- The fully extended carrying capacity tip has been amended for better clarity.
- Objects given to the player via blueprint nodes now properly give the player a notification.
- Status UI overlaps with the compass when the aspect ratio is 4:3 or 16:10.
- Added a prompt informing the player how to confirm Fast Travel when using a controller for some locations.
- Fixed news prompt in main menu when using a controller.
- Removed player death statistic from the statistics screen.
Achievements and Collectibles
- Uncle Jack Show broadcasts will now be unlocked in the Theatre when watching them on a home TV or listening to them on a radio already turned on, if you watch/listen for a few seconds.
- "Gimme Shelter" achievement now correctly unlocks after discovering all five shelters (previously was 4).
- "You Do Know Jack" achievement now correctly unlocks when collecting the last mask in Sally's Story (even though 1 broadcast was still missing).
- "Gotta Catch Them All!" achievement now unlocked after collecting the correct number of butterflies.
- The 'Swimming' mask in The Great Stink will now be visible from further away.
- "News Hour - Well look at you!" is now present in the theatre after collection.
World Generation
- Bobby poppers and other objects should no longer be able to spawn in front of doors or entrances to hiding alleys.
- Benches should no longer smerge with waste bins, post boxes, walls, joy booths or other decorators.
- Dig Spots should now always spawn at the right height to dig them.
- Ollie - A Pomaceous Puzzles: Bobbies and gas mask now spawn on all world seeds.
- Fixed issues where the shape of the Garden District Islands may create holes and stuck spots around the edges of the islands where the Village and the Wild portions merge.
- Village - Hills and roads/streets can no longer generate lower than intended, leading to multiple issues.
- Ollie: Fixed floating terrain in Lud's Holm
- Sally: Fixed road generating irregularly on a certain worldgen.
Quest fixes
- Arthur - "A Malpractice of Doctors": The "Quarantine Access Code" that drops from a Doctor inside the building on the second floor has been renamed so that it no longer is misleading.
- Arthur - "The House of the Inventor": Giving the Pipe Valve to James, before Arthur completes his phrase and triggers the next step, no longer removes the item from the player's inventory without completing it.
- Arthur - A Malpractice of Doctors: The player can no longer get under the Doctor HQ.
- Arthur - A Malpractice of doctors: Subtitles added for the announcer during the cutscene when entering the Wellington Wells institute.
- Arthur - A Model Citizen: No longer possible to push Ugo Sassoon into the wall stopping Arthur's ability to complete the quest.
- Arthur - A Model Citizen: Returning to the main menu directly after activating the hatch no longer causes issues.
- Arthur - A Teaspoon of Sugar: The encounter will now spawn more regularly.
- Arthur - An Awkward Courtship: Saving and returning to the main menu while picking up the Spare Gear no longer causes it to be missing on reload.
- Arthur - Antijubilatarianism: Green checkered corrupted texture present in the alley where the broken Jubilator is is now fixed.
- Arthur - Awkward Courtship: Hostile NPCs can no longer pick up the Cleaver in the basket before it spawns, preventing from completing the quest.
- Arthur - Band of Brothers: Can no longer enter the military camp by jumping from the signs scattered around the dump to the big roof, which previously caused the cutscene to never trigger leading to a progression break.
- Arthur - Band of Brothers: Added missing prompt message informing the player that a lockpick is needed in order to unlock the door to the dump if approached without bobby pins.
- Arthur - Band of Brothers: Performing a Save/Load after entering the Military Camp no longer allows the player to mantle on top of tanks and jump outside of the Camp.
- Arthur - Band of Brothers: Resuming play after being defeated or quitting in the military camp no longer causes Arthur to be immediately attacked upon loading in the game.
- Arthur - Britannia: Fixed invisible elevator in motilene mine.
- Arthur - Britannia: The vending machine inside the broadcast tower, past the point of no return, no longer sells nothing.
- Arthur - Ceci n'est pas une pipe - No longer able to fix pipe before objective, which could break the Encounter.
- Arthur - Church Of Simon Says: Added missing subtitles for the first sequence as Arthur enters inside the church.
- Arthur - Church of Simon Says: Overdosing on Joy during the Simon Says mini-game no longer prevents Arthur from pressing the buttons.
- Arthur - Church of Simon Says: No longer possible to get stuck inside the metal shutters after completing the quest.
- Arthur - Church of Simon Says: Taking a pill while Arthur is dancing no longer allows him to leave the quest and continue to dance.
- Arthur - Collectible Mask: "Home Again" collectible mask now has subtitles.
- Arthur - Constant Gardeners: Saving and returning to the main menu while picking up Humphrey's Note no longer causes it to be missing on reload.
- Arthur - Constant Gardeners: The player can no longer give Bob Neximide after failing the encounter (this was causing confusion about whether the quest was failed).
- Arthur - Edie Goes Downer: Edie and the first aid kit should no longer float above the ground.
- Arthur - Edie Goes Downer: Quote from getting the objective no longer repeats itself each time a save/load is performed.
- Arthur - Finding Faraday: No longer possible to activate the prompt to speak to the Bobby at the reception while he is away causing him to be absent in the cutscene.
- Arthur - Finding Faraday: VO when Arthur enters records rooms now triggers consistently.
- Arthur - Future Perfect: Performing a Save/Load as the cannon fires a shot towards the Director's Office no longer causes the player to load back in without an objective active.
- Arthur - Future Perfect: Performing a Save/Load while exiting the Health Institute during the Escape Headquarters objective no longer causes the player to reload in the Village with the objective still active.
- Arthur - Future Perfect: The Future Perfect encounter should now always be given to the player after completing Hostile Takeover.
- Arthur - Haute cuisine: Killing the kidnappers before the first objective appears no longer causes the quest to be unable to be completed.
- Arthur - Haworth Labs: Cutscene no longer replays after reloading the checkpoint after Verloc's intro is completed.
- Arthur - Hostile Takeover: Save and load after exiting the document control area no longer locks the door from the exit side.
- Arthur - House Call: The quest is no longer labeled as a Side Quest (it is required to complete the main story).
- Arthur - How To Be Sneaky: Applying a bleed effect to the first patrolling guard no longer locks the player in a cutscene loop.
- Arthur - How To Be Sneaky: Attacking the Hooligan 4-5 times will no longer lock the player in a cutscene.
- Arthur - How To Be Sneaky: Hiding in the ventilation shaft previously could cause the Headboy to run out of the quest area allowing Arthur to move through the camp without accomplishing any of the objectives.
- Arthur - I Sing the Body Electric: After completing Haworth Labs the quest will no longer reopen.
- Arthur - I Sing the Body Electric: Arthur no longer takes damage from invisible gas after going down the hatch. He now takes damage from visible gas.
- Arthur - I Sing the Body Electric: Attacking the 3 NPC in the back alley no longer causes the quest marker for the location to disappear.
- Arthur - I Sing the Body Electric: Backtracking after entering and exiting the Jubilator no longer causes the gate to close behind the player.
- Arthur - I Sing the Body Electric: Performing a save/load or dying after turning on the power no longer causes the player to take continuous damage for no reason.
- Arthur - I Yam What I Yam: NPCs now respawn after failing the encounter by performing a Takedown on them, no longer preventing quest completion.
- Arthur - I Yam What I Yam: The first objective of the quest now has a map marker.
- Arthur - I Yam what I Yam: The quest fail, restarts, and is impossible to complete if Arthur attacks the NPCs just before picking up the Golden Yam. Also fixed issue where you could toss a grenade and pick up the yam quickly, which broke the encounter. Now the yam floats back up if you defy the yam god and prove to be unworthy.
- Arthur - In the Still of the Night: Streaming the objective location during Decrease Heat of Furnace objective no longer leads to a progression break.
- Arthur - Looks like Rain: Fast traveling after giving the Sewing Kit to Mrs. Pankhurst no longer causes the quest to become uncompletable.
- Arthur - Love Birds: Entering combat near the encounter couple then streaming the encounter out may cause Benedick and Beatrice to be seated on the wrong bench upon returning. Now they will be on the right bench.
- Arthur - Love Birds: Added missing encounter icon on map.
- Arthur - Love Birds: Returning to Benedick and interacting with him without the night blooming nonsuch no longer causes the cutscene to activate in the bunker upon returning to acquire the item from Arthur's Stash.
- Arthur - Madame's Magic Wand: Added objective marker (map/compass) for the first objective of the side encounter.
- Arthur - Malpractice of Doctors: The Doctors on the second floor no longer ignore the player.
- Arthur - Mastermind: Symbols' visuals now reset with the puzzle after 4 unsuccessful attempts.
- Arthur - Military Camp: No longer possible to mantle out of the camp by jumping from the top of General Byng's office towards the wired fence, blocking main path progression.
- Arthur - Model Citizen - Quest can now be completed when the hatch is activated before the last objective is received.
- Arthur - Moon Juice Leech: Simply being in combat near the side quest no longer fails the encounter at any objective.
- Arthur - Mother's Little Helper: Saving and returning to the main menu while picking up Chaney's Notes no longer causes them to be missing on reload.
- Arthur - Mysterious Chest: Loot from the Mysterious Chest no longer disappears from the inventory when the objective reverts to 'Wait a Day or Two'.
- Arthur - Oh Behave!: Can no longer loot any Joy Pills in Eel Pie Holm, which could lead to a progression break by overdosing during the bridge encounter.
- Arthur - Oh Behave!: The player is no longer able to sit in the chair through the window of the fake village house, which allowed the quiz to be skipped.
- Arthur - Oh, Behave!: Returning to the first stash room quickly just before entering the next corridor could cause the first door to close, leading to Arthur remaining stuck.
- Arthur - Parade District: Black checkered corrupted textures no longer present on road/grass in two small areas near the Health Institute.
- Arthur - Plassey Bridge: Removed ability to climb onto the catwalk and fix the bridge without going through the door on some world seeds.
- Arthur - Plough Boy's Lunch: Ed can no longer be picked up from behind the wall in the alley where he is located, which could lead to a progression break.
- Arthur - Point of Departure: Animation for lockpicking the fallen desk is no longer misaligned.
- Arthur - Point of Departure: The train station does not increase in LOD as the player approaches
- Arthur - Point of Departure: There is a stuck spot in the giant rubble pile prior to the Hooligan ambush.
- Arthur - Prologue: Misleading "Sit" and "Stand" prompt surrounded by a black screen can no longer be seen for a few seconds before the first scene is loaded with Arthur.
- Arthur - Public Works - The quest is no longer autocompleted when a save load is performed in the middle of the "Open All Windows" objective.
- Arthur - Ravensholm - The Scottish Play: Ollie's model should now behave correctly with lighting during the cutscene.
- Arthur - Really Bad Gas: The objective marker for the objective "Repair The Pipe" remains visible on the map after being completed.
- Arthur - Really Bad Gas: The objective to repair the pipe does not complete in the journal after Arthur repairs it.
- Arthur - Rorke's Drift Bridge: Wastrels should no longer disappear when Arthur leaves the church.
- Arthur - Rorke's Drift Bridge: Sometimes, skipping the cutscene when arriving in Edenham could cause the female NPC to slowly slide towards the camera and lack animation in the following cutscene.
- Arthur - Shibboleth: Black flickering should no longer appear on NPCs and Arthur appear during the encounter.
- Arthur - Shibboleth: Player no longer gets stuck in a transition loop when killing the Hooligans while being more than 150m away from the encounter.
- Arthur - Shibboleth: The game no longer constantly auto saves if one of the attacking hooligans runs away after taking damage.
- Arthur - Shocking Carelessness: Completing the "Turn the power back on" objective now updates the quest.
- Arthur - Improved performance drop on GPU thread when looking in the approximate direction of Rorke's Drift Bridge from inside the Crib House.
- Arthur - Speaker's Corner: Attacking or talking to William Godwin causes him to stand up and walk, despite his broken leg. That was a bit silly, wasn't it.
- Arthur - Speaker's Corner: Triggering the side quest at night then returning to the park just before 7am should no longer cause issues.
- Arthur - St. George's Holm: It is no longer possible to pick-lock the Newspaper Office's door and enter the building before getting the Haworth Labs quest.
- Arthur - Start Spreading The News: Idle chat about coffee from the co-workers in the office no longer continues to play during the cutscene with the chief causing Arthur to respond and break the cutscene.
- Arthur - The Church of Simon Says: Rarely, participating in the Simon Says competition for the first time can lead to a progression break.
- Arthur - The Church of Simon Says: Various skill upgrades are no longer permanently removed from the player when doing the Simon Says game.
- Arthur - The English Vice: The front gates to the Reform Club can no longer be locked which could teleport the character when attempting to pick either lock.
- Arthur - The English Vice: The Red Bobby will now properly accept the player while wearing a catsuit if they previously aggro an NPC.
- Arthur - The Faraday Cage: Performing a save/load during the flashback after the 3rd extraction now completes the objective.
- Arthur - The Faraday Cage: Saving and returning to the main menu while picking up the Letter no longer causes it to be missing on reload.
- Arthur - The Great Stink: Reloading the game when the jubilator enters the narrow corridor should no longer cause it to remain stuck on the hatch it blew off the wall.
- Arthur - The Great Stink: The extra/duplicate notes down here have been removed.
- Arthur - The Great Stink: The pathing of the Jubilator patrolling the hallway can theoretically no longer break according to our witch doctor.
- Arthur - The Great Stink: The Worker's Keycard is now looted automatically when carrying the body, which could lead to a progression break when losing the body.
- Arthur - The House of the inventor: Save/Load after talking to James no longer resets him to his original position making it hard for the player to see the prompt to give him the valve.
- Arthur - The Scottish Play: The lighting no longer flickers during the jump scare cutscene on the bridge.
- Arthur - The Slaughterer's Apprentice: Streaming at the objective "Do or do not" no longer causes the prompt to be missing upon returning to the Culty's Shop.
- Arthur - Walkabout: Saving and returning to the main menu while digging the grave no longer causes it to be non-interactive.
- Arthur - Walkabout: Saving and returning to the main menu while picking up the Toy Car no longer causes the quest to never be acquired.
- Arthur - Wild Picnic: Quickly unlocking the chest with the Multi-Tool as soon it's lowered, no longer prevents the objective from updating.
- Arthur - Worldgen - Returning to the Main Menu while standing in front of the red Bobby in the reform club no longer causes the camera to go under the town.
- Arthur - Worldgen: Fixed rare issue where large portions of the map did not have visible ground.
- Arthur - You Can't Beat the Odds: On some world seeds, one or two of the Plough Boys can stay stuck outside.
- Arthur – Crazy Legs: Completing quest then, after a while, returning to the quest zone will no longer give the quest to the player again.
- Arthur – Cub Reporter: The player no longer has to skip the cutscene where Arthur discovers the burglar in the house.
- Arthur – Shibboleth: Scaring the 3 attackers by reducing their health or with the "Intimidator" status buff will now complete the "Help them survive the night" objective.
- Arthur – Should Auld Acquaintance: Fast Traveling from the encounter before triggering the cutscene with the Constable will no longer break progression.
- Arthur – Sympathy for the Lightbearer: Subtitles added for the cutscene when Arthur first meets Nick Lightbearer.
- Arthur – The Faraday Cage: James can no longer float in mid-air when he spins the valve handle.
- Arthur: Barrow Holm: NPCs should no longer clip through chair and the ground.
- Arthur: On a specific world seed Cutty could have nothing to sell.
- Arthur: On a specific world seed, performing a save/load in an area at/around Sally's place could lead to a black screen.
- Arthur: Parade Market Shopkeepers now have money to buy stuff from the player.
- Arthur: Phone Booth-specific dig spots can no longer be found randomly, and are now only rewards for listening to phone calls.
- Arthur: The O Courant Article 2 uses the word 'maid' instead of 'made'.
- Sally - "Connect the Dots": In the Military Camp, the item Honey is now "steal" rather than "take".
- Sally - "Reservations": Auto-saves no longer trigger in short intervals, which could reduce performance.
- Sally - A Sea Change: Using items or drawing out a weapon while carrying Gwen in the Carrycot no longer causes them to float in the air.
- Sally - Alterations: Mrs. Pankhurst now has money, meaning that you can sell to her.
- Sally - Baby Feeder: Installing the Baby Feeder while Gwen needs to be changed no longer prevents her from being changed, which could cause the status effect/icon to remain present indefinitely.
- Sally - Baby Feeder: Objective now correctly states that Sally has to 'Come back in 2 days' instead of 3 days.
- Sally - Bad Chemistry: On a certain world seed, Harry Cavendish's house now spawns at street level.
- Sally - Bad Chemistry / Baby Transport: Fixed infinite loading screen that could occur after triggering 'Baby Transport' quest.
- Sally - Cutty's Shop: Going in the shop at night no longer causes it to become closed forever.
- Sally - Don't cry over tinned milk: Talking to Lionel while sprinting on phlash will no longer trap the player in a cutscene.
- Sally - Home Cooking: Returning to the main menu after the auto-save during the Bobbies singing number no longer prevent the "Connect the Dots" story quest from starting after resuming the game.
- Sally - Hope Chest: Fixed progression blocker caused by one of the Headboys spawning above terrain, out of streaming range.
- Sally - Keep the home fires burning: Entering Sally's apartment through the back door and hugging the wall no longer enables the player to extinguish the fires before the objective (could cause a progression break).
- Sally - Millihelen: Loading an autosave that occurred after knocking out a cultist by drugging the chalice no longer causes the kill for the "Incapacitate all the Cultists" objective to not count.
- Sally - Millihelen: Quitting the game as the Cultist puts down the poisoned cup (before auto save) no longer causes the Cultist to be dead while not updating the objective blocking the main progression.
- Sally - Peachy's Final Mission: It is now easier to mantle on top of the bookshelf on the base level in the house.
- Sally - Peachy's Final Mission: Johnny Bolton no longer spawns below the tree house, making him float and causing the camera to point at the floor during the cutscene
- Sally - Peachy's Final Mission: Killing the NPCs fails the quest and now correctly moves it to the failed section.
- Sally - Peachy's Final Mission: Last three of the five doors of the Avon Puppet Theatre can now be unlocked with lockpicks.
- Sally - Peachy's Final Mission: No longer possible to incapacitate the quest giving NPCs with Knockout Syringes, causing the quest to become uncompletable.
- Sally - Prologue - No longer possible to get locked outside Sally's bedroom.
- Sally - Ratholm: The shutter blocking entrance into Ratholm is now visible again.
- Sally - Reservations: No longer possible to mantle out the barricaded window on the second floor.
- Sally - The Framers: Saving and returning to the main menu while picking up any of the evidence no longer causes it to be missing on reload.
- Sally - Unsafe House - Performing a save/load during the fight no longer leads to General Byng only noticing Sally when close to her.
- Sally - Unsafe House: General Byng now paths properly around walls and objects to get to Sally.
- Sally - Unsafe House: General Byng is no longer standing in front of the lab door, which caused Sally to clip through him when she exit the lab.
- Sally - Unsafe House: Going out of range of Byng and talking to him while jumping back into range no longer causes issues.
- Sally - Unsafe House: Performing a save/load during the General Byng's fight no longer causes Byng to be missing from the area.
- Sally - Wakey Wakey: Dying during the quest no longer reloads the last manual save.
- Sally - Wakey Wakey: The player can no longer throw and push Spud Murphy's body on the other side of the wall
- Sally: Johnny Bolton now always has stuff to sell.
- Arthur/Sally - Tits Up Downer - Lore pick-up is no longer missing from the downer's suitcase.
- Arthur/Ollie - Parade District: Climbing on the cliff on the right side of the park allows characters to reach unintended area leading to multiple issues.
- Arthur/Sally: Performing a takedown on the corner pub seller causes the player to be stuck in the selling space.
- Ollie - A Dead Man's Best Friend: Taking and gutting open the Salty Dog before Margaret finishes her voiceline no longer results in the "Find the Salty Dog" objective to not complete.
- Ollie - A Pomaceous Puzzle: Saving and returning to the main menu when picking up the Gas Bomb no longer causes it to be missing on reload.
- Ollie - Cathouse - Repairing the fridge and then save/loading no longer causes the fridge door to disappear.
- Ollie - Constabulary Removal: Killing the Dealer's associates no longer causes the quest to be impossible to complete.
- Ollie - Crazy Legs: Streaming after or during the fight with the Hooligans no longer prevents the side quest from being completed.
- Ollie - Crazy Legs: The prompt to talk to Eric Liddell is no longer temporarily missing for more than a minute if he's attacked by Bees at the 1st objective.
- Ollie - Gung Hoster: Baden-Powel can no longer be stuck in the floor.
- Ollie - Jericho - Improved performance in this area.
- Ollie - Jericho: Last group of hooligans with the female wastrel are no longer invincible.
- Ollie - Jericho: Triggering the cutscene in the 4th room before Margaret finishes her dialogue no longer causes the player to remain stuck halfway through the cutscene.
- Ollie - Jericho: Using an explosive while on a moving elevator no longer causes multiple camera and character issues.
- Ollie - Lud's Holm: Part of the Train Station is no longer seen floating in the air after the explosi
Update 1.5.72378 (31 October 2018)
- This patch contains performance optimizations, crash fixes, fixes for progression blockers, fixes for gameplay bugs, and localization fixes.
General Bugs/Stability
- Framerate improvements across all platforms.
- Memory use improvements across all platforms.
- Can no longer use seating when occupied by NPCs.
- NPCs can no longer slide while in idle state, or when interacted with in specific
circumstances.
- NPCs no longer start gliding off benches and remaining in sitting stance.
- Talking to one of the two NPCs sitting on a Bench as a couple can no longer cause the other
to slide off.
- NPCs now sit on benches correctly in all cases. We hope.
- WorldGen: Large cliffs will no longer spawn in front of bridges, blocking main path
progression.
- Worldgen: Eel Pie Holm can no longer spawn overlapping into Barrow Holm Island.
- Fixed a number of rare and random crash issues.
- Fixed crash caused by soaking for an extended period of time in-game, in the Pause menu or
in the Player menus.
- Fixed rare crash caused by continuing a previously saved game from the main menu.
- Ollie: Fixed crash caused by hitting continue after death.
- Ollie: Fixed rare freeze when NPCs are defeated by punching the Spiky Suit.
- Ollie: Having more than one unique item (Padded Suit in this case), will no longer
permanently place it in the inventory when moving it to and from the stash, which previously
lead to a loss of functionality.
- Fast traveling past toxic fog in V01 to V01 will no longer cause the player to lose health.
- Pipe smoking NPCs no longer float a few feet in the air. Unlike Canada, Wellington Wells
does not believe in being high.
- The player can no longer take damage while the game is loading as a result of running
through the village
- Sally - Ratholm: Multiple yellow flower patches no longer cause a performance drop while
hiding in them.
- Sally - Unsafe House: General Byng now has facial animation when he screams while he
attacks.
- Sally: Fixed rare cases of players being stuck in a black screen for 35 seconds after feeding
Gwen and answering the door.- UI - Sally/OIlie: Starting max weights for Ollie and Sally now appear correctly from the start
(previously appeared as 100 until a save/load was performed).
Quests
- Arthur - A Malpractice of Doctors: Fixed rare crash caused by using a save from 1.0, then
obtaining the ''Shut Down the Quarantine Protocol'' objective.
- Arthur - Beginning of the Endocrine - Bring the Extracts to the Chemist: Fixed infinite cutscene
occurring when talking then moving away and skipping the cutscene before Stewart starts
talking.
- Arthur - Looks Like Rain: Mrs Pankhurst no longer occasionally immediately becomes hostile
or remains hostile stopping Arthur from completing the quest.
- Arthur - Oh, Behave! - Watching the Uncle Jack etiquette minute show no longer gives the "I
Hear You - Whose Uncle Are You? " collectible - collectible must now be gained in the
intended way.
- Arthur - Speaker's Corner: Fixed rare crash when navigating to the third flyer location.
- Arthur - Start Spreading The News: Idle chat about coffee from the co-workers in the office no
longer distracts Arthur during the cutscene with the chief.
- Arthur - The Faraday Cage: Fixed crash when player was sprinting to complete the quest. •
Arthur - Walkabout: Mum's ghost can no longer go through hills and then stay stuck
underground.
- Arthur - The Great Stink: Fixed crash caused by entering steam stream on 3rd floor of control
room 3.
- Arthur - The House of the Inventor: Fixed the game crashing on rare occasions during the
loading screen after dying from the poison gas trap.
- Arthur: Fixed uncommon crash caused by using a save from 1.0, when Arthur exits or enter
the Wellington Under shelter via the ladder.
- Ollie - Jericho: Fixed freeze caused by loading a 1.0 save file and then obtaining the ''Defuse
the Bomb!'' objective.
- Sally - "The Salty Dog": One of the Cap'n's chests can no longer be opened before acquiring
the key.
- Sally - Connect The Dots: Navigating to the Garden district during the objective "Visit Arthur In
The Garden District" no longer causes an infinite load screen.
- Sally - Millihelen: Corporal Hardy, like other pipe smokers, no longer floats in the air while
smoking a pipe in the boathouse.
- Sally: The apothecary's inventory is no longer occasionally empty.
- Sally: The prompt to feed Gwen is no longer present after installing the Baby Feeder and
progressing. Also fixed old save games that ran into the permanent debuff issue.
Collision and Stuck Spots- Fixed invisible collision in Nick Lightbearer's house causing a stuck spot when jumping near
the table.
- Arthur: Fixed stuck spot when jumping down from the Health Institute's area to a lower section
in the District Parade.
- Arthur: Fixed stuck spot when mantling the right side of a fountain located to the left of the
Health Institute in the Parade District.
- Arthur - A Malpractice of Doctors: Fixed stuck spot on the second floor to the right behind a
white cart.
- Arthur - Barrow Holm: Fixed stuck spot by climbing on a broken building nearby Edenham and
jumping behind some debris.
- Arthur - Barrow Holm: Fixed stuck spot when jumping between a tree and a rock on the left
side of the Headboy Camp.
- Arthur - Brittania: Fixed several stuck spots caused by jumping from the steam blower that's
just before the Joy Detector.
- Arthur - Britannia: Fixed stuck spot located behind a few wooden crates to the right of the
stairwell after the downer detector booths trapping Arthur.
- Arthur - Britannia: Fixed stuck spot in the control room, between the wall and the file cabinets.
- Arthur - Britannia: Fixed rare crash when using a 1.0 save from the start of Britannia, when
going back to the main menu and loading a save from the first objective.
- Arthur - Haworth Labs: Fixed invisible collision behind a control panel and a stack of barrels
located in the second part of the conveyor belt area trapping Arthur behind them.
- Arthur - Haworth Labs: Fixed invisible collision behind a few objects in the secret office
causing Arthur to remain trapped behind them.
- Arthur - Haworth Labs: Fixed invisible collision between the cylindrical container and tarp
covered containers causing Arthur to remain trapped.
- Arthur - Lilies of the Field: No longer possible to bypass the collision on a set of cardboard
boxes inside the shed found in the secret garden temporarily trapping Arthur.
- Arthur - Lud's Holm: Fixed stuck spot in the debris of an unmarked ruined house near the left
corner of the map.
- Arthur - Lud's Holm: Fixed stuck spot located in the debris of a broken down home near the
abandoned house containing the motilene.
- Arthur - Lud's Holm: Fixed stuck spot in a broken building next to Dr. Faraday's house.
- Arthur - Lud's Holm: Fixed stuck spot located in the debris of a broken down home near the
abandoned house containing the motilene.
- Arthur - Lud's Holm: Fixed stuck spot to the left of the large wooden entrance of the altar of
the yam.
- Arthur - Malpractice of Doctors: Added collision on the upper wall of a corner on the second
floor of the Health Institute, preventing the player from getting outside of the level.
- Arthur - Military Camp: No longer possible to mantle out of the camp using the tank that Arthur
jumps into during the cutscene.
- Arthur - Mystery House: Fixed stuck spot when Arthur jumps onto the second large tree found
in the courtyard near the rear entrance.- Arthur - Mystery House: Fixed stuck spot between the piano and the bookcase in the left part
of the ceremonial room.
- Arthur - Parade District: Removed invisible collisions present on the road at the junction
toward the DSIR building.
- Arthur - Point of Departure: Removed stuck spot in corner of the rocky mound after exiting the
first window and viewing the second cutscene in the train station.
- Arthur - Point of Departure: Vaulting back up the left part of the cliff near the garbage can and
pile of debris on the bridge no longer can cause Arthur to remain trapped in the ground. •
Arthur - Rorke's Drift Bridge: Save/Load after prying open the vent no longer keeps it locked. •
Arthur - Rorke's Drift Bridge: Vaulting over the stone base of the statue in front of the church
can no longer cause Arthur to move into a permanent stuck spot.
- Arthur - St-George's Holm: Prevented stuck spot from climbing an invisible collision near the
Workbench inside St-George's Holm secondary hatch.
- Arthur - The Faraday Cage: Fixed misaligned collision on the left wall of the Faraday house,
previously allowing Arthur to bypass the wall and remain trapped.
- Arthur - The Great Stink: Fixed stuck spot between a pipe and the window in the room with
the poisonous gas.
- Arthur - Thomasina House: Fixed Arthur being able to vault out of the window located up the
right stairwell and then remain trapped within the walls of the house.
- Military Camp - Distillery: Climbing on top of the Maintenance Cabinet near the tree no longer
causes the character to get into a stuck spot.
- Military Camp: No longer possible to reach a stuck spot when jumping from the roof of the
Depot building and mantling on top of a wired fence.
- Ollie - A Dead Man's Best Friend: The player obtaining the Salty Dog before obtaining the
quest no longer causes a progression break.
- Sally - Ex Cathedra: Fixed stuck spot by the exit of the train station
- Sally - Ratholm: Fixed misaligned collision on the large tree near the keycard reader,
previously resulting in multiple stuck spots.
- Sally - Ratholm: Fixed stuck spot between the wall and a pipe on the right, near the toxic
waste water pipe.
- Sally - Ratholm: Fixed stuck spot on top of toxic waste pipes between a pipe and the catwalk •
Sally - Reservations: Fixed stuck spot between a couch and the wall, in the room with the
poison pot.
- Sally - Sally's Place: Fixed stuck spot between the wall and the round chair inside of Sally's
bedroom.
Localization/Subtitles
- Arthur: Weapon "The Staff" now is translated across all languages.
- All notes should now appear in the player’s language of choice.
- Arthur - Subtitles: Many lines during the talk between Arthur and Ollie in the bunker now
correctly appear in the player’s chosen language (and not English).- Arthur - Subtitles: Multiple lines during the talk between Arthur and Ollie in the Train Station
Tower now appear in the player’s chosen language (and not English).
- Arthur - Subtitles: Two lines during the talk between Arthur and Ollie in the train station now
appear in the player’s chosen language (and not English).
- Chinese: Long dashes no longer appear as two small dashes in Chinese.
- French: Wakey, Wakey: Translation for "Blower" is now "Tube Pneumatique" and not
"Expirateur" in the objective.
- French: Trespassing warning message no longer has translation error.
- French: The gender of "Joy" is now (correctly) female instead of male.
- French: Every instance of Foggy Jack's "c'est tout pour aujourd'hui" has been replaced with
"c'est tout pour vous aujourd'hui".
- Spanish: Fixed translation error for "¡Los Cabezones molan!"
- Ollie: "The Jacobean Society Rules" note is now translated in Chinese.
- Phenocycline Jab flavor text is now translated in supported languages.
- "The English Vice" objective is now translated in all languages.
- The Targeting Reticle (Game & HUD) option in the menu is now translated in all languages.
- Two strings when entering into the Odds and Ends no longer appear in English when playing
in any other language.
- General fixes for Chinese.
- General fixes for French.
- General fixes for Italian.
- General fixes for Japanese.
- General fixes for Portuguese
- General fixes for Russian.
Update 1.4.71191 (27 September 2018)
General Bugs/Stability
- Performance Improvements: CPU/hard drive optimizations implemented, meaning that there will be improved framerate and fewer textures and objects showing up at the wrong level of detail.
- Performance Improvements: Memory leaks fixed meaning that the game should crash much less frequently on console.
- NPCs will no longer teleport/attach directly to you during combat.
- Fixed black screen transitions on weather changes when travelling through the world.
- The VO line 'Arthur Hastings! I thought you'd turned into a-- oh, never mind, here you are!' no longer occurs when playing as Sally or Ollie.
- Fixed rare cases where players reported seeing duplicate assets (Doors, and even cinematic characters).
- Crashes fixes for a wide range of issues.
- Fast Traveling to a hatch farther than around 200m after interacting with the package no longer crashes the game.
- Arthur - Fixed game occasionally crashing when a loading screen occurs after reaching the Parade District and going back to the Garden District.
- Fixed frequent crash when reloading a saved game in the parade district a few seconds after loading is over.
- Fixed crash caused by save/loading in Apple Holm station before point of no return.
- Fixed crash caused by reloading the autosave created every time Arthur crosses from Barrow Holm to Eel Pie Holm when Arthur has progressed a good distance from the bridge.
- Fixed the game occasionally crashing at the end of the unlock animation when acquiring the documents portraying Faraday's whereabouts in the Bobby HQ.
- Fixed crash when giving NPC a quest item and immediately fast traveling.
- Fixed crash in Malpractice of Doctors caused by save/loading inside the encounter
- Fixed crash when moving into combat while on the Plassey Bridge.
- Fixed crash caused by fast traveling or streaming in/out after dropping the possibly heinous package.
- Fixed occasional crashing during the loading screen when fast traveling to the Barrow Holm Track Access Hatch from another island.
- Fixed occasional crash when answering the door and skipping the cutscene as Sally.
- Fixed occasional crash after Arthur’s Hostile Takeover/document control checkpoint.
- Fixed crash in The Still Of The Night when rapidly filling bottles with strange alcohol.
- Fixed many small / one off crashes.
Gameplay
- Weapon "The Staff" appears in English when playing in another language.
- Dark Linen can now be found in Arthur’s playing, allowing him to craft the Fab Threads.
- Fast Travel: Removed the non-functional/misleading "Travel" prompt when interacting on the map with a controller.
- Skill Tree: Fatal food poisoning status effect will now not go away when unlocking the Iron Stomach skill.
- Skill Tree: The Tireless skill now works as intended
- Map markers for shops will now show up from further away.
- Power cells, empty power cells and canteens will no longer be auto stored in the stash. Now, they live in the gadgets/gadgets/survival categories in the inventory menu and you will have to store them manually.
- Teacups now appear in the crafting components category of the Inventory, and will be stored as part of the “Place All” crafting components option.
- Player will no longer be stunned by bees while wearing a Padded Suit or other thick suits.
- The Bee Cannon no longer loses all its bees after reloading the game.
- Lead Pipes wrongly classified as Heavy weapons, now just regular weapons.
- Ollie: Can no longer fast travel to Parade District without opening the hatch in the Parade District.
- Loading the Last Shelter Visited Save after completing a safehouse quest, will no longer cause it to become stuck in the journal.
- Sally: Dexipam recipe can no longer be found systemically, which could lead to duplicate recipes being awarded.
Quest fixes
- Arthur/Ollie - Honey from the Bee Tree now lootable in all situations.
- Arthur - The Germany memory will now appear in the Theatre after collecting it.
- Arthur - When using a save from 1.0, Arthur would be unable to complete Track Access Hatch quests. Now he can.
- Arthur - WorldGen: Bobby HQ will now spawn in all cases.
- Arthur - A Malpractice of Doctors: The effect of coconut joy no longer stays until save/load.
- Arthur - Band of Brothers: Closing the door and going to the main menu right after unlocking the door to the dump can no longer create a progression break.
- Arthur - Britannia: Sometimes, infinite loading would occur after watching the last cutscene.
- Arthur - Cub Reporter: Dying while in Gemma's house could lead to infinite loading.
- Arthur - Finding Faraday: Ask the Duty Officer: Running around the Bobby HQ could cause a freeze.
- Arthur - Finding Faraday: Wellington Wells Constabulary becomes shuttered in at night, players can now leave if they don’t want to wait.
- Arthur - Hostile Takeover: The cutscene outside of Hostile Takeover that gives the player Future Perfect will now play in all cases.
- Arthur - House of Curious Behaviors: The red bobby will now always open the gate if the player save/loads after entering the House for the first time.
- Arthur - Malpractice of Doctors: Returning to main menu while deactivating quarantine protocols no longer can lead to a loss of functionality.
- Arthur - Malpractice of Doctors: Returning to the main menu during the experiment saves the game despite the message saying it won't, leading to multiple save/load issues. Now correctly does not save.
- Arthur - Malpractice of Doctors: Fighting in the Joy Detector beam no longer causes the game to freeze.
- Arthur - Mother's Little Helper: You can now pick up the notes by the table after all save/load conditions, no longer blocks quest progress.
- Arthur - Mystery House: NPCs now react to Arthur when returning to the encounter, after performing a save/load during the objective "Neutralize the cultist".
- Arthur - Possibly Heinous Package: Easier now to pick up the package.
- Arthur - Superb Meat Boy: Killing the Plough boys before they leave the alley no longer results in a blocker.
- Arthur - The Slaughterer's Apprentice: Getting shocked while in a trashcan no longer breaks progression.
- Arthur - Slaughterer's Apprentice: The broken eviscerator part now won’t fall through the floor after using the machine the first time.
- Arthur - You Can't Beat The Odds: The Plough Boys will now always enter the shop, allowing the progress to continue.
- Arthur - A Model Citizen: Doing a save/load before taking the reward no longer causes the player to be unable to move.
- Arthur - A Model Citizen: Going away from the quest location during the objective "Help the Models" no longer blocks progression.
- Arthur - In the Still of the Night: Player can now progress by filling a bottle with the strange alcohol.
- Arthur - Plough Boy's Lunch: Placing Ed down then performing a save/load no longer causes Ed to be buried alive (spawn underground).
- Arthur - Future Perfect: The lever for rotating the machines in the DSIR will now always be rotated correctly.
- Arthur - The Faraday Cage: It is now possible to load a saved game that was created during the Faraday Cage questline while using a save from 1.0.
- Arthur - The Great Stink: Performing a save/load after picking up the "Jubilator Grand Derby" note no longer causes the lore to be placed in notes twice.
• Arthur: The Great Stink: The Jubilator in the tunnel no longer gets stuck in place.
- Arthur - The Two Musketeers: Fixed occasional infinite loading when going back to main menu before and after the last cutscene.
- Arthur - Point of Departure: Fixed saving and quitting after the flash back causing Arthur to respawn stuck on the camp island, depending on world generation.
- Arthur - A Malpractice of Doctors: Fixed missing subtitles for the announcer when arriving at the Wellington Health Institute top floor.
- Arthur - Britannia: Final cutscene now has subtitles.
- Arthur - Subtitles: Fixed lines during the talk in the bunker appearing in English when playing in another language.
- Arthur - Subtitles: Fixed lines during the talk in the Train Station Tower appearing in English when playing in another language
- Arthur - Subtitles: Two lines during the talk between Arthur and Ollie in the train station appears in English when playing in another language.
- Arthur - Subtitles: Cult of Jack: Subtitles, objectives and descriptions were in English when playing in another language.
- Arthur - Subtitles: Turning the subtitle option on at the military base entrance no longer displays a full page of dialogue obstructing the player's view, even though that was kind of funny.
- Arthur - Subtitles: Two strings when entering into the Odds and Ends appear in English when playing in any other language
- Ollie - Manned Flight: Performing a save/load at the back of the room on the right side at the objective "Get in Cannon" no longer blocks progression.
- Ollie - Pomaceous Puzzle: The gas masks will now always spawn when reaching the quest for the first time.
- Ollie - The Truth Shall Set You Free: After credit cutscene now has subtitles.
- Ollie - The Truth Shall Set You Free: Using a bobby whistle before triggering the cutscene of the executive committee no longer causes the game to freeze once the cutscene starts.
- Sally - Bad Dreams: The quest no longer automatically completes after the first cutscene.
- Sally: Doing a save/load or dying on Wednesday's hill no longer leads to a permanent death loop.
Misc
- Version number increased to 1.4.
- Localization fixes all over the place.
- Custom Game option difficulties are now correctly translated.
- Curfew #1 broadcast now has subtitles.
- Added missing name in credits
PC only
- Fixed ALT TAB and closing the application from the desktop menu while having two save slots with game saved caused both slots to merge together.
- Arthur - Conflict Resolution: Rarely, Danny will equip a rock and try to only attack with it, making it impossible to progress. Danny can no longer throw rocks.
- UI - Fast Travel: Controller button prompts no longer displayed when using a keyboard and mouse.
Update 1.3.70168 (20th August 2018)
All Platforms
- Sometimes, the “Rise” prompt was not shown when your character respawns sitting on a bench. Now it will be.
- In rare cases, the keys required to complete the I Sing Body Electric and Ex Cathedra encounters would not spawn. This occurred when the player was spawned too close to the NPC when loading a saved game in a very specific situation. This issue is resolved for all new players, and players with saves currently experiencing this issue have been given the keys to continue their progression.
- Using a bobby whistle in a crowd of Wastrels will no longer freeze the game.
- Fix crash in physics simulation.
- Fix crash on exit (crash when quitting the game).
- Fix crash in media framework (returning to the main menu very quickly after saving).
- Fix crash when applying some status effects.
- Fix memory leak in status effects. May result in minor performance improvement by reducing HUD performance impact over time.
- To help with debugging rare world generation issues, the player’s world seed has been added to the pause menu next to the build number.
- Version number increased to 1.3.
PC only
- Changing anti-aliasing options had no noticeable effect. These options are now correctly wired into the graphics settings.
We Happy Few --- In Dev Version
Patch 44776 (31 August 2017)
This is the second PC hotfix for the Life in Technicolour update, and contains a bunch of code and content fixes to improve the game.
Encounters:
- Fix case where player could get stuck after riding the Jubilator in I Sing Body Electric.
- Fix case where an objective would not complete in Mystery House.
- Fix case where NPCs would be missing upon returning to Mushroom Log.
- Fix an issue with map marker not updating correctly upon posting flyer at 1st location in Speaker’s Corner.
- Fix the map marker for finding Margery’s diary in Give a Pig a Pancake.
- Fix for unexpected failure of Speaker’s Corner quest.
- Mysterious chest will now open again after finding a bell in it.
- Fix case where Faraday would not talk into the window after you drop off the bucket in House of the Inventor.
- Make sure eviscerator will spawn on reload if it is needed.
- Fix for the dealer not being invisible inside his cart.
Gameplay:
- Create recipe for metal tubes - can be used to create some hard-to-find items.
- Using any health/stamina/regen boost will now give you back an empty syringe in your inventory.
- Fix detection direction on worship animation.
- Canteens no longer disappear after use.
UI/HUD:
- Allow button hold to move stack of items in a single action.
- Fixed HUD status effects not updating while in the inventory screen on Downer and Birdwatcher.
- Fix missing bound key for consumable items in inventory.
- Fixed problems with time passing and stat calculations when fast travelling.
- Fixed an issue with key binding displays not updating after they are changed.
- Fixed double clicking to track quests on quest screen.
- Fixed an issue where some of the input displays weren't always updating.
- Added mouse over sounds for the player sub menu buttons.
- Fixed a problem where an invisible UI element was blocking legend entries from being selected.
- Crop status effects in the status effect screen if they are too long.
- Fix for some icons not showing up in the map.
- Fix an issue causing journal entry tracked and unread icons to overlap.
Engineering:
- Fix a few more cases where HDR support could be enabled in old configuration data.
- Add loading screen videos while streaming in-game.
- Fix cases where interaction between vomiting and using a Joy Booth would cause the player to be stuck inside the booth.
- Fix crash on talking to NPCs in Shibboleth quest.
- Fix a number of other crash cases.
Patch 44631 (23 August 2017)
- This is the first hotfix for the Life in Technicolour release and addresses some of the crash issues players were encountering. A second hotfix to address blocking issues in quests will be released in the near future.
Hotfix 1 Changes
- Fix a number of crash points while moving around the world.
- NPCs should no longer have ridiculous quantities of loot.
- Some NPCs that should not be out in the day (or the night) should now better respect their schedules. The plague wastrel invasion should be no more.
- NPCs should no longer slide all over the place for no good reason. Any sliding should now be intentional sliding.
- NPCs in Mystery House had a weird backward cone of vision. Cones now face forward.
- Disabled in-progress support for HDR displays that was causing washed-out graphics for some users. Players may need to restart the game if they still see issues after this update. HDR displays will be supported in our 1.0 release.
- Fix some issues where players couldn’t remap key bindings.
- Joy use and coin collected statistics are now reported correctly.
- Fix for infinite loading screen at the end of the Escape quest.
- Tab key now closes the inventory menu.
- Fix some of the loading screen movies that weren’t displaying properly.
- Added extra checks to localization tool to catch some issues with submitted files
Patch 44443 (16th August 2017)
Gameplay
- Joy has been overhauled. Joy now has five stages: regular, on Joy, overdose, crash and
withdrawal. Each stage has its own lighting, visual effects, and audio, and we hope you love the
changes as much as we do. Enjoy safe experimentation!
- Joy mechanics have been changed. This is still a temp implementation, but there is now a
penalty associated with every time you use Joy. Eventually, you will crash. There are also
gameplay restrictions and impacts as you lose control of your character, so Arthur may be a little
less effective than you’re used to.
- Stealth/Conformity rework. All AI archetypes have a new approach to conformity:
- There is now a conformity window during which an NPC will ask you to conform. If you do,
they will let you go on, if not, you’re a dead Arthur. (Does not apply during curfew, obviously.)
- Conformity AI reworked to be more consistent depending on where the player is, what
they're wearing & what they're doing. NPCs should more accurately describe what is causing
them to be upset.
- The reasons your character fails to conform are now easily accessible in the status effect
menu.
- All AI archetypes have a new approach to searching, and hiding spots have been slightly
reworked. Bobbies are particularly good at searching.- Stealth AI reworked for vision, noise, & distractions. NPCs no longer instantly see the player at
long range and will investigate. Noise distractions will also cause NPCs to investigate.
- Peeper AI has been reworked to path and detect better. They are now unlikely to follow you
into the wilderness.
- All AI should now work significantly better inside encounters. This overhaul may result in
some weird cosmetic issues for this update.
- New dying behaviour for the “second wind” game style. Dying now causes you to reload your
latest save, rather than respawn in your shelter/on a bench. This was a tough decision to make,
but there are too many technical problems caused when we respawn characters. Permadeath
you still die permanently.
- New manual saving ability. Have you been out collecting resources for hours and not run
across any encounters? Well now you can save manually, so if you do get struck by lightning,
you won’t lose your progress. Note that this still uses the slot based save system we have
previously, so you’ll only have one save in each slot.
- New AI archetype: The Jubilator! These guys trawl the streets just trying to keep things clean.
Of Downers, that is.
- New AI archetype: The Headmistress! I don’t really know what we were thinking with this (it
was originally called a Peeper Pooper) but it’s pretty weird. I don’t know, let’s call it a tribute to
Cuphead.
- Item prices have been rebalanced.
- Loot has been redistributed.
- Looting plants is now instant (no quick loot screen).
- Plague will no longer kill you. Just game things.
- Crafting tables are now tiered, and need to be upgraded in order to craft higher quality items.
- Birdwatcher does not have this requirement, just to keep it simple.
- Sunshine now has its own UI status effect, separate from Joy.
- Downer mode now pauses the game in the background when the player menu is open.
UI
- Fully overhauled player menu: new Inventory, Journal, Map, Status, and Crafting screens! It’s
much more lively, with much improved art, animation, audio and ease of use.
- Overhauled interactions: new bartering, new quick loot, and new container screens!
- New weight-based inventory. No longer will you need to play menu Tetris. Items now have
weight, and are categorised so you can filter based on what you’re looking for (survival, clothing,
etc).
- Quest items have no weight and are not droppable. No longer will the Motilene Harvester fly
into the sky when you drop it. (Technically it will actually still do that if you manage to drop it,
but that should be impossible.)
- Inventory expansions now increase the weight you can carry.
- There is currently no space limit in containers, although this may change in the future.- The inventory screen has hat and shoe slots and these items are no longer equipped from the
quick slots.
- The inventory screen also has more useful functional descriptions of items (work in progress),
alongside the old flavour text system.
- New quick slot system! You now have two quickslots that are automatically populated. The
top slot is for healing items, and the bottom slot is for other useable items. The idea is that
these auto populate so that when you need them in a pinch, you can use them.
- New quick slot HUD that doesn’t look butt ugly. Finally. God we were sick of those things.
- New in-game 3D waypoints! Now you no longer have to keep looking at your map to get
where you want to go. We are genuinely shocked at the improvement this has made to the
game. You can turn these off in the options menu if you like.
- "Show quest location on the map" option available in the journal menu.
- New stat tracking system! You can now find out how many people you’ve killed (or not killed),
along with a wide range of other statistics. This should be just a first pass, so we’d love to hear
what you’d like to track. This is current in your notes screen, but hopefully it will have its own
home one day.
- New telemetry (data feedback) system! In case you were worried that you hadn’t given us
much feedback, worry no longer! When you start the game on PC, you will now be given a
prompt to either enable or disable our player telemetry system. Basically the stats that you see
in that menu, as well as a couple of other things, can be sent directly to us so that we can
review, and balance/adjust the game. No pressure, but if you could help us with this
information, it really will help a great deal. (Note that we do not currently collect this data on
Xbox.)
- Fast travel is now available! When you complete each shelter’s challenge, you will unlock fast
travel. This allows you to travel more easily back and forth between each island. You will need
to unlock each door in order to use it.
- A large number of new tooltips have been added to the game, to help explain some of the
more esoteric game mechanics. If you can think of a loading tip that might be good, let us
know!
- When an NPC is bleeding, a bleeding icon will appear next to their health bar.
- Sleep widget tells you what sleeping for ‘X’ amount of time will do to your vital stats (e.g.
thirst/hunger). It also won’t let you sleep if it would kill you.
- Dying UI icon shows you how close to death you are in the dying state.
World
- New encounters!
- The Slaughterer’s Apprentice
- Start Spreading the News
- Cub Reporter
- I Sing Body Electric
- The Great Stink
- My First Jubilator- The wonderfully named “Odds and Ends quest 3”
- Old Soldiers
- Speaker’s Corner Redux (reworked version of Speaker’s Corner)
- Headmistress
- Ruined Church (simple location)
- Cellars (simple locations)
- Bee Hives (systemic)
- New shopkeeper: The Dealer! He’s a bit of a grouch.
- Arthur’s arms now change based on the clothing he is wearing. We call these “arm variants”.
- New tree variants! We’ve reworked our old trees and created new ones, so there is more
variation in foliage.
- Upgraded filler buildings in the Garden District! We’ve gone back and retextured our old
fillers/made new ones, so that there is more variety/believability in the GD world generation.
- New fake global illumination!
- Better fog! We have a new, cheap fog implementation which means more fog at night and on
certain states of Joy.
- Plants now move slightly in the wind.
- Histoplasma mushrooms now have less-placeholder visual effects.
- The Doctors make a surprise appearance. However, they’re not really all there yet. They will
become full AI later on, but for now enjoy the sneak peak.
- Minor improvements have been made to the intro shelter, to help players fully understand
where to go and what to do.
- Keys now actually distinguishable from one another.
- Various (too many to list) improvements and fixes to existing encounters.
- Facial animation added for NPC grunts.
- Female compliment machines now join their male companions. They are not any less creepy.
- An ungodly amount of NPC audio variation has been added.
- A huge range of audio events have been added, to increase ambiance.
- Improved dig spot variation.
General / Technical
- New level streaming system. Instead of loading in full islands, we now have a dynamic
streaming system that loads levels in/out based on your distance from them. This is a major
technical change, and should mean that you no longer have loading screens between islands.
This may be a little imperfect on Xbox One systems for now.- New video streaming system. In order to improve performance, we have built our own video
streaming system. Video should now work seamlessly, and Windows N or K users will no
longer need to download the Windows Media Framework in order to play the game.
- New animated loading screens. In the rare cases that we still use loading screens (eg fast
travel or loading into new games), you’ll see some nice little stories from Clara and Sarah.
- New intro loading video.
- Tentative support for HDR rendering. If you have a HDR TV or monitor, we would love to hear
your feedback on how this is looking.
- New publisher (Gearbox Publishing) and release date (April 13, 2018). Surprise!
- A number of very rare crashes have been addressed.
- Various performance improvements, including significant reduction in memory footprint and
general improvements to framerate.
- Many more smaller bugs have been fixed.
Patch 39095 (19th April 2017)
- New LOD system to allow for better performance. Includes (finally) a fix for bridges popping one piece at a time, although still needs refinement for draw distance generally.
- Significant optimization on shadow generation.
- Fixed some load issues with save games.
- Fixed attempting to load very old (and incompatible) save games.
- Fixed some crash issues related to inventory.
- Fixed the Church of Simon Says not being enterable if you had visited it before meeting Nick.
- Optimized the scaffolding and other geo in Nick's house.
- Optimized the House of the Inventor.
- Optimized the electricity VFX.
Patch 38678 (04th April 2017)
- Fix crashes related to the liveness manager and recent optimization
- Fixed a performance regression that was affecting some PCs
Patch 38616 The Maidenholm Update (29 March 2017)
- Hello everyone,
- We are delighted to present to you: The Maidenholm Update for We Happy Few!
- The Maidenholm Update is an exciting collection of new content that drastically changes the way We Happy Few is played.
- This represents the biggest change to the meta gameplay of We Happy Few since we launched on Games in Development, and potentially the biggest since we made permadeath optional in 2015.
- We would love to receive your feedback on what you like or don’t like. We are particularly interested in feedback on the new loot balancing, the playstyles and the general level of difficulty inside Wellington Wells. We’ll look forward to hearing from you, so please come and visit us on our forums , or on your social media of choice.
Major Changes
- New island! The long-awaited second island of the Village of Hamlyn has arrived:
Maidenholm. (“Holm” is an old British word for an island in a river, by the way.) Read the in-game newspaper for more information.
- Playstyles have arrived! When starting a new game, players can now choose the Birdwatcher, Downer or Vigilante Playstyles. While these settings affect difficulty, they vary gameplay more significantly. This is a first pass implementation and will evolve over time:
- Birdwatcher: No hunger/thirst, game pauses in the menu, items are instantly equip,
NPCs are easier to kill and aren’t as bloodthirsty, more resources (only partially
integrated; more to come on this). Designed for more casual players.
- Downer: Hunger/thirst at normal levels, game does not pause in menu but items will
instantly equip, normal resources/NPC threat.
- Vigilante: Hunger/thirst intense, game does not pause in the inventory or shops, delay on equip, more dangerous NPCs. Designed for the masochists among you.
- Permadeath remains available as an option for all three playstyles.
- Procedural music has been implemented. The in-game music has been redone, allowing for better blending and more variation and combinations across the various states of the game (suspicion, combat, Joy/non Joy, etc).
World Generation- Support for regions in the Garden District has been added. Regions such as hamlets, forests, meadows, etc will be dotted around the place, as opposed to the island consisting of just one big town. Please keep in mind that this is a work in progress. It is a little empty for now, but this will change.
- As a result, Garden District 1 island is now unintentionally shaped like a dick 70% of the time. That’s what Matt says, anyway.
- Scavenger cars should no longer spawn very close to one another.
- Bridges have been refactored to require you to “open” the gate to go through to the next island. This helps us control the loading experience a bit better.
- A number of generation bugs have been fixed, so there should be fewer instances of filler buildings overlapping with encounters or interactive houses. Having said that, with the new region system, we expect a bunch of visible bugs to exist (although these shouldn’t affect gameplay or block your progress).
Gameplay
- The Peeper has arrived in the Village! These little mobile alarms are quite shocking.
- Plague Wastrels roam the Garden District. They speak a very curious dialect. Bonus points for guessing what it is. These guys are not nice.
- Hooligans will now patrol the Garden District at night, and guard some water pumps all the time. You may know these guys from such encounters as Shibboleth, and now they roam free.
- Second Wind repurposed. Instead of “dying” and waking up in the dying state, you now just fall into the dying state as your health/needs gets low. This applies whether you are on Permadeath or not.
- Dig spots have been fully refactored, with many new spots added! Across each island, a range of dig spots are available to be dug with your trusty shovel. You’ll need to find the maps to track down the dig spots though.
- Compliment machines have been added throughout the Village! These creepy robots love telling you exactly what they think of you; the only issue is, they have very loud voices. Male machines only so far; female machines will come in a later update.
- Certain bushes, flower pots and carts can now be used as hiding spots, for all your
comic-stealth needs.
- Infection/Bleeding changes:
- Wastrels no longer apply Infection, but instead apply Bleeding.
- After 5 minutes untreated, Bleeding has a 1% chance every second to cause Infection. And then you're bleeding AND infected.
- Infection has 2 tiers now: Infection reduces your max health by 20%, Septic Infection
reduces your max health by 50%.
- If Bleeding causes infection, the 5 minute timer resets for the next tier, so you can't go
from nothing to septic in a few seconds due to bad rolls.
- Dirty Bandages have had their probability of causing infection reduced from 50% to
10%. It's still a risk if you cure Bleeding that way, but at least you'll be infected and NOT bleeding.- Recycled bandage now available.
- Reverse polarity devices have been tuned. These now last a certain amount of time, as opposed to indefinitely. This makes Street Blockades substantially less powerful, so plan your polarity reversals strategically.
- NPCs grab items better now.
- Toxic fog has been improved. It still looks ugly, particularly the transitions, but it should be much more effective.
- A loot balancing pass has been done across all random spawn containers (everything except quest rewards). This dramatically changes the resource availability across the entire game.
UI
- New “new game” flow. While the style of UI is still temporary, we have implemented a new
“new game” flow to make sure that players get the information they need to start the right type
of game. Aka, “now we won’t get people yelling at us when they chose Permadeath without realising it, because selecting Permadeath requires a conscious choice”.
- Five save game slots are now available.
- Improved subtitle support has been added. We now use a scrolling subtitle system similar to Source engine games, where lines area displayed sequentially. You can also customize the size, background or outline.
- The cleaver and enhanced cleaver icons have been upgraded.
Encounters
- New encounters! A whole raft of new encounters have been added to both the Village 1 and 2 islands:
- Mother’s Little Helper.
- The Church of Simon Says. Following orders has been elevated to an almost religious
experience.
- Super Meat Boy. Ever wonder what being a butcher’s apprentice might be like? No?
Well it turns out that it’s violent but not in the way you might expect.
- The strange saga of Nick Lightbearer, including But I’m On The List and Sympathy for
the Devil. Go behind the scenes with Wellington Well’s resident rock star.
- What Have We Buried.
- The Butcher quest line. It appears that the butcher has an agenda. The agenda involves you.
- The Odds and Ends quest line, including the Hoard House. There is a house full of
hoarders and their hoard and you have to find a singular item. Along the way discover
the secret lives of Criers. Do not get caught.
- The Chemist is now open for business.
- The Pub is now open for decidedly not-business, and there are colourful characters to
meet there.- A new house variation has popped up. This one has multiple paths through it to better allow you to avoid those pesky home owners.
- Speaker's Corner (more to come later on this one).
- New, more challenging shelters have been added to:
- St. George’s Holm
- Maidenholm
- Lud’s Holm
- The water pumps in the Garden District are now guarded by hooligans. It’s almost as if they think the water might run out and want to keep it all for themselves.
- Street Blockades have been visually improved in the Brutalist architectural style.
- Mystery house containers now have loot so don’t forget to search thoroughly before you exit the house.
- The House of Curious Behaviours has been refactored to allow for more varied gameplay scenarios. Break into the house using a jimmy bar, conform your way in or find that sneaky vent to bypass the bobby. (Antoine loves vents.) And there is a new quest involving Madame’s Magic Wand. It’s not what you think. Well, okay, maybe it is.
- Mine Mine All Mine! has been refactored to feature a better stealth/combat scenario. The hooligans have taken over the location and are digging in--observe their actions and exploit them.
- Plague! Plague! has been refactored and improved with a cutscene. This encounter now better
explains the dangers of plague on the island.
- The Odds and Ends shop has been refactored.
- The 30rpm record houses have been refactored.
- The Walkabout ghost is slightly ghostlier, and now does what it’s supposed to do.
- The Yam is even more cosmic and appears to be emerging from a wormhole.
- Fixed a bunch of bugs in the older encounters.
Engineering
- Improved graphical autodetection settings. The game will now attempt to optimize for
framerate (60fps), at the cost of visual quality. You can always reset it to the quality/framerate that works for you.
- Added "auto" selection in graphical options menu.
- Rebalanced the low/medium/high/ultra settings to show a bigger quality/framerate
improvement between each setting.
- Optimized lighting for low spec machines.
- Added support for mixed rendering quality (where the world is rendered at a different
resolution to the HUD).
- FaceFX, audio and animation streaming on demand has been implemented (again lowering memory footprint).
Bug Fixes
- Bridges should pop uniformly, as opposed to piece by piece. Still a work in progress.
- Sporadic, rare crash fixes.
- The Campfire duck no longer falls through the world. It gets thrown to a new, safe, location.
- Collecting the junk in Biological Hazard before the 'Tidy the pond' objective will no longer break the encounter.
- Mrs. Marley's body should no longer disappear in Bring out your Dead.
- Middle mouse button can now be bound to controls other than 'Shove'.
- Note: AI will be a major part of the next update, so non-game breaking AI bugs remain in this update.
- Corner pieces on sidewalks in the Village of Hamlyn should display properly and no longer flicker.
- Many, many more minor bugs.
Miscellaneous
- Updated credits
- Updated welcome screen text
Patch 34857 (19th December 2016)
- Fix crash when consuming items while inventory is full.
- Fix crash when respawning a second time with permadeath off.
- Fix crash when accessing resolution list on certain multi-GPU configurations.
- Fix crash when starting game on certain Steam installations.
- Fix game mode information (Day & Time, Permadeath, Second Wind, Map status) getting reset on continue.
- Fix player getting stuck in conversation mode when loading if on the diary step of "If You Give a Pig a Pancake".
- Fix ghost not moving during "Walkabout".
- Improve pathfinding of hostile wastrels near "Where's the Power".
- Fix rare crash in video decoding.
- Fix rare crash when carrying corpses.
- Fix attempt for rare issue where terrain is invisible when continuing.
Patch 34540 (08th December 2016)
- Hi all,
- It has been three months since our last game update and we are excited to announce that the wait is finally over! Today we are releasing the Clockwork Update on both PC and Xbox One!
- We created a video which introduces the new changes present in the update: https://www.youtube.com/watch?v=63ssRHbJdNU. For a more detailed list of the changes, head down below to the patch notes!
- This update introduces a number of technical systems that we’ll explain more below. We also address the disconnect between the intro and the beginning of the game by implementing a new shelter, which shows how Arthur got to where he is. There are also too many bug fixes to list, but we have listed a few of the major ones below.
- We hope that this will provide a much higher quality experience to all players out there, and will allow us to focus more on new content and better gameplay moving forward.
- PSA: Please be aware that due to the wholesale quest/save system changes, previous save games are incompatible.
Under The Hood
- Quest state system: Every encounter/quest in the game is now built using a new quest state system. This system changes quest tracking from a scripting-based system to a code based system, where the game knows at all times exactly where you are in any given quest. This makes it much simpler for us to create encounters, and also much more reliable. We no longer need to have complicated scripts tracking save/quest/item situations, and instead can focus more on gameplay and making cool things.
- Improved save/load: The quest state system also ties into a new save system, which should allow for much more robust saving. Please keep in mind that when you load a game you may find Arthur on a bench reading a paper. Likewise there are some areas (eg the Mystery House) where you will no longer be able to save, as to do otherwise allows exploits and errors when completing encounters.
- Faster save/load times: As a consequence of the new quest state/save systems, autosaving is now significantly faster, and loading is faster too.
- Conversation mode: When talking with an encounter NPC (eg someone with specific dialogue and purpose, rather than the systemic NPCs), you will now enter conversation mode. Little black bars will come down around you, and you will effectively be isolated from the outside world while you talk to them. This means we can place better animation with the VO, and quest givers can’t be interrupted by other NPCs, or you, or them. Aka, the game won’t lose the plot as much any more, and it’ll be slightly better more cinematic.
- Puppet system: NPCs can now have highly scripted behaviour, instead of their normal systemic behaviour. The puppet system allows us to remove their systemic brains and give them specific actions to do, rather than having the two systems fight (which led to all manner of crazy shit).
- Consistent map marker behaviour: Map markers should now be reliable and operate consistently. When you see an encounter, you will see an encounter marker to let you know that something is over there. Once you are given the first stage of the quest, you will have encounter markers telling you where to go.
- Improvements to manual quest tracking and map markers.
Encounters
- New shelter! Arthur now has a new starting shelter, which provides a cleaner and more streamlined introduction to the basics of crafting and combat.
- Refactored encounters: The following encounters have been refactored by re-implementing them with the new puppet, conversation and quest state systems:
- If You Give a Pig a Pancake
- Mushroom Log
- Looks Like Rain
- Biological Hazard
- Fine Cuisine
- It's A Terrible Life
- Crazy Legs
- Lovebirds
- Blood in the Streets
- House of Faraday
- Walkabout
- Moon Juice Leech
- Campfire
- Lilies of the Field
- Bees
- OD Wellie
- Record Location 1
- Record Location 3
- Altar of the Yam
- The Dollhouse
- Cult of Jack
- Hallucinogenic Salad
- Wounded Wastrel
- Mine! Mine! All Mine!
- Bring Out Your Dead
- Where's the Power
- Public Works
- Shibboleth
- The Vandals Took the Handle
- Altar of the Yam
- Mystery House
- Popped Popper
- Improved realization: Along the way, the following encounters have had their realization dramatically improved, by introducing better animation, better VO, better tool tips, better art, and/or working map markers:
- Mysterious Chest
- Mystery House
- Doll House
- Fine Cuisine
- Biological Hazard
- OD Wellie
- Public Works
- Mushroom Log
- It's a Terrible Life
- Where's the Power?
- Walkabout
- First Marriage
- Hallucinogenic Salad
- Green Thumb
- Altar of the Yam
- If You Give a Pig a Pancake
- TV Altar
- Campfire
- Crazy Legs
- House of Faraday
- Popped Popper
- Moon Juice Leech
- All encounters should now be completable.
- Faraday should no longer be capable of blocking your progression. This is so important that it deserves its own line in these notes.
- The House of Curious Behaviours and the bridges have not been refactored, but will be next time.
- Tea Time and Lovebirds have been removed for now, because they were not good enough. We will rebuild them. Better. Faster. Stronger.
- The can of grapefruit juice in White Tree Park can now be picked up.
Environments
- The houses in the Village of Hamlyn have been dramatically improved.
- Additional house variations in the Village are available.
- Village houses now have exterior signs to add a little bit more happiness to the environment.
- Archways and other decorative elements have been added to the Village.
Animation
- Integration of “Turn in Place” animations. In certain AI states, the NPC will play an animation to face the player instead of sliding.
- New corpse interaction animations for picking up, dropping and throwing corpses.
- Added interaction animations for trap controls when using the trap disarm tool and polarity device.
- More talking animations for encounters. Mostly to fit new initial postures, like sitting on the ground, sitting on benches, laying down, etc.
- Improved sitting animations for certain NPCs. They now pull the chair out and slide it back in.
- Allows us to compact the chairs and tables closer to each other for more room around these objects.
- New two-handed combat animations for NPCs for cricket bats, shovels, etc.
- Added down-to-up melee animations for the player, for more variation with one-handed weapons.
- New base animations for plagued wastrels (walking, idle, etc).
UI/HUD
- Throw/Drop corpse interactions switched.
- Aim acceleration settings are now saved.
Gameplay
- NPCs now have a very short delay window between when you walk into their line of sight, and when they notice you. This means stealth is now more forgiving, and more viable.
- Histoplasma mushrooms now have a (temp!) visual effect, and are required to enter certain areas. Take a look around for clues.
- The Advanced Electro Lock Shocker should now operate on any lower tier objects.
- The materials required to craft certain items have been generally reduced.
Bug Fixes
- Low spec PCs should no longer crash every 10-15 minutes.
- Various crash fixes.
- Floor materials have been mostly corrected across the entire game, so the correct footstep sounds should occur.
- Too many quest/encounter bugs fixed to list here. At this point, we have very few known bugs that block progression, and some minor ones relating to animation etc.
- The game should no longer reset to day 1 randomly.
- Looted pickups no longer reappear after save/load.
- It is now safe to place items in containers other than the personal safe.
- Items dropped on ground will be deleted after save load.
- The final island now always appears.
- Thanks for tuning in!
- Compulsion Team
Patch 29962 (19th September 2016)
- Fixed some respawning issues where the game could crash or the player could fall through world.
- Fixed a crash for games that were autosaved while NPCs were in combat.
- Fixed a crash related to inventory getting corrupted when the stash was full and the game was saved.
- Fixed a crash related to some status effects getting removed twice (fixes toxic fog crashing).
Patch 29664 (12th September 2016)
Changelog:
Encounters
- A blanket pass on creating the “indoor lives” of Wellies was implemented. Now you will not always find them standing around their foyers just waiting on you to walk inside. They move around their houses with what appears to be an agenda. This lays the foundation for the stealth playthrough axis of house looting - eventually you will be able to observe NPC behaviors, hide in containers or side rooms and avoid detection while you explore their houses.
- Ongoing bug fixes related to map markers not appearing, dig spots not getting map markers, encounters breaking in annoying or mysterious ways.
- House of the inventor: Added speakers and intercom so Faraday can yell at the houseboys from her cage. Faraday now completely sealed in her cage. Objects are exchanged with Faraday via a new pneumatic tube system with a port to the right of her cage. Addresses issues with quest objects sometimes falling behind Faraday’s cage window and being unobtainable.
- Fixed TV Altar "Uncle Jack" not sitting on his chair.
- Victory Garden now overgrown with vines rendering it more secret which is good since it was supposed to be secret in the first place.
- Lilies of the Field: fix the first bark from the crier that was not playing. Also, mission giver should no longer lose her mind if the player perpetrates violence nearby and thus allowing the quest to be completed. She will still be angry if you hit her however.
- I Need a Pipe: removed most suspicion stimuli from Floyd so he doesn’t aggro unless being attacked. You can now "greet" him as much as you want while the quest is not finished and he'll repeat his VO.
- Lovebirds: tweaks to animations (WIP). Fix pop-in with the bouquet prop notify.
- Unkind Dead: fix the missing loot after loading a game. Added a savegame variable to remember if corpse was already looted or not.
- Motilene spills now exude tenacious motilene fumes which are toxic. Use a gas mask to avoid taking damage while in these areas.
- Crazy legs and Misery Parade fixes: support for higher liveness radius for specific characters, fixed follow patrol behavior to persist even without a navmesh.
- Hey, what’s this Misery Parade anyway? It’s an encounter that has been in the game but completely invisible since launch. Now it should start to show up. And probably kill you. Let us know if it shows up and kills you.
- Altar of the Yam: slight improvement of the begin play logic and repopulate script.
- Fixed objective not appearing as being completed when it was completed in Sweets.
- Disabled refrigerator POIs globally since the NPCs were pretending to look inside refrigerators that do not actually open.
- Created the Village desk writing POI.
- Player and NPCs can now sit on most chairs and couches in Village houses.
- Villagers now cook on stoves.
- Tweaks to continuous suspicion for Village radios/TVs so that they work as intended. NPCs should walk over to the radio/TV now if they hear it or come into range.
- Linked Village house TVs with couches and chairs in front of them so they can be opened/closed when NPCs want to watch television.
- Added the Look In Mirror POI for male + female NPCs in Village houses.
- Added some gramophones (temporary model) that can be used to play 45 RPM records and attract multiple NPCs.
- Wellies should start to use “wipe countertops” POIs.
- Wellies freak out less when a TV or radio is turned on in another room and simply go to enjoy Uncle Jack or music.
- Set all Village house TVs and Radios off by default.
- Can now also use Village house bookcases to search inside as well as take visible objects from shelves.
- Playability modifications to second Garden District island houses: adjusted layout, added beds, added tripwires and alarm, increased loot value for alarmed areas.
- Added open/close sounds for Village loot containers (cupboards, stove, shelf tables, etc.). They didn’t have any. Tripwire alarms use instant suspicions targeted towards the player. Generally ensures that nearby AI are alerted to the player’s presence.
- Iron chest digging spots now available.
- Improved drinking at sink animation.
- Lowered outdoor televisions so that Wellies watching them no longer appear to be staring at a wall.
- Wellies will sometimes knock on house doors as if hoping to find their friend’s home. They are not home even if they are home. They are just ignoring the knocker because they might be selling something. Or they’re dead, but you probably knew that.
- More hunting down and fixing map marker bugs including adding the correct text for labeling encounters.
- Fixes to prevent bypassing bridges in some cases. Sorry speedrunners :/ It was breaking our streaming systems.
Gameplay
- NPC health bar prototype added - still a prototype, but I cannot stand the eye anymore [Marc, the programmer]. Will also communicate NPC status effects such as bleeding in a visual way.
- Gifting cannot be done from behind. Choking is done from behind.
- Suspicion reduced for when player forces coin box.
- Changed the drowning detection to be based on height (Z==0) and the absence of a gameplay volume.
- Bleeding uses different rates on NPC compared to the players, much more punitive on NPCs (2% per second).
- Increased probability of contracting infection from a bare hands attack to 25% for wastrels on second Garden District island.
- Updated/created hold sockets for a few pickups such as tea cup and canned juice. Makes the sight of a character holding these pickups less unintentionally comical.
- Wardrobes in Village houses now function as hiding spots.
- NPC health bar prototype added - still a prototype, but I cannot stand the eye anymore [Marc, the programmer]. Will also communicate NPC status effects such as bleeding in a visual way.
- Certain Village and Garden District houses have new dressers. Floating candles now no longer float.
- Set map marker to use new toxic fog category for toxic fog zones.
- Set map marker to use new motilene category for sources of motilene.
- We have finally tracked down the elusive “can’t enter your shelter” bug. It should be fixed.
Weapons/Tools
- Player weapons can now impart some of the same status effects as weapons when used by NPCs. What? Right. Remember how an NPC with a cleaver could whack you and cause you to bleed? Yes. Now you can use the same weapon to make them bleed too. First pass implementation.
- Jimmy bar now breaks after 4 uses, up from 3.
- Renamed psycho dart to berserk dart.
- Berserk dart applies berserk effect for 30 seconds, berserk syringe for 1 minute.
- Added a transition to berserk behavior (same animation as the feral wastrels) for berserk syringe use; fixed getting stuck for a short time after injecting someone.
- Added berserk syringe to the list of pickups for the crash syringe combat move.
- Crash syringe: Added instant suspicion of "suspicious" when Arthur yells that the injected target is a downer.
- Increased durability of rusty shovel.
- Reduced rubber duck suspicion lock to 5 seconds.
- Power cells now stack in lots of 5 (same as empty power cell).
- Pump repair recipe now requires 2 adhesive, down from 3.
- Vinegar now only takes up 1 inventory block.
Recipes and Resources
- Generally made key resources more plentiful (if only you search, you shall find), streamlined recipes, and improved the yield for recipes that create “batches” or items when crafted:
- Garden District stoves have increased chance to contain rare mushrooms. Added more charcoal.
- Garden District fireplaces have more charcoal.
- Garden District toilets and bathtubs may contain rare mushrooms.
- Added doctor doll and doctor doll recipe, tweaked recipes to yield three dolls. Doctor will only accept doctor dolls as a gift. Added dolly recipe to crafting manager. Foundational work for ways the player can deal with the dreaded doctor soon to come.
- Black powder recipe is now one saltpeter + five charcoal to yield three black powder.
- Food Poisoning cure: removed berry ingredients requirement.
- Tweaked dolly recipe to require two cloth and one sewing kit.
- Adjusted bandage recipe to yield five bandages from five dirty bandages and one alcohol.
- Added berserk syringe and recipe to crafting manger.
- Removed red pills which did…nothing. Goodbye stupid artifact object.
- Added a pickup spawner for 45 RPM records on top of the table in Village houses but under the book.
- Made adhesive common and power cell uncommon in Village houses.
- Tweaked yield amount of berserk dart recipe and berserk syringe recipe from 5 to 2 (and adjusted required amount of components to craft).
- Adjusted breakdown bomb recipe: replaced mechanical parts ingredient with phytosteroid.
- Added charcoal to series of crash recipes (dart, syringe, bomb). Charcoal absorbs the toxins as charcoal tends to do.
- Crash effect (forced downer effect) is now permanent (neutralizes joy in an character’s system).
- Added crash bomb and crash dart recipes.
- Added explosion and trail effect for crash bomb.
AI
- Many more lip synched lines of VO added.
- Wellies accept 45 RPM records as gifts.
- Character attacked event (beginning of attack move, independent of hit).
- Bobbies place “nothing to see here” sign immediately on beginning corpse investigation; reviewed placement of sign so it spawns more reliably.
- Wellies ignore corpse as soon as a bobby starts investigating it…because there’s nothing to see there. The sign says so.
- NPCs are not attracted to POIs based on their needs anymore, but on a schedule, per need; POIs only define the need type which keys what schedule to use, no more thresholds, advertised need, etc.
- Fixed issues with characters ping ponging between the same two POIs.
- Improved reliability of POI usage, including bed usage.
- Fixed (hopefully once and for all) unsynched NPCs (floating next to bed) and “no collision” NPCs that were immune to death but totally capable of killing you. Which they really seemed to enjoy doing.
- Addressed liveness issue with restoring collision and movement when unpausing NPCs when they're still using a POI.
- Improved NPC access to the ludicrously gigantic round beds POI so they're actually usable. POI can now define a specific target point for navigation different from the animation entry sync point.
- Integrated begging animation for beggars.
Art
- New lighting! Wellington Wells now looks better, generally.
- New jerky (food) mesh.
- New juice can mesh.
- New toilet and sink assets for Village.
- Updated brick material.
- Reduced explosion glow.
- Improved hit impacts.
- Fix moonlight not being used as atmospheric light.
- Fixed position of water VFX in Village bathroom sinks. Made variation of water stream VFX that - doesn’t go through the sink.
- Properly placed floating toilets. They are now on the floor. No more air toilets.
- Minor fixes to visual artifacts such as low resolution textures on some characters and objects, floating signs, floating boards, etc.
- New and jaunty signs added to Village.
World Generation
- Added mountains/terrain towards the horizon.
- Added new cliff geometry so that edges of islands do no longer resemble grassy brown whale skin.
- Cleaned up shore planner and handle selection of pieces in planning stage (rather than spawning) to avoid weirdness in-game.
- Allow foliage planner to plan overtop of extra terrain features from static meshes (only specific ones--allows foliage to go over top of cliffs).
- Check for bridge overlaps when placing cliff pieces so we ensure that we don't protrude through the bridges themselves.
- Removed Village fillers with only a single corridor or staircase. Basically, building interiors that led to nowhere have been removed.
Miscellaneous
- Implemented method of partial game updates eliminating need to completely download a new version of the game for most updates. Expect greatly reduced download times/sizes, especially for hotfixes.
- Subtitles: removed all action descriptions from subtitles.
- New shell music!
Patch 29174 (22 August 2016)
Shelter Hotfix
- This is a very small hotfix to address an issue where players would need to use a Jimmy Bar every time they exited their safe house. Using the Jimmy Bar now correctly unlocks the hatch permanently.
Patch 29020 (16 August 2016)
Hi guys
The first update to the game - the Community Balance Update - is now live on the main branch on the Galaxy client. The offline installer has been updated to this version.
In this update, we make a large number of changes designed to address player feedback from our GID launch, from addressing the survival mechanics and day/night, to encounter/quest issues, and even a few bits of new content (although don’t expect too much in this regard).
We recommend starting a new game to avoid potential save game incompatibility issues. In addition, we want to draw specific attention to two things:
The survival needs rebalancing is intended to bring down the difficulty to what is likely going to be the “medium” difficulty setting. For those of you who like more difficult survival, this will return in a future update when we implement difficulty settings.
There is a known issue where some map markers will not have description text when you hover over them. We have implemented a more reliable map marker system to solve issues raised by you guys, but while our level designers have worked very hard to re-implement all the descriptions, some have not made it in yet.
Otherwise, here is a gigantic list of changes for you to peruse:
Core Gameplay / Balance
- Needs and timescale rebalancing.
- Changed timescale to 48 (from 72): This means 30 minutes per day instead of 20.
- Changed the threshold at which the need icons appear to 50% instead of 75%.
- Hunger fully depletes in 40 minutes (instead of 32).
- Thirst fully depletes in 30 minutes (instead of 20).
- Sleep fully depletes in 45 minutes (instead of 20).
- Change sleep hours required to fully restore fatigue to 12 hours (instead of 8).
- Increased durability and damage for branch.
- Increased durability, damage, attack speed, and reach (to the point of absurdity) for pointy stick.
- Increased durability, damage and heavy attack charge time for head knocker.
- Increased durability, damage and heavy attack charge time for double knocker.
- Increased Joy duration.
- Player does not start with inventory expansion kit, jerky, healing balm and purified water if playing the game a second time.
- Searchable corpse: tweaked the lootable interaction pitch and yaw max/mins to avoid weird player view interp when searching corpse.
- Prevent double hit from throwables on the same target in the same frame.
- Caltrops last much longer.
- Basic rubber duck is now throwable.
- Electrocution by shocker grenade lasts longer.
- Cannot sit on benches during combat.
- Beds that should not have been usable are now really not usable.
- Weapons not automatically dropped on NPC death; player must loot the body.
- Only activate proximity suspicion when player is not moving.
- Player cannot greet NPCs while brandishing a weapon.
- Picking up a dropped object is not considered stealing.
- Fewer enemies can be hit through doors.
- Reduced angle of walkable slopes for NPCs.
- When set on fire, NPCs scream.
World Generation/Resources
- Added new shell house variants to the Garden District.
- Removed second instance of chemical crafting table on first Garden District island.
- Reduced repetition of shell houses in Garden District.
- Automatically stream in zone data based on player position rather than depending on threshold volumes.
- Adjusted spawning of phone booths so that they block doorways or other objects less frequently.
- Increased frequency of tough linen spawns in the Garden District.
- Reduced ludicrous bobby loot drops.
- Bug fixes for joy overdose respawn including respawn support on the two connector islands.
- Reduced the insanely overkill number of phone booths on the connector islands.
- Added warning light to player tracking televisions (night time television observers).
- Primitive food poisoning cure now requires gilead petals and cures one tier of food poisoning by causing you to purge “the bad stuff inside.” Neximide now spawns less frequently as it is a powerful food poisoning cure and too plentiful.
- Primitive food poisoning cure now unlocked from start of game.
- Darts, elite hammer pipe, shocker grenade, and other recipes now unlocked by finding all required ingredients.
- Plain darts now craftable in lots of five (much less costly to craft darts).
- Breakdown and exhaustion darts now require significantly fewer chemical components.
- Phlash recipe now yields five Phlash.
- Plague cure syringes now less costly to craft. Now craft in lots of five. Take less space in inventory.
- Cricket bats require less space in inventory.
- Pump repair patches now stackable in lots of five. Recipe unlocked by having all required ingredients.
- Rowan berries stack the same as blue currants.
- Tree collision modified to allow better “sliding around trees rather than being stopped by trees” feeling.
- “Welcome” park relocated from second to first Garden District island.
- Randomly generated lootable plants now saved properly.
- Invisible Village building now visible.
Encounters
- House of Curious Behaviors now set to spawn randomly, i.e. not always in a world generation.
- Mysterious Chest set to respawn new contents every twenty-four hours.
- Minor realization improvements and objectives changes to Thirsty Wastrels. Still a work in progress.
- Faraday now gives you items by placing them on her workbench. You must loot them to put them in your inventory. If your inventory is full, be careful not to drop any items while standing near the cage window. There is a chance that the dropped items could knock the quest item off the work table and you might not be able to reach it. We will have a more reliable method of giving you quest items in the future.
- Realization improvements to Faraday’s Workshop. Repaired broken POIs (Roger should now pole dance again).
- Realization improvements to Blood in the Streets.
- Realization and objective changes to Poisoned Wastrel.
- Biological Hazard no longer causes plague but may cause infection.
- Walkabout yields more power cells on completion.
- Added objective to Shibboleth to point players towards searching the suitcase.
- Lovebirds active only during the day. Fixed twitching/teleporting characters.
- The Broken Police Box now gives you metal bits and mechanical parts; tweaked interaction duration and added save game support.
- Mrs. Stokes encounter no longer always spawns after you have played the game previously.
- Increased damage done by bees - no more stealing honey without a padded suit.
- More difficult to murder/incapacitate Crazy Legs.
- Cannot open the same chest three times to complete TV Altar objectives. Wastrels cannot be led too far from the encounter area.
- Simplified paying the toll interaction with the honey bridge bandit.
- Tripwire alarms in the Garden District are now better balanced for risk vs reward, i.e. they tend to be less frequent in general but also generally summon angry wastrels if triggered. Also, they do not zealously guard the bathrooms, which was funny but unintentional. Sprung tripwires now deleted appropriately after save/load.
- Added shopkeeper functionality to Hermit Treehouse allowing for sale of some collected items and purchase of desired items. Among other things you can now choose to spend sovereigns on are a couple of required quest items if you do not wish to search for/cannot find those items.
- Players should not be able to get stuck in Quarantine Bridge any longer.
- Public Works now requires the player to assist the worker. Player can no longer drink motilene.
- Bobbies should tend to stick to the Tea Time encounter rather than go scouting for possible picnic locations.
- Worshippers in Altar of the Yam convulse 45 seconds; reduced from 1.5 minutes.
- Cannot kill the chef through the bars using a melee weapon.
- Bug fixes! Including but not limited to progression blocking, save/load game errors, missing/not deleting map markers and dig spots, potential/confirmed crashes and unintended weirdness to House of Curious Behaviors, Campfire, the first safehouse, Altar of the Yam, Walkabout, TV Altar, Faraday’s Workshop, Lovebirds, Cutty’s Shop, Odds & Ends Shop, Lilies of the Field, Mushroom Log, Where’s the Power, Bobby Investigation, Mrs. Stokes, Thirsty Wastrels, Doll in The Dollhouse no longer falls to the floor, annoying “why are these dumb ropes still here?” bug fixed.
AI
- Hostility of wastrels heightened when players are inside their houses.
- Bare handed wastrel attacks chance of giving infection reduced. Now at 10%.
- Bobbies have a chance of dropping items when drunk.
- Worker NPCs have greater health than normal Wellies.
- NPCs react with VO to distraction objects.
- Wellies do not accept gifts (we need to determine which gift a Wellie would like).
- Bobby charge attack now warns more clearly by their shouting.
HUD/UI
- Crafting now split into five logical categories.
- Active quest tracking
- Objective markers now drawn on top layer of map.
- Toxic waste spawners now marked on map.
- Adjustments to multiple pickups that should prevent them from falling through the ground/floor if dropped.
- Updated inventory icons for clean bandage, antiseptic, sewing kit.
- Long subtitles split properly.
- New option to change subtitle size.
Visual/Audio
- Constrained repetitive wastrel barks to trigger only when player is in proximity rather than in LOS.
- General fixes to in-game text for clarity and typos.
- Fix to fresnel glass material for telephone booths (graphical glitch fix).
- Added missing beds, chairs, stoves to houses in second Garden District island.
- Vomit decals now show up in the environment more frequently.
- Multiple new NPC skin/wardrobe variants.
- Added new NPC barks/VO.
- Tweaks/improvements to select vfx.
- Added some new weapons breaking vfx.
- Visual improvements to banger tripwire explosions.
- Disabled foliage dithering (caused black splotches on trees).
- Reduced emissive properties on some vfx so that they do not blind you at night/in the dark.
- Added new sewing kit model.
- Performance optimizations for PC (already in Xbox build).
- Retargeted animations for crier weeping.
- Tweaked hand pose for some encounter props.
- Additional encounter facial/mouth animations for dialogue.
- Created flashlight hold animations, tweaked socket on mesh.
- Updated OD animation.
- Music box distraction object animates.
- Player can no longer see outside the world in the intro sequence.
Controls
- Gamepad aim acceleration tunable.
- Separated X and Y aim sensitivities for both mouse and gamepad (symmetric by default).
- Added gamepad aim dead zone setting.
- Reduced gamepad rotation smoothing.
Tech
- Crash reporting now automatic. This change has been implemented to increase the number of crash reports we receive on PC, which should give us more data to solve issues. Modified splash screen to alert players to this use.
- Added save game compatibility warning for saves carried over from previous versions.
Patch 28596 - Community Balance Update - Preview Branch (Galaxy only)
Hi everyone!
Welcome to our first preview branch update, where we are testing the next update for We Happy Few. In this update, we have a large number of changes designed to address player feedback from our Early Access launch. Predominantly, these focus on addressing the survival mechanics and encounter/quest issues, and the full list is below.
To access this build, you will need to access the preview branch inside the Galaxy client (click on We Happy Few in your Library -> More -> Settings -> change Channel to Preview).
We want to draw attention specifically to two areas:
- The survival needs rebalancing is intended to bring down the difficulty to what is likely going to be the “medium” difficulty setting. For those of you who like more difficult survival, this will return in a future update when we implement difficulty settings.
- There are three known issues in this build. The first is that some map markers will not have description text when you hover over them. The second is that the bridge between the second Garden District island and the splinter island is temporarily broken - you can get to the splinter island, but not back to the Garden District. You will have to go back out through the Village. The third is that you cannot talk to Faraday with a full inventory - if you do, you will drop the motilene harvester and will be unable to pick it up through the bars. We hope to address all of these issues before we push this update to the main branch.
Otherwise, here is a gigantic list of changes for you to peruse:
Core Gameplay / Balance
- Needs and timescale rebalancing.
- Changed timescale to 48 (from 72): This means 30 minutes per day instead of 20.
- Changed the threshold at which the need icons appear to 50% instead of 75%, because very few players realized they don't have to EATDRINKSLEEPNOW as soon as the icon comes up.
- Hunger fully depletes in 40 minutes (instead of 32).
- Thirst fully depletes in 30 minutes (instead of 20).
- Sleep fully depletes in 45 minutes (instead of 20).
- Change sleep hours required to fully restore fatigue to 12 hours (instead of 8).
- Increased durability and damage for branch.
- Increased durability, damage, attack speed, and reach (to the point of absurdity) for pointy stick.
- Increased durability, damage and heavy attack charge time for head knocker.
- Increased durability, damage and heavy attack charge time for double knocker.
- Player does not start with inventory expansion kit, jerky, healing balm and purified water if playing the game a second time.
- Searchable corpse: tweaked the lootable interaction pitch and yaw max/mins to avoid weird player view interp when searching corpse.
- Prevent double hit from throwables on the same target in the same frame.
- Caltrops last much longer.
- Basic rubber duck is now throwable.
- Electrocution by shocker grenade lasts longer.
- Cannot sit on benches during combat.
- Beds that should not have been usable are now really not usable.
- Weapons not automatically dropped on NPC death; player must loot the body.
- Only activate proximity suspicion when player is not moving.
- Player cannot greet NPCs while brandishing a weapon.
- Picking up a dropped object is not considered stealing.
- Fewer enemies can be hit through doors.
- Reduced angle of walkable slopes for NPCs.
- When set on fire, NPCs scream.
World Generation/Resources
- Added new shell house variants to the Garden District.
- Removed second instance of chemical crafting table on first Garden District island.
- Reduced repetition of shell houses in Garden District.
- Automatically stream in zone data based on player position rather than depending on threshold volumes.
- Adjusted spawning of phone booths so that they block doorways or other objects less frequently.
- Increased frequency of tough linen spawns in the Garden District.
- Reduced ludicrous bobby loot drops.
- Bug fixes for joy overdose respawn including respawn support on the two connector islands.
- Reduced the insanely overkill number of phone booths on the connector islands.
- Added warning light to player tracking televisions (night time television observers).
- Primitive food poisoning cure now requires gilead petals and cures one tier of food poisoning by causing you to purge “the bad stuff inside.” Neximide now spawns less frequently as it is a powerful food poisoning cure and too plentiful.
- Primitive food poisoning cure now unlocked from start of game.
- Darts, elite hammer pipe, shocker grenade, and other recipes now unlocked by finding all required ingredients.
- Plain darts now craftable in lots of five (much less costly to craft darts).
- Breakdown and exhaustion darts now require significantly fewer chemical components.
- Phlash recipe now yields five Phlash.
- Plague cure syringes now less costly to craft. Now craft in lots of five. Take less space in inventory.
- Cricket bats require less space in inventory.
- Pump repair patches now stackable in lots of five. Recipe unlocked by having all required ingredients.
- Rowan berries stack the same as blue currants.
- Tree collision modified to allow better “sliding around trees rather than being stopped by trees” feeling.
- “Welcome” park relocated from second to first Garden District island.
- Randomly generated lootable plants now saved properly.
Encounters
- House of Curious Behaviors now set to spawn randomly, i.e. not always in a world generation.
- Mysterious Chest set to respawn new contents every twenty-four hours.
- Minor realization improvements and objectives changes to Thirsty Wastrels. Still a work in progress.
- Realization improvements to Faraday’s Workshop. Repaired broken POIs (Roger should now pole dance again).
- Realization improvements to Blood in the Streets.
- Realization and objective changes to Poisoned Wastrel.
- Biological Hazard no longer causes plague but may cause infection.
- Walkabout yields more power cells on completion.
- Added objective to Shibboleth to point players towards searching the suitcase.
- Lovebirds active only during the day. Fixed twitching/teleporting characters.
- The Broken Police Box now gives you metal bits and mechanical parts; tweaked interaction duration and added save game support.
- Mrs. Stokes encounter no longer always spawns after you have played the game previously.
- Increased damage done by bees - no more stealing honey without a padded suit.
- More difficult to murder/incapacitate Crazy Legs.
- Cannot open the same chest three times to complete TV Altar objectives. Wastrels cannot be led too far from the encounter area.
- Simplified paying the toll interaction with the honey bridge bandit.
- Tripwire alarms in the Garden District are now better balanced for risk vs reward, i.e. they tend to be less frequent in general but also generally summon angry wastrels if triggered. Also, they do not zealously guard the bathrooms, which was funny but unintentional. Sprung tripwires now deleted appropriately after save/load.
- Added shopkeeper functionality to Hermit Treehouse allowing for sale of some collected items and purchase of desired items. Among other things you can now choose to spend sovereigns on are a couple of required quest items if you do not wish to search for/cannot find those items.
- Players should not be able to get stuck in Quarantine Bridge any longer.
- Public Works now requires the player to assist the worker. Player can no longer drink motilene.
- Bobbies should tend to stick to the Tea Time encounter rather than go scouting for possible picnic locations.
- Worshippers in Altar of the Yam convulse 45 seconds; reduced from 1.5 minutes.
- Cannot kill the chef through the bars using a melee weapon.
- Bug fixes! Including but not limited to progression blocking, save/load game errors, missing/not deleting map markers and dig spots, potential/confirmed crashes and unintended weirdness to House of Curious Behaviors, Campfire, the first safehouse, Altar of the Yam, Walkabout, TV Altar, Faraday’s Workshop, Lovebirds, Cutty’s Shop, Odds & Ends Shop, Lilies of the Field, Mushroom Log, Where’s the Power, Bobby Investigation, Mrs. Stokes, Thirsty Wastrels, Doll in The Dollhouse no longer falls to the floor, annoying “why are these dumb ropes still here?” bug fixed.
AI
- Hostility of wastrels heightened when players are inside their houses.
- Bare handed wastrel attacks chance of giving infection reduced. Now at 10%.
- Bobbies have a chance of dropping items when drunk.
- Worker NPCs have greater health than normal Wellies.
- NPCs react with VO to distraction objects.
- Wellies do not accept gifts (we need to determine which gift a Wellie would like).
- Bobby charge attack now warns more clearly by their shouting.
HUD/UI
- Crafting now split into five logical categories.
- Active quest tracking
- Objective markers now drawn on top layer of map.
- Toxic waste spawners now marked on map.
- Adjustments to multiple pickups that should prevent them from falling through the ground/floor if dropped.
- Updated inventory icons for clean bandage, antiseptic, sewing kit.
- Long subtitles split properly.
Visual/Audio
- Constrained repetitive wastrel barks to trigger only when player is in proximity rather than in LOS.
- General fixes to in-game text for clarity and typos.
- Fix to fresnel glass material for telephone booths (graphical glitch fix).
- Added missing beds, chairs, stoves to houses in second Garden District island.
- Vomit decals now show up in the environment more frequently.
- Multiple new NPC skin/wardrobe variants.
- Added new NPC barks/VO.
- Tweaks/improvements to select vfx.
- Added some new weapons breaking vfx.
- Visual improvements to banger tripwire explosions.
- Disabled foliage dithering (caused black splotches on trees).
- Reduced emissive properties on some vfx so that they do not blind you at night/in the dark.
- Added new sewing kit model.
- Performance optimizations for PC (already in Xbox build).
- Retargeted animations for crier weeping.
- Tweaked hand pose for some encounter props.
- Additional encounter facial/mouth animations for dialogue.
- Created flashlight hold animations, tweaked socket on mesh.
- Updated OD animation.
- Music box distraction object animates.
- Player can no longer see outside the world in the intro sequence.
Controls
- Gamepad aim acceleration tunable.
- Separated X and Y aim sensitivities for both mouse and gamepad (symmetric by default).
- Added gamepad aim dead zone setting.
- Reduced gamepad rotation smoothing.
Patch 28047 (28 July 2016)
- We have just pushed live build 28047. This build adds two options in the menu:
- Frame Rate Limit. This allows you to set your frame rate cap - including removing the limit altogether. 144Hz away!
- Mouse smoothing option. The game does not use mouse acceleration, but it does have mouse smoothing which may have been causing some players concern. This option allows you to turn it off.
- In addition, 21:9 resolutions will now also be correctly categorized in the graphics options.