* Fixed a typo in the tutorial.
* Fixed incorrect scaling of certain UI elements on displays with 1440p resolution or higher.
* You can now exit terminals by pressing ESC even if they're not finished displaying their text.
Released a quick update. Fixes one typo and a minor issue as well as adds a tiny QoL feature.
* Fixed a typo in the tutorial.
* Fixed incorrect scaling of certain UI elements on displays with 1440p resolution or higher.
* You can now exit terminals by pressing ESC even if they're not finished displaying their text.
Were you in combat when you passed the tile where these prompts usually appear?Released a quick update. Fixes one typo and a minor issue as well as adds a tiny QoL feature.
* Fixed a typo in the tutorial.
* Fixed incorrect scaling of certain UI elements on displays with 1440p resolution or higher.
* You can now exit terminals by pressing ESC even if they're not finished displaying their text.
I noticed during the tutorial that sometimes the introduction text was displayed after I already finished that part. For example the text prompting me to go to the repair station was displayed after I was there and on my way out. Tiny issue of course
Thanks. You can skip turns by pressing End (or Tab).Fantastic game by the way zwanzig_zwoelf I have only been able to dump 4 hours on it so far, but from the time that I have spent on it, I've been enjoying it. I plan on spending more time with it. By the way, is there a command to skip turns? It would be nice if I could skip turns. Also very good job on the music. Whoever created the music needs a fucking medal.
Lol I knew I missed something. Thanks.Thanks. You can skip turns by pressing End (or Tab).Fantastic game by the way zwanzig_zwoelf I have only been able to dump 4 hours on it so far, but from the time that I have spent on it, I've been enjoying it. I plan on spending more time with it. By the way, is there a command to skip turns? It would be nice if I could skip turns. Also very good job on the music. Whoever created the music needs a fucking medal.
Also an easy mode, which can be unlocked by beating the game on hard.Game needs a hardcore mode, if DE can have a hardcore mode then DG should have one too since they both start with a D.
There's no full map view, just like in the first game -- it's an intentional design decision and I doubt it'll ever change in future entries.Is there any way to get a full view of the map? Also how does enemy respawns work? It seems like they just spawn out of thin air.
- Added the ability to rebind control keys from the main menu.
- Fixed duplicate keybindings in the configuration file.
- Minor script adjustment in the tutorial.
- Fixed incorrect loading of the selected display mode from the configuration.
- Adjusted key names to improve the readability of the control scheme.
- Added a startup check for actions without any assigned keys. If actions without any assigned keys are detected upon launching the game, the game will revert to the default control scheme.
- Implemented a new key rebinding menu.
- Lifted paranoid restrictions from key rebinding. From now on, it only prevents you from clearing the menu controls.
- Fixed a minor visualization issue in the dynamic menus.
- Fixed accidental retriggering of one-time story events if the event contained an autosave command.
- Added another tutorial event to let the player know about terminals.
- Additional minor fixes and adjustments.
- Added a combat performance analyzer.
- Fixed incorrect calculation of the evasion chance in certain cases.
- Fixed a missing edge line on Floor 03.
- Adjusted AI behavior, enemy stats, and encounter rate.
Welp, the new rebinding interface stormed through the testing phase rather quickly.
- Implemented a new key rebinding menu.
- Lifted paranoid restrictions from key rebinding. From now on, it only prevents you from clearing the menu controls.
- Fixed a minor visualization issue in the dynamic menus.
- Fixed accidental retriggering of one-time story events if the event contained an autosave command.
- Added another tutorial event to let the player know about terminals.
- Additional minor fixes and adjustments.
Big thanks to everyone who kept poking me about it, including Ysaye.
Welp, the new rebinding interface stormed through the testing phase rather quickly.
- Implemented a new key rebinding menu.
- Lifted paranoid restrictions from key rebinding. From now on, it only prevents you from clearing the menu controls.
- Fixed a minor visualization issue in the dynamic menus.
- Fixed accidental retriggering of one-time story events if the event contained an autosave command.
- Added another tutorial event to let the player know about terminals.
- Additional minor fixes and adjustments.
Big thanks to everyone who kept poking me about it, including Ysaye.
I was thinking that this one hardcore game if you get locked out forever (at least without reinstalling the game) just by making an accidental mistake of trying to check what keys are mapped where in the settings menu! - maybe you should release a director's cut edition later where this is a thing?
Seriously though thanks for making the game.
- Improved performance.
- Improved AI behavior.
- Key presses no longer affect the game loop while dismissing the last UI message.
- Fixed incorrect item pickup message when picking up heavy armor plates.
- Fixed rare cases where evasion chance wouldn't be calculated correctly if an entity is attacked by stray bullets.
- Additional performance optimization.