—    —  Home

   jamesprimate on April 03, 2017, 05:04:02 AM:

Out-of-bounds is possible in this room of Shaded Citadel:



(green dot where I put a spear, green arrow leads to nowhere)

Good catch! Thank you!





   jamesprimate on April 06, 2017, 06:05:45 AM:

Hello friends and slugcats! We present to you patch #1: Rain World v1.01



This quick patch is intended to accommodate some early player feedback and polish assorted rough edges on the various game systems, etc. These were all low-hanging fruit that we think improves the player experience without taking anything away from the concept of the game. Rain World should be an existential experience: unforgiving and even occasionally unfair. But it should be the jaws of a Lizard that gets you or the Rain, not some ragdoll physics wonk or design oversight!

Gameplay improvements:
* “stuck in holes” fix - disconnected exits will no longer snag you
* subtle backlit slugcat in low visibility swimming situations
* quicker turning around in tunnels
* larger lung capacity while swimming
* nerfed the more intense waterfalls in Shoreline to prevent repeated drownings
* more pearls near Scav tolls in Garbage Wastes
* more food in central Garbage Wastes
* more food in central Shaded Citadel
* more karma flowers in world
* karma gate requirements on the Shaded Citadel, Drainage System and Underhang side were lowered to prevent players becoming stuck in challenging regions
* food / karma flowers regeneration now ticks forward on deaths (helps eliminate stuck / starvation situations at low karma)
* players will now keep map progress between deaths (Id say 99.5% of people asked for this)
* map now features gate karma symbols and shelter icons when locations are discovered
* karma depletion on game exit removed if done within 30 seconds of sleep cycle
* full karma drop on exit bug fixed (that was a brutal one, sheesh!)
* intro cinematic is now skippable by holding start / esc
* for players having issues with Grey Screen of Death and starting the game from sav files, you can now entirely skip loading the into by holding "s" when pressing "New Game." hopefully this helps until we have a real fix!
* many many minor room fixes

Stability improvements:
* map loading bug fixed (was causing the corrupted savs, ugh)
* gate crashing bug fixed
* stability improvements

etc.

Next steps: More patches and content is on the way, of course! We would like to see how this current round of bugfixes land before digging into further issues, as we have a feeling that these might solve a lot of the problems we've seen. But of course if you could keep sending in those bug reports and sav files that would be fantastic and hugely beneficial.

Thanks to all for feedback and please keep it coming! Let's all get through this tedious fixing and tweaking so we can get rolling on the fun stuff: new content!

<3
--Rain World team





   jamesprimate on April 06, 2017, 06:32:42 AM:

Quote
I'm actually a little sorry to see the change to let you keep your map after death. For me, losing map on death was a big incentive to plan very carefully before exploring, and getting to map some new area despite mortal danger (or, more likely, after dying a few times) was a substantial reward.

I agree, ofc! I think we'll make that an option when we do our proper update. But since we're in 7 languages now, localization for menu changes takes a WHILE, and there was an overwhelming request from the playerbase for this, so let see how it goes.





   JLJac on April 06, 2017, 07:07:49 AM:

@ crankykong

This is definitely not the final patch/update, we just wanted to get the things that were the quickest to fix out there... quickly.

Agreed that the controls need polish, but some of it could be solved with better tutorialization as well - which couldn't make it in this time around because of the time frame of translating it. Just want to address some of your valid concerns there though, as stuff that we plan to fix and/or tutorialize better!


Quote
-the button for charging up leap jump and the button for falling of of cliffs and poles should really not be the same button!!!
-controls which constantly let you fall of off cliffs and ledges,when you try to leap jump.

The leap jump is done by crouching + holding jump - you don't need to hold down to leap jump. On the fall-through platforms, you can tap down once to get into the crouching position - from there you can either hold jump to leap, or tap down again to fall through the platform. On smaller platforms, you can tap down quickly (not hold) to get into the crouching position, and then leap from there (although this is definitely a little finicky and something we'll look into!)

Quote
-controls which constantly let you roll down ledges,when you try to duck in a pipe on a Floating platform,because for some strange reason slucgat sometimes tends to do a barrel roll of the ledge, when you duck instead of going into the pipe you want to duck into.
Accidental rolling fixed in this patch!

Quote
+The transition of slugcat between horizontal poles and vertical poles on their crossing lines is slow and clunky as hell!

Noted, will look into! For now, a tip is to jump between the poles instead!





   jamesprimate on April 07, 2017, 07:16:38 AM:

Oh on the subject of the map, if anyone is interested I'll go a little more in depth since im here.

We didnt JUST implement the "sav map discovery through death" because players asked, there was also some thought behind it ofc. Basically the map in the release version just wasnt working how we intended. Part of the function was to allow players to track their location and plan routes, etc, like a map does. But the other essential part was to show players where they HADNT been, so when they wanted to explore new territory they would know where to start.

We had thought that having the map progress be lost upon death would do this, but in fact when watching streamers play it seemed to have the opposite effect! Since the game is quite challenging, players were only really able to save their map progress along main lines through regions, and when they'd explore side paths they'd die and lose whatever cartographic progress they had made. So then when you look at the map its basically just a straight line going from region gate to gate. Not at all what we were intending!

Saving the map progress through death allows for the progress along side paths and etc to remain, which i think is a much better indication of "path not explored" than what was happening before. So all in all i think its a solid improvement!





   jamesprimate on April 07, 2017, 01:40:32 PM:


Maybe the hibernation chamber is not only a place to hibernate but also a cloneing chamber at the same time, which saves the genetic information and the memorys of the creature resting in it for the purpose of information gathering by the central A.I of the megastructure and if this creatures does not return before the next rainperiode to rest in it, it just clones the creature after the rain has ended and gives this clone the saved memories from the brain scan... who knows ! Maybe its a mechanism against species extinction which is there only for the purpose of compensaiting for all the near species extinction caused by the rain. And the rain is a nessesary evil/byproduct of the weather control system which is needed for the global commodity circulation of the  abandoned,but still working, megastructure build by a former Type 1 civilisation (Kardaschow-Scale) which has "evolved" into Type 3 and left the solar system.
 

i love this actually. let me know when you get to the end and lets discuss :O





   jamesprimate on April 07, 2017, 04:06:18 PM:

James/Joar,

I'm disappointed that the patch seems to be unavailable to those of us who chose the GOG option.  I'm aware it was made clear that the Steam vs. GOG choice was "permanent" — but didn't expect to lose out on patches when I chose GOG!

Is there any way I can switch to the Steam option without buying the game again?

dont you worry, the GOG patch is coming soon! we just cant upload it directly there, so it takes a few days to go through the channels. Id say it'll be up on Monday.


Quote
I just realized that I can see the symbols for karma gates and hibernation chambers in places that I haven't explored yet, but that are accurate.  Waaagh!

this absolutely shouldnt be the case. Can you send me a screenshot?





   jamesprimate on April 07, 2017, 06:10:24 PM:

try imgur.com!





   jamesprimate on April 10, 2017, 09:11:52 PM:

Hello, could we have news about the PS4 patch ?

PS4 patch should be going up this week! It takes a bit longer than Steam, as we don't have direct access to the codebase it has to go through porting and then Sony's cert process. Also we'll have a GOG version this week as well.





   JLJac on April 13, 2017, 05:20:21 AM:

Yep, it needs DX11 or it's all purple! If your laptop doesn't have DX11, that might be it?





   JLJac on April 14, 2017, 06:27:29 AM:

FWIW I needed -force-d3d9 to make RW run under Wine.

Hey JlJac, I'm getting a consistent crash when I try to move from Farm Arrays to Subterranean; the console just repeatedly spams

Code:
World assigned to existing region state: SB
Adapt world to region state SB
ID.0.11153<oA>Spear<oA>353.31.11.1<oA>4<oA>0
NullReferenceException: Object reference not set to an instance of an object
  at RegionState.AdaptWorldToRegionState () [0x00000] in <filename unknown>:0
  at World.LoadWorld (System.Collections.Generic.List`1 abstractRoomsList, System.Int32[] swarmRooms, System.Int32[] shelters, System.Int32[] gates) [0x00000] in <filename unknown>:0
  at WorldLoader.CreatingWorld () [0x00000] in <filename unknown>:0
  at WorldLoader.Update () [0x00000] in <filename unknown>:0
  at OverWorld.Update () [0x00000] in <filename unknown>:0
  at RainWorldGame.Update () [0x00000] in <filename unknown>:0
  at MainLoopProcess.RawUpdate (Single dt) [0x00000] in <filename unknown>:0
  at RainWorldGame.RawUpdate (Single dt) [0x00000] in <filename unknown>:0
  at ProcessManager.Update (Single deltaTime) [0x00000] in <filename unknown>:0
  at RainWorld.Update () [0x00000] in <filename unknown>:0

while the sound loops and some of the animations continue (but the gate doesn't move).

What would you like me to do with the save file?

Ok! I think I know what this one is and have a fix in the pipeline. It would be cool if you could send me your save file though, because then I can double check and also de-corrupt your save if you want to. Pastebin.com works well!





   JLJac on April 14, 2017, 10:20:52 PM:

You can press the pickup button while holding the *down* direction to put down an item without throwing it!





   jamesprimate on April 15, 2017, 03:28:18 AM:

Version 1.015 patch notes from Joar:

Hi! Just wanted to let you know what's up in this patch - it's a mini patch really, with just two little tweaks:

Undiscovered symbols can't be seen on the regions screen map any more
Vulture mask is once again back to not being throwable, instead you release it with the down + pick up button command like in v1.0

Also there's a stability improvement that could help with some of the freeze issues on loading save files. All in all, very minor tweaks and no cause for alarm! Working mainly on stability right now, and have some more fixes of that sort coming up.

-Joar





   JLJac on April 16, 2017, 02:42:38 AM:

Thank you for the kind words! I'd recommend you to try for the gate up top instead of going left!





   jamesprimate on April 24, 2017, 01:45:41 AM:

Game is too easy, had only 3 deaths in my last speedrun, I think I'll go for a no-deaths run next  Hand Joystick Smiley

true, we definitely need a hard mode!  Cheesy





   JLJac on April 24, 2017, 04:17:35 AM:

Whew, what a month! Keep up the good discussion, we're taking notes Hand Pencil The opinions are kind of sprawling though:
Game is too easy
so getting together a concrete action plan will take some work!


Update 533

Apart from the bug fixes and tweaks, I recently started dipping a toe in new content as well:



The next update won't be mainly a content update I don't think, but we definitely should take the opportunity to throw in a few new things to encounter in the world!





   jamesprimate on April 24, 2017, 07:39:53 AM:

WE'VE had the PS4 patch done and submitted for over a week. Its just making its way through QA and Sony's cert process.  Hand Any Key





   JLJac on April 24, 2017, 09:29:26 PM:

PS4 patch is done and delivered, it's sony that are super rigorous with their cert process ~ but ought to be through soon!

Yup, we're aware it's possible to go off-level here and there, we should probably place some sort of invisible-wall-thing. Thanks for the heads up!

The idea with the echoes is that you won't get a good look at them - keeps it mysterious and your mind fills in the blanks with cooler stuff than I would be able to deliver Smiley





   JLJac on April 25, 2017, 11:27:03 PM:

@12LandsBoundlessSpace, nice name Smiley Thanks for liking the game. I say with mods, don't worry too much about canon - the fun is in making up your own stuff right? That said you're of course welcome to tell what you had in mind. As for twelve new regions... Good luck soldier  Shocked

@jprosk, yup, you going in the direction of the thing you throw is physically incorrect. It... felt right though, to have slugcat sort of lean into the throw.

@Manray, the sky centipedes are always sort of the same size.





   JLJac on May 04, 2017, 02:17:21 AM:

Update 534

Whew, lots of work these day! I'm doing some multiplayer stuff (basically an arena mode) and difficulty modes. The idea for the difficulty modes is that you'll be able to select a slugcat to play as, and they'll come with a few different perks and/or slight variations to the world. For the first update I'm gonna do 3 of them ~ Yellow (easy), White(normal) and Red(hard). White will ofc be just like the current game, whereas the other two have slight variations.

Here's Red carrying an extra spear on its back:


The extra spear goes outside of the two "slots" of the hands, meaning that you can have it simultaneously as carrying two other objects (and potentially a fourth one in your tummy). The spear is stashed and retrieved similarly to how you swallow stuff, but requires a significantly shorter button hold. I think there should perhaps be some more animation to the slugcat's arms when putting/retrieving the spear, will get to that later today.

This is a pretty significant boon to the player, but don't worry, playing as Red will be very very challenging! Red is basically for the action-oriented players, and you'll need that extra spear.

Playing as Yellow on the other hand is going to make your life easier in a bunch of ways compared to White.