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Sinners Landing News

Hotfix 0.2.3f

This is hopefully the last of the hotfixes we're pushing to default branch, and we can return to making actual new content instead of fixing issues.

For those of you curious on what happened; the relaxation activities (Gardening with Dawn, Spanking Morwenna) unlocked a number of cards that weren't properly tested yet (and weren't planned for release yet). We've spent the last two weeks tidying up that snafu.

This bugfix fixes a large number of them, and also tidies up various smaller UI issues reported on ultra-wide monitors.

We're shooting for another content-heavy update towards the middle of May, focused on Roslynn and Pog. We'll start rolling it out on Beta branch in the next week or two, and then to the default branch once the content is complete.

Full changelog:
0.2.3f
- Fixed gem rewards in the dungeon not being set in the inventory
- Fixed Morwenna's gem requirements not tallied properly
- Fixed Gouge card not applying damage, and not discarding hand
- Fixed Groin Smash card not shuffling Shame cards into Discard
- Fixed Hard Blow card not giving bonus damage to Blow cards
- Fixed Hunter's Mark card dealing wrong bonus damage
- Fixed Impale card not giving potency
- Fixed Inflame card wrong description
- Fixed Lusty Smash card giving potency to wrong target
- Fixed Pestilential Purge card not destroying cards on hand
- Fixed Rage Smash card not giving rage
- Fixed Set Weapon card not dealing double damage
- Fixed Remove cards logic not properly removing cards
- Fixed Savage Smash card not dealing bonus damage
- Fixed Shield Smash card not applying block
- Fixed So Much Spunk card not shuffling Spunk cards into Discard
- Fixed Strip card applying negative armor
- Fixed Wallop card giving block to target
- Fixed Whack card not shuffling Fatigue cards into Discard
- Fixed Wizard Blow card description
- Fixed Poison combat effect dealing negative damage
- Fixed Magic Attack Bonus combat effect not dealing bonus damage
- Fixed Target combat effect's tool tip wrong description
- Fixed Mojo text in Deck UI

0.2.3e
- Fixed missing dungeon event reward
- Fixed the Sanctum showing when loading a dungeon save
- Fixed black background in Offering Of Fluid dungeon event
- Fixed some missing icons for cards received from random dungeon events
- Fixed Beatdown card not shuffling Blow cards into Discard
- Fixed Begin the Hunt card not shuffling Hunt, and Slay cards into Discard
- Fixed Blast of Funk card not shuffling Funk cards into Discard
- Fixed Boom card not shuffling Stun cards into Discard
- Fixed Brutality card not dealing damage from amount of attack cards in hand
- Fixed Brutalize card not shuffling Brutality cards into Discard
- Fixed Bunch of Pricks card not shuffling Prick cards into Discard
- Fixed Buttstroke card not applying damage correctly
- Fixed Crippling Blow card not applying weakness debuff
- Fixed Deflect card inflicting negative potency on self
- Fixed Disappear card's wrong description
- Fixed Double Throw card not shuffling Throw cards into Discard
- Fixed Drunk card leaking text description
- Fixed Drunk card not shuffling Nausea cards into Discard
- Fixed Drunk card not giving potency when held
- Fixed Edge Blow card not getting additional damage from Shield type cards
- Fixed Elemental Blast card not dealing damage when neglected
- Fixed Engorge card having a mojo cost
- Fixed Flametongue card not inflicting Burns
- Fixed Future Mojo card not shuffling Quick Mojo cards into Discard
- Fixed Unblockable Damage logic
- Fixed Draw Attack cards logic
- Fixed Draw Actions cards logic
- Fixed draw queue not clearing
- Fixed acid card's neglect logic
- Fixed acid card's neglect damage displaying incorrect value
- Fixed "If Fatal, draw X cards" not drawing
- Fixed "If Fatal, gain X mojo" not gaining mojo
- Fixed First type cards not being drawn first
- Fixed aura rewards causing other cards to not function
- Fixed aura rewards not displaying in combat
- Fixed random dungeon events duplicate addressable keys
- Fixed combat effects not being cleared properly
- Fixed missing character name in Linda's intro conversation
- Fixed Dawn's get flower failsafe conversation still being played after finishing the quest

Community Items update

Community items have been approved by Steam. Some trading cards, emoticons, and profile backgrounds should be available by now, while the rest will come out in the next update.

Hotfix 0.2.3d

This is a quick hotfix that resolves issues people have been having with the flower minigames, and some missing sprites. It also cleans up UIs for ultra-widescreen, where the UIs would scale up and disappear off-screen.

Fixes:
- Fixed flower minigames not triggering correctly
- Cards are now sitting closer to the bottom when highlighted (reducing flickering on ultra-wide aspects)
- Buy/Sell, Inventory and Collect card rewards UIs have been fixed to allow ultra-wide aspect ratio
- Fixed mural in Room 1 disappearing at night
- Fixed missing background when cleaning the wall in room 1

With that the two coders are back to focusing on the card game, and improving that experience, while the Art and Design team work on the next tranche of content. The goal is to settle into a cadence of new content releases every ~6 weeks, similar to what we do on Paradise Lust 1 and 2.

Dev Blog: 03.27.2024

It's been a pretty intense couple of weeks. The BIG news, of course, is that we launched the EA. It went very well, all things considered. Sales have been strong, and the reviews have been pretty positive (THANKS!)

That being said, there were a couple of key bugs that were f-ing miserable to hunt down. While that was happening, we're frantically sorting out what the next steps for the game are. I'm writing, the artists are art-ing, and we're also discussing what the future looks like for our Patreon and other social outreach things - how can we improve them?

To be honest, it's just a lot all at once, and none of us have been able to focus down in the way we'd like. But that's game dev. It's starting to settle down a bit now, and we're hoping that over the next couple of months we can get Sinners to a more 'relaxed, predictable place' of development, like Paradise 2 is now.

But a LOT of that depends on me getting a lot further ahead with the writing than I am now... Which I am struggling with.

Buck is spending the week working primarily on the card game. One of the things we kinda realized on launch was that some asshole (me) added a bunch of cards into the dungeon and training activity rewards that had not really been tested yet... and a bunch of them are broken, and even more of them are unbalanced. We're going through and trying to rebalance/fix those now. The upside is... our game DID get a bunch of new cards. So... there's that.

Now, back to writing. - Chase

Oh and we're also making community items this week (backgrounds, badges, trading cards). Should be out soon!

Hotfix 0.2.2d

This one's a very small fix; some rooms (the Inn, Hotspring and Outcrop) got invalidated by recent changes, as did the Zinnia and Daffodil flowers. Fixed.