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Overgrowth News

March Map Jam - Jam is now complete, come play some mods!

The March map jam, "The Protagonist Dies at the End," is now complete. Everyone is invited to come play the new mods, and vote on their two favorites.

You can check out the jam entries here: https://steamcommunity.com/workshop/browse/?appid=25000&requiredtags%5B0%5D=march2018jam&actualsort=mostrecent&browsesort=mostrecent&p=1

We had 15 entries in total, and a lot of work was put in. Several entries focused on making a single map. Several others chose to make multi-level campaigns, and one entry is a new game mode!

Voting for the winner has now begun. Please play as many of the entries you can before casting your vote.

Everyone gets two votes, and voting will be open until April 12th (7 days in total):

https://goo .gl/forms/QSn7L80WJ6p5KPk32

(Link is to the poll. The link is separated since it said "link removed" without it. Copy/paste the link, and remove the extra space)

Hotfixes for 1.2 patch out now

1.2.1

Bug fixes:
  • Updated Steam API DLLs. This may fix some compatibility issues


1.2.2

Bug fixes:
  • Fix performance bug when Steam is running at same time as game (for some people this is as big as a 30% performance boost)
  • Fixes to several Therium-2 levels
  • Fix to functionality in character XML
  • Removed unused SDL game controller haptic subsystem initialization (fixes crash on Launch on Linux)
  • Make error non-fatal when failing to fully initialize a detected game controller


1.2.3

Bug fixes:
  • Fix crash in hotfix 1.2.2 when launching game with 0 workshop mods installed (whoops!)


Known issues

There is an issue for some people where you try to launch the game and both the game and Steam crash. We're still investigating the cause of this, but we believe this is due to the Steam shader pre-cache feature.

To work around this:
Steam -> Settings -> Shader Pre-Cache -> uncheck Enable Shader Pre-Cache
Delete this folder: C:\Program Files (x86)\Steam\steamapps\shadercache\25000

March Map Jam - The Protagonist Dies at the End

With the new 1.2 patch, it's time to start a map jam!

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Edit: The jam is now complete. Come here to see the announcement, find the list of new mods, and to cast your vote for your favorite! https://steamcommunity.com/gid/103582791430184966/announcements/detail/1663392709273977374

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Starting on the 18th of March, anyone who would like to participate has two weeks to create a map with the level editor using the theme given to them.

The theme of the map jam is Protagonist Dies At The End

The deadline is March 30th.

For tutorials on how to create a map in the level editor, check here:


For discussion about the map jam, join the official Wolfire Discord, and check out the #map-jam-march-2018 channel.


Rules:
- You can make any kind of map you want, as long as it fits the theme.
- All maps have to be completed by March 30th.
- It should be uploaded to the Workshop, but your level can also be uploaded here through Discord.


Interpret the theme in any way you want, and most importantly, have fun!

Update 1.2 is out now

We're back with another update for Overgrowth. This is the second large patch we've released since leaving early access.
https://youtu.be/zuAllyymbM4
This time we focused on AI and combat improvements on hardcore and expert difficulty settings.

Enemies are now more cautious, and their attacks are bit less predictable. They are better at evading jump kicks, and will roll away when they see them coming.

We've also reduced the attack magnet, and made the maximum shoulder-throw distance shorter. These make it harder to land hits (especially the jump kick).

Last, cats are a bit more tactical about throwing their off-hand weapon. They use to just throw it at random times. Now they throw it to intercept jump kicks, when you're running away, and when you're far away from them.

We've also made many bug fixes, some performance optimizations, and a bunch of improvements to the editor and to mod scripting.

Changelog:
Here's a summary of all the changes in the 1.2 release. The points listed here are just a summary of all the changes. You can find the full change log here: https://docs.google.com/document/d/1P3LbKGFhbj5-wv6akSjnmBxxGVskLq-BB6wiPm8wjBA/edit?usp=sharing

Gameplay:
- Added back per-character aggression setting (only applies in hardcore or higher), and made AI a bit more cautious on higher difficulty levels
- Disabled attack “magnet” in anything but "casual" mode
- Made AI roll away from jump kicks
- Made it harder to hit large characters as the difficulty increases
- Made shoulder throw require you to be closer at higher difficulty levels
- Made cat offhand throwing more fair

Performance:
- Improved script performance of ragdolled NPCs
- Added setting to disable Depth of Field

Reliability:
- Added better error messages for many game launch failures
- Added file backup system while while saving a map (at "../Overgrowth/Data/Levels/backup/")
- Print progress on loading screen when nav mesh is generating (if no loading screen image is present)
- Fixed error when showing nav mesh on OSX
- Improved non-english language file system support
- Fixed some problems with texture atlas bleeding when texture sizes changed (decals, mostly)
- Enabled stack trace error logging on OSX
- Fixed many crash bugs, especially when working with mods

Modding/editor:
- Improved vignette and depth of field behavior in split screen mode
- Improved error messages in Mods menu
- Bumped up supported mod count to 256
- Added "Species" character script param (just affects behavior, not other script params or appearance)
- Added ability to specify character controller script per-character-instance or per-level
- Many editor UI improvements
- Many additions to Angelscript interface, including split screen controls, and hotspot->object connections
- Added angelscript debugger
- Made "press any key to continue" pulse, so you know level load finished
- Fixed problems setting sky texture
- Fixed issues with character eye target in the dialogue editor
- Fixed File -> New, File -> Open, and File -> "Save Level As..." hotkeys
- Fixed several editor bugs with grouped objects

Overgrowth story:
- Made some enemies in Level 1 and Level 2 more aggressive, and more navigation clean up
- Fixed a few small bugs in other levels

Therium 2 story:
- Fixed progress unlock and story completion icons
- Made it impossible to bypass Jairo's dialogue on Begin
- Made it impossible to slide up fences on Prologue
- Improvements to collision/stairs
- Made it so you can't pick up enemy weapon scabbards
- Fixed infinite Prologue meeting dialogue loop
- Replaced most static spikes with impaling spikes

Known issues
- There is an issue for some people where you try to launch the game and both the game and Steam crash. We're still investigating the cause of this, but we believe this is due to the Steam shader pre-cache feature. To work around this, Steam -> Settings -> Shader Pre-Cache -> uncheck Enable Shader Pre-Cache. Then delete this folder: C:\Program Files (x86)\Steam\steamapps\shadercache\25000

If you find any bugs, and the instructions in "known issues" do not help, please email a full description along with your system specs to [email protected]

To download the update, use Steam, or log into your Humble Bundle account.

Thanks as always for all the support. See you guys in Discord!

Hotfix patch 1.1.4 out now

This is a small hotfix (on top of 1.1.3) that has only a few changes. This patch is a fix to the freezing issues people were experiencing on Intel 5xx and 6xx (520, 630, etc) GPUs.

The next large patch is still in progress and on the way.

Bug fixes:
- Worked around GPU driver crash/hang on Intel 5xx and 6xx GPUs (Intel's driver was crashing when calling glEnable(GL_FRAMEBUFFER_SRGB))

Settings:
- Added ability to disable occlusion query in Debug -> Graphics
- Added config file setting to enable more verbose OpenGL error prompts

If you find any bugs, please email a full description, steps to reproduce the problem, and your system specs to [email protected]