Update Slightly Delayed – But the Beta Build Is Live!
Hi everyone,
I’ve decided that the recent big update is too unstable to release in its current state.
This came to light for me after a more rigorous round of play testing.
However, I didn’t want to leave you with nothing, especially after promising something for the 10th. So I’m putting part of the build into SEA (Super Early Access).
You can find instructions on how to join the SEA testing here:
https://steamcommunity.com/app/2965660/discussions/0/4515507601682535093/
So, when will the full update come out?
I’m still targeting May. I apologise for any frustration caused. I want to make sure the update really delivers and at the moment, it’s just not ready.
I hope you understand why I’ve decided to delay it a bit longer. Thanks so much for your support of Pilgrim - I’m really looking forward to getting this out properly.
As a little teaser, below are the current patch notes currently for the update.
Note: Not everything listed below is in the SEA build - which is a slightly older version of the update.
- Changed voice chat implementation
- Improved interaction system
- Improvements to the torch not being in front of the camera when head bob is turned off
- Vastly improved procedural generation speed of dungeons
- Increased walk and sprint speed
- Updated road mesh generation (should bring more stability)
- Fixed not being able to switch who you're viewing in spectator mode
- Fixed dead body not dropping correctly from inventory when switching items
- Sped up crystal crush trap to compensate for quicker movement speed
- Reduced Pale speed
- Added a stall to when a monster takes damage. So now they will stop for a bit after being hit.
- Fixing jester hat audio
- Bucket refills in rain
- Fixed issue where buying equipment from the merchant would override max loan
- Fixed issue where dropping a piece of equipment would also drop the currently held item
- Allowing picking up of equipment when already holding an item
- Outside monsters now have save game permanence so that when killed they will not re-appear in a loaded game
- Toned down force applied to monsters when hit by spear (so now they shouldn't fly off)
- Fixed money change noises note playing for clients
- Randomising dungeon type order
- Fixing when a newly joined player sees another player turned into a tree it no longer is just the character standing there
- Tree people won't follow you into the Merchant area and stay dead upon reload
- Improved "Pale" enemy pathing and interactions. Should no longer get stuck in the caves
- Adjusting the Pale's kill sphere to be a bit more fair
- Making it so when the Pale is scared off by fire it won't kill a player whilst running away
- Stopping the mimic from activating after a player is cut in half
- Fixed spears not being able to thrown in or near the wagon
- Village no longer removes huge portions of trees when loading in
- Fixed running with lantern causing aggressive flickering
- Added two extra trap rooms
- Added storage area to wagon
- Special loot rooms added to dungeon
- Lock and key mechanics
- Lock picking minigame
- Added crystallette power source
- Added remote communication device
- Added two new enemies
- Added a dungeon type
- Added a point of interest
- Added spectacles that attach to your gear slot and improve vision in interesting ways
- Added a vendor to the merchants section
- Added a map system and upgrades
- Added stat gathering and progress report
I’ve decided that the recent big update is too unstable to release in its current state.
This came to light for me after a more rigorous round of play testing.
However, I didn’t want to leave you with nothing, especially after promising something for the 10th. So I’m putting part of the build into SEA (Super Early Access).
You can find instructions on how to join the SEA testing here:
https://steamcommunity.com/app/2965660/discussions/0/4515507601682535093/
So, when will the full update come out?
I’m still targeting May. I apologise for any frustration caused. I want to make sure the update really delivers and at the moment, it’s just not ready.
I hope you understand why I’ve decided to delay it a bit longer. Thanks so much for your support of Pilgrim - I’m really looking forward to getting this out properly.
As a little teaser, below are the current patch notes currently for the update.
Note: Not everything listed below is in the SEA build - which is a slightly older version of the update.
- Changed voice chat implementation
- Improved interaction system
- Improvements to the torch not being in front of the camera when head bob is turned off
- Vastly improved procedural generation speed of dungeons
- Increased walk and sprint speed
- Updated road mesh generation (should bring more stability)
- Fixed not being able to switch who you're viewing in spectator mode
- Fixed dead body not dropping correctly from inventory when switching items
- Sped up crystal crush trap to compensate for quicker movement speed
- Reduced Pale speed
- Added a stall to when a monster takes damage. So now they will stop for a bit after being hit.
- Fixing jester hat audio
- Bucket refills in rain
- Fixed issue where buying equipment from the merchant would override max loan
- Fixed issue where dropping a piece of equipment would also drop the currently held item
- Allowing picking up of equipment when already holding an item
- Outside monsters now have save game permanence so that when killed they will not re-appear in a loaded game
- Toned down force applied to monsters when hit by spear (so now they shouldn't fly off)
- Fixed money change noises note playing for clients
- Randomising dungeon type order
- Fixing when a newly joined player sees another player turned into a tree it no longer is just the character standing there
- Tree people won't follow you into the Merchant area and stay dead upon reload
- Improved "Pale" enemy pathing and interactions. Should no longer get stuck in the caves
- Adjusting the Pale's kill sphere to be a bit more fair
- Making it so when the Pale is scared off by fire it won't kill a player whilst running away
- Stopping the mimic from activating after a player is cut in half
- Fixed spears not being able to thrown in or near the wagon
- Village no longer removes huge portions of trees when loading in
- Fixed running with lantern causing aggressive flickering
- Added two extra trap rooms
- Added storage area to wagon
- Special loot rooms added to dungeon
- Lock and key mechanics
- Lock picking minigame
- Added crystallette power source
- Added remote communication device
- Added two new enemies
- Added a dungeon type
- Added a point of interest
- Added spectacles that attach to your gear slot and improve vision in interesting ways
- Added a vendor to the merchants section
- Added a map system and upgrades
- Added stat gathering and progress report