Here are the patch notes for this post-release hotfix.
- Some minor spelling and grammar edits.
- Fixed bug where many achievements would be granted on first launch.
What's the plan for the future?
First and foremost, preparing for the next development cycle, and getting Act 2 to the players (and our backers) ASAP.
But secondly, we've gotten a lot of feedback asking for more non-linearity in the Act 1 combat segment. We originally had more variety in the usage of items and weaponry, but it led to many 'walking dead' scenarios where players were still making choices after a fatal mistake, and continuing play for quite some time without a hope of actually surviving. Before Act 2's release, we'll be looking at making a redux of the Act 1 fight, and possibly add in some more achievements for clever or terrible ideas.
Edit: After taking inventory of what's possible without taking artists away from their Act 2 commissions, I'm fairly certain I can dramatically extend the game's content just by programming and writing. This includes: reworking existing items, adding new uses, removing the 'safeties' we added to prevent Dead Man Walking scenarios, reworking how weapons and wounds are handled, and generally laying the Act 1 fight open for autopsy. I can also add the Quality of Life improvements I've been contacted about, such as nametags and a notes section for the inventory (a notes section will also allow us to add a new dynamic to the game, by keeping track of what rules/clues Jorgen actually knows).
I'll post a teaser update as to what specific extensions we're making soon.
Thanks all.