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DYSMANTLE News

Update 0.6.5 "Link Tower Ascension"



The new version 0.6.5 is now available in the main default branch! It contains tons of smaller fixes and tweaks, but there's also a couple of more noticeable features.

You can now Level Up the Link Towers by killing all monsters in the area and installing a special Transmitter. This will restore the monsters to the area. They come back tougher but with better rewards. You can repeat this cycle two times (per tower) in this version. There's a new Medal Goal for leveling up the towers as well. Leveling up will also unlock some more functionality in the future, but more on that later.



The minimap now shows the remaining monster count per area. After you've installed the Scanner Radar to the Link Tower that is.

The work is also well under way on the next BIGGER update. We're simultaneously working on TWO new areas at the moment. We've expanded the team a bit (+1), so hopefully we'll get these updates out a bit faster in the future. So more stuff is coming, but probably one new area at a time.

Back to this update at hand. Another feature I want to highlight here is the manual aiming for grenades, throwing knives, and such.



It works simply by holding down the throw button and moving the mouse cursor / pushing gamepad right stick. In addition to the obvious benefit here, this will also enable some new kinds of puzzles in the future.

You can also re-enter completed tombs now. This will be useful in the future updates where you can go in and check those big stone tablets in case you've already completed the tomb.

Full change list follows! (Well, mostly full, we're not including all the minor tweaks and fixes in this list.)

VERSION 0.6.5


[h2]ADDED[/h2]
- Link Towers can be Leveled Up by installing a proper Transmitter. Leveling up brings the monsters back as tougher versions with better rewards.
- Medal for leveling up Link Towers.
- Level Cap is now 25.
- Throwable items can be aimed by long pressing the throw button (default Mouse Right or Gamepad Y).
- New Link Tower Transmitter Scanner Radar which shows area monster status in minimap and Link Tower screen.
- New trinket: Denture Fangs.
- Mana Shard material.
- Turning animations for the player.
- Completed tombs can be re-entered.
- Sawmill UI Stop button.
- Broken walls show some rubble.

[h2]CHANGED[/h2]
- Lowered lumber requirements for bridge repair (20 -> 12).
- Some object damage masks.
- Tweaked quest xp rewards to be in line with level xp requirements (mostly raised).
- Spirit deers should no longer run away after finishing their path and are more clear in indicating the correct spot.
- Tweaked material drops from trees.
- Low health indicator (red blinking) slowly becomes less intrusive after 3 seconds of taking hit.
- Can now cook on diner stoves (If they haven't been dismantled yet, obviously).

[h2]FIXED[/h2]
- Graphical glitches.
- Fixed dead body placement around chasms.
- Navigation keys do not close inventory or map tabs anymore.
- Crash in Collection when clicking an unexpected button.
- Enemies can now properly walk on fixed bridges.
- Enemies now try to avoid pits like they avoid falling into water.
- Tapping throw button quickly does not create extra grenades anymore.
- Likely fix for a bug where enemies could get stuck into doors.
- Doors show correct health bars, destroying a door does not destroy its doorway.
- Sawmill fuel amount is now shown correctly.

THANK YOU!


DYSMANTLE launch and this month(ish) following the launch has exceeded our expectations on so many levels. It has been amazing to show you guys what we've been working on for almost three years now. This has been a nice ending for 2020. So I can't stress this enough, but thank you everyone for your kind words, critique, improvement suggestions, reporting bugs, and... everything.

As discussed in the previous post, we're just about to embark on Xmas holidays. We'll be getting back to the remote offices early January 2021 -- probably around Day 7, 2021. So you could maybe expect the next update mid-January at earliest. I know it's not... optimal that there's such a long break between the updates, but the next one should probably maybe perhaps be a bigger one (access to a new area etc). We'll keep you posted on this, and hopefully make a bit more concrete post about our future update roadmap in early 2021.

Note that we're probably not going to be very responsive during the holidays. We may check out Discord once in a while, but mostly we're trying to do that recharging thing everyone is talking about.

Happy Holidays!

🗼

PS. Remember this one? Happy holidays to you too, Rudolf! This is not in the game, so do not try and look for it :D

Update 0.6.4 "Beyond Checkpoint Kappa"



The first update expanding the game area is finally here! It's called Beyond Checkpoint Kappa, and as some of you might guess, it expands the game area in the northwest corner of the current game area by giving you means to get past of that barely guarded checkpoint. You'll find a new quest there. It should explain everything. So.. Good luck?

I don't want to say too much about this update as I don't want to spoil anything, but you will be fixing stuff, visiting a diner, going through trash, making some woodwork, and maybe finding some more hints about the 👑Crown Station.



VERSION 0.6.4


[h2]ADDED[/h2]
- Access to the new area beyond the Checkpoint Kappa.
- Level Cap is now 24.
- New invention: Rare Compressor
- Players can now rebind Map and Inventory buttons.
- Option to take 5 materials out of the storage box at once.
- Locked doors now show the required key / lockpick in the Point of Interest Info screen.
- New material 'Lumber'.
- Sawmill.

[h2]CHANGED[/h2]
- Doors are now connected with doorways and both get destroyed at the same time.
- Lonely doors without any nearby walls can always be destroyed.
- Scrapper monster AI tweaks and buffs to movement speed.
- Puker monster AI tweaks.
- Taking materials out of the storage box now costs XP based on the material rarity level.
- The material previously known as 'Wood' is now 'Scrap Wood'.
- The material previously known as 'Timber' is now 'Wood'.
- Arrows on road signs now show regardless of emoji option.

[h2]FIXED[/h2]
- A bug that allowed attacking through door.
- Path planning crash bug.
- Minimap north marker position is now resolution independent.
- Destroyed Locked Doors and Radios are now marked as completed POIs. If you had already destroyed a door/radio before this update, click the lock POI info in Collection to unlock it.
- Exploding barrels now work while situated on top of "wooden piers".
- Eating carried materials now actually uses the buttons it shows tooltips for.
- Digged up Treasures now show up in Collection properly.
- Item triggering quest Buried Treasures now can't be destroyed until you have taken the quest.

This update is available in the default branch now, so it has probably been already stealthily updated for you by those tiny people working inside the steam engine. That's how I imagine it works, but I'm no tech expert.

If you find major issues with any new update, note that you can go back to the previous build by changing your branch to 'previous_default'. However, this time it's probably not a good idea with this update as there are slight changes in the save format. The Timber material is missing, and it could cause some weirdness here and there.

A few words about the future updates. We're hoping to push out one new update within the next two weeks, and then take a two week Xmas holiday to recharge our 🔋batteries, and get back ⚡electrocuted early 2021. But more on that later!

🥶

Coming Up Next



Just a quick note for those who have been waiting for another update to drop. I know we've been pushing those out weekly so far, but because the next one is a bit bigger, we'll need some more time implementing everything. We're close, and it's coming next week though!

So just to recap, the next update will open up a new game area (yeah yeah, BEYOND THE WALL), give you access to a few new inventions, increase the level cap, and... let's you operate that large yellow(ish) thing with the saw blade you see in the pic. Any idea what you wood use that for?

Going even further, the next updates after that will (obvs) open up even more game areas, and eventually even the legendary 👑Crown Station, but also add new game mechanics and features such as Combat Obelisks, Building stuff, and Night Terrors. We'll also have a "Lore, Myths, and Legends" update planned which will shine more light on what has been happening on this strange strange island. Eventually it will all make sense. Hopefully.

So until next week!

🌳

Update 0.6.3 "Suggestions & Feedback"



Now available for everyone!

Lately we've been doing two things: developing the next area BEYOND THE WALL, and reading through your feedback. This (v0.6.3) update will be still about reacting to your feedback and implementing your suggestions, but the next one (v0.6.4) after this will be about adding more content and a new game area. BEYOND THE WALL!

So we've been keeping reading the reports you've sent in. To be exact all the 4104 reports you've sent in so far. And that doesn't even include all the feedback we've gathered from the forums, YouTube/Twitch videos, emails, angry people yelling on the street next to the McDonalds, etc. It has been... Overwhelming. We are (of course) very grateful of it all.

Anyway, we've organized the feedback into a nice loooong Google doc, and we're going through it in the order we get from the formula significance divided by the_time_it_takes_to_implement_it. To highlight one of the most requested things, here's a screenshot of the UI used to take materials out of the Orange Box.



Full list of changes follows.

VERSION 0.6.3


[h2]ADDED[/h2]
- Level Cap is now 23!
- New craftables now accessible: Weight Lifting Gloves, Storage Box Upgrade.
- Added option take materials out from Storage Box. Requires the Storage Box Upgrade.
- Added material Auto-collect setting (in Collection -> Materials).
- Secretly developing the next areas (not yet accessible in this build).
- File 'rename_to_developer.xml' which can be easily used to enable logging in case of issues by renaming it to 'developer.xml'.
- Gameplay option for having the camera rotate based on player movement direction.
- Gameplay option for having the camera y axis rotation direction inversed.
- GEMBINE now gives material rewards for worthy scores.
- Locked doors are now Points of Interests. You can complete the POIs in previous states if you close/open the door again.

[h2]CHANGED[/h2]
- Usual changes and tweaks to multiple object HP and DMG thresholds.
- Dodge roll speed is now slower than running.
- Wandering enemies are now avoiding water more than before, but they will still run and drown occasionally.
- Bandage now heals during the animation and can be cancelled.
- Trinket slot unlock limits tweaked.
- Minimap north marker easier to spot.
- Camera can now be tilted slightly further (about 6 degrees more) to show more of surroundings.

[h2]FIXED[/h2]
- Wishing well sound loop is no longer playing after exiting the reward screen.
- Numerous open world bugfixes.
- Inventory now shows correct Fahrenheit temperatures.
- Bug regarding drown.
- Improved blocked door detection.
- Player animations with Link Towers, Link Relays, and Terminals.
- Collision detection issues.
- Buried treasures.
- Fishing animation cancelation.
- Now using less memory allocations.
- A bug that sometimes made it difficult to destroy objects that had an indestructible parent.
- Rare crash to desktop issues.

We've still got plenty of feedback to implement, but we'll slowly move more weight on implementing new stuff as well. That is, after all, the single most requested feedback item.

📫

Tesla Force Now Available - Start The Lovecraftian Monster Onslaught!



Get ready for the ultimate Lovecraftian Monster Onslaught - Tesla Force is now available! Just go here:

https://store.steampowered.com/app/1149710/Tesla_Force/