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Death Trash News

Update 0.8.7.10

[h2]Improvements and changes[/h2]
- make player get XP for enemies that are guided through mines
- infection: introduced max time until throwing up gets triggered to prevent potentially never getting triggered
- added max target count to Legion of Flesh
- UI: updated a few notifications like "new item" for clarity and better compatibility with localization
- UI: improved handling of damage numbers above head
- improved some visual assets
- memorizing items: added entry to popup display in intenvory
- additional framework features
- minor performance improvements

[h2]Bug fixes[/h2]
- fixed a few issues with local co-op
- fixed using abilities through action bar bypassing cooldown checks
- fixed Fire Circle not hitting some static targets
- fixed a few issues with fire propagation
- fixed pathfinding setting a course straight through poisoned water
- fixed some cases of enemies attacking player after vanishing
- memorizing items: fixed consuming full stack and only returning one resource item
- fixed rare issue with missing crafting knowledge on old savegames
- fixed an issue with quest item in Old Trees
- fixed pickpocketing display and availability on some NPC types
- fixed some issues when quickloading while level is fading out
- fixed being able to insert grenades into NPC inventory as pacifist
- fixed Flesh Vermin still attacking player after using Vanish ability
- fixed Glutt freezing when worm is killed that he was trying to grab
- fixed collider size of giants becoming too small
- fixed some sound issues in the tower location
- fixed a few issues with handling player stats, including traits like pacifism, when being spawned with a different avatar or in virtual worlds
- fixed a few issues when additional NPCs join the current conversation with the player
- fixed player commenting on Fleshworm pickup even if player comments are disabled
- fixed issues with tutorial display of some custom key and button bindings
- fixed some water display
- fixed issue with handling controller disconnects
- minor level design fixes
- additional minor bug fixes and improvements

[h2]Current state of things[/h2]

1. We have moved to a new office. We are part of the indie game collective Saftladen which moved to a new location in Berlin this summer, and so we went along. The new place is very nice and a lot more quiet than the old place. Good for working on Death Trash without getting distracted.

2. We are working on new content. An ongoing task that is slower than expected. But it's happening. Thank you for your patience.

3. The team is growing. Cäcilia is joining our team from this month on and she will take care or help out with organization, publishing, communication, marketing and more. All those extra tasks that need to be done, especially when self-publishing. This was mostly done by myself so far and the idea is that I will have more time for the game itself from now on. (I will keep being active in discussions, of course.)

By the way: We have a beta branch where we update the game more frequently.
It works like this: We update the game on the beta branch on average once per week and after a few updates when we see that all is working out fine, that last version is pushed as an official update.
You'll find more info about the beta branch and about testing in general over here:
https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/

Thank you for your continued support.

- Stephan

Update 0.8.7.9

[h2]Improvements[/h2]

- improved character pathfinding: walk directly towards target nodes now instead of zig-zagging
- fixed a few other pathfinding issues
- slightly reduced movement impact of walking backwards while targeting
- added option to disable random player character comments (e.g. on looting); at character creation and later through "Current Game" settings
- adjusted alert distance for some human enemies
- fixed some issues with idle NPCs cancelling their paths
- fixed triggering ability from action bar deleting main item or ability selection
- when using Next and Previous Ability and no ability is selected, select most recent that was in that slot instead of selecting first from list
- exclude Puke Ability from Next and Previous ability shortcuts
- fixed some offensive abilities not causing threat on NPCs as weapon damage would do
- world map: show dotted target path towards cursor when not traveling
- permadeath run: disabled quicksaving; autosave on leaving game
- fixed potential lock on game start-up due to loading order
- level design allows placing items on tables now (not by player though)
- removed unintended ranged combat aiming help applied to mouse controls
- added user setting for ranged combat aiming help for mouse controls (off by default)
- fixed directional calculation error for ranged combat aiming for controller
- fixed minor target position miscalculation when throwing items with controller
- fixed some issues with handling getting damage while reloading
- fixed issue with point and click stealth attack commands
- make player character use time and animation for opening doors similar to NPCs
- fixed a few NPC issues with doors
- fixed a few cases of NPCs not walking back to their original location after investigating blips
- reduced chance of dying NPC dropping weapon so that it bumps against attacker (player)
- fixed turrets in Mine 19 still attacking even after being hacked and set to peaceful
- fixed a case of quest 'The Witch' not getting marked as finished
- fixed scene item for Nano Health having a different focus color than other items
- fixed a few issues with visual decorations on NPC visuals
- fixed case of player character not looking at object on starting dialogue with object
- fixed issue with quest tasks getting shown twice in quest view
- fixed rare crash due to pathfinding
- fixed some rare crash on controller disconnection
- localization: minor text changes, removed some obsolete text, added some missing entries
- debug console view: show list of currently active mods
- additional performance and usability improvements, bug fixes and framework additions

[h2]Current state of things[/h2]

We are currently occupied with two major tasks:

1. We are working on new content. This is a bit complicated and slow as we also want to correct issues with and improve elements of the world building and the story. These are, in my personal opinion, the most important parts of the game, therefore they need to get a lot of care and attention.

2. We are improving our tools so we have an easier time working on the game - be more efficient, have a better overview, get things done faster. One example: Recently we've added a data analysis tool which works similar to a spreadsheet but gives as an overview of the "live" data of the game and lets us quickly jump around in the project. E.g. it shows a list of all locations where any item is placed in the game, and with a single click on one of the entries opens the level editor for that location. It might not sound very impressive, but it has already been a huge help in working with the game.

Additionally, we keep updating and improving the game.
This is both a reaction to bug reports from players (Thank you for your feedback!) as well as issues that we discover while working on our aforementioned major tasks.

Thank you for your continued support.

- Stephan

Update 0.8.7.8

- give experience points for unlocking doors (skill or key) similar to other skill actions; adjusted xp for these skill actions
- player movement: slower movement speed when walking backwards while targeting (experimental)
- fixed minor delay in ranged enemy red pointer warning
- fixed stealth attacks sometimes missing target
- fixed additional issues with point and click commands for stealth attacks
- hard difficulty: made ranged warning duration more generous but increased melee attack speed for enemies
- don't cancel point and click walk commands when opening inventory
- show 'Stealing' headline on loot container if appropriate
- local co-op: allow walk commands through map UI similar to singleplayer
- local co-op: fixed a few issues with using the shortcut travel markers
- fixed a few pickpocketing issues when targeting walking characters
- fixed some NPC reactions to stealing
- improved NPC waypoint handling
- fixed a few other smaller NPC issues throughout the game
- Fleshface in Tauris can also be activated now by puking next to him
- fixed Bunker17 not yielding exploration xp
- allow selling Nano Health
- fixed input conflict between back button and other actions on custom button bindings
- world map travel speed: allow toggling back to slow while traveling
- added some missing German text
- several major framework additions and changes behind the scenes (should hopefully not break anything)
- replaced random loot calculation (should have similar results, was updated for better data analysis)
- additional minor bug fixes and improvements

Context: These are ongoing quality improvements and bug fixes. We're also working on new content and other improvements.

Latest roadmap:
https://store.steampowered.com/news/app/941460/view/5009714462588640927

Update 0.8.7.7

- dialogue stat checks: show text for multiple choice even if not being able to select that option due to stats
- removed Animalism skill for now (under consideration / redesign; catching Fleshworms is still possible)
- fixed pull ability not pulling
- fixed slowdown from spider web not getting removed immediately when web vanishes
- Glutt boss fight: fixed Glutt not eating worms
- fixed end of Early Access message triggering even if not having finished Oracle
- fixed ground dirt and grass in bunker areas sometimes drawn outside grid or on top of objects
- fixed skills tooltip or description not reflecting currently assigned but not yet applied points
- fixed crash when level loading was initiated shortly after a script sequence triggered a delayed action
- fixed crash when door gets destroyed while lockpicking it
- fixed a few more rare crashes
- fixed visual issues with action bar
- fixed a few issues with the help text of the map overview
- allow right mouse button as key binding for free look
- disabled player character dropping all items when player character body explodes
- for walk commands through click on overview map: avoid locked doors if there's another path
- fixed some animation and usability issues for lockpicking
- Buzzer weapon: updated magazine size
- mark Tauris on world map when mentioned at Fleshkraken caretaker
- use UnityInputManager as the default controller manager on Windows (fixes Nintendo Switch Pro controller on Windows)
- upgraded to Unity 2021.3.16
- localization: added debug console option to export German text (for further reference on localizing; English should still be the main reference)
- small level design and text fixes
- additional minor bug fixes and improvements

Latest roadmap:
https://store.steampowered.com/news/app/941460/view/5009714462588640927

Update 0.8.7.6

- updated Buzzer weapon: less damage, reduced range, charge up triggers automatically after some time, increased energy ball speed, diminished punching through additional targets
- updated Shock ability: removed target stun, use pushback, added slow movement debuff, slightly increased damage
- updated Freeze ability: reduced stun duration, increased energy usage
- reduced critical hit bonus (to reduce randomness in gameplay in later game stages)
- co-op UI: fixed a few issues when using the large UI setting
- co-op UI: fix healing target marker for second player
- added icon for block ability
- fixed pathfinding through multiple doors failing when first door was open and later one was closed
- fixed character changing look duration during melee attack when holding manual melee attack mode key
- fixed being able to attack hologram character
- minor UI improvements regarding memorized items
- updated Unity Input plugin
- additional minor bug fixes and improvements

Latest roadmap:
https://store.steampowered.com/news/app/941460/view/5009714462588640927