Wow! I can’t believe we’re on our 200th weekly recap already! Time flies so fast…
Last week we launched a tiny frontline patch with some use experience upgrades. Among other things, we added a temporary aid to those who have experienced one of the bugs where either their character or their world progress gets deleted as the result of a crash. We’re still not sure what exactly causes these bugs (and we’re doing our best to figure it out!), but we’ve now implemented a system that notices if your savefile has been corrupted and automatically reverts to your last backup (which are added by the games every now and then):
As you can see, it also lets you know how much progress you’ve lost, and tells you where to find the corrupted file, which gets saved in a different location. Sending it to us could help us find out what causes these corruption bugs, so please do if you see this message pop up!
Another thing we’ve been working on is to improve certain on-death bag tips for the game over screen. Currently most of them are random insults that do little to help your efforts, but sometimes (and after this patch, more often) Bag actually gives some useful advice on how to beat the challenge you’re facing:
Unfortunately, it’s quite easy to miss which ones are actual tips, so we’re also adding a bit of clarity to that. Basically, a bold “Listen up!!” (as seen below) will appear, accompanied by some shaking to catch the players attention. Hopefully that makes it stand out a bit more than regular bag commentary!
Meanwhile, Vilya has been working on a bunch of different things. For one, she’s been adding some details to the first map of Mt Bloom, in the shape of a ruined bridge with some statues that will set the theme of what’s to come later on. Here’s the GIF of her progress:
And here’s the final piece of the GIF wip, as well as some additional details added afterwards:
She’s also been playing around with adding stone tablets next to the doorways, in order to make it more clear that they lead somewhere:
We’re still thinking about other ways to add more clarity to which parts of the walls contain a door, such as light effects and the like, but we’ll see where that all ends!
To end this post, there’s also some drops, the portrait of a cave dweller related to the Frostlings of Seasonne, and a couple of animations:
See you next week! :D