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Update notes via Steam Community

We're not dead!
(Bit of a grim thing to write under a post titled "Foreshadowing!", but I'll take my chances.)

Yeah, it's been a second since you've heard from us, but I assure you, we've been busy. Not necessarily on DoH, but largely with, y'know, life stuff. And... some other projects! If things go well, you might get a glimpse at what some of us have been cooking up in the future.

If you happen to be at HeroFest in Berne the next three days, come on over to our booth to see us in the flesh! We even have a lil goodie for you this time, apart from the sick stickers: If you beat the first boss, you'll get a code that grants you access to a secret conversation. Never tried something like that before, so I'm genuinely excited to see how that turns out!

Coming up in the "features"-department: Tiles now get a preview before they're placed. You might think this is not a big deal, but it does change the strategy a bit, since you can now see where tile modifiers go. For instance, if you're in desperate need of healing, knowing if you need to cross an entire tile to reach a mango tree is useful information. (Kudos to Marcel, he had to take apart the entire map-code for that one.)

The Fruit Market got a long overdue update as well, now using a menu-based interface instead of having to awkwardly throw your fruit into its general vicinity. It's not exactly a looker, but it's a lot more understandable compared to the previous system.

Finally, I've added a transition screen for the engraving questline that comes after beating hard mode. It's not too expanded on yet, since what follows would be the new final bosses, but you might get a glimpse someone that didn't have too active a role in the story so far...

So, all-in-all, largely just a bunch of long overdue QoL changes, with a bit of story sprinkled in to make it go down a bit easier.

Except, no tower rework. All my homies hate doing the tower rework.

Have a good one!
Jonas Wiesli
Team Quintuple-A

Patch Notes

Changes

  • Tiles are now shown before they are placed, including tile layouts

  • Fruit Market is now menu-based

  • Added basic setup for engraving selection (right before the planned end of the game)

  • Added some new conversations, including a secret one

  • Minor edits to existing conversations

  • Added sound for the Arcana Orb

  • Added fade effect when characters change expressions

  • Added profanity filter (toggleable in options)

Fixes

  • Fixed "Emblem of Chaos" sometimes causing a lag spike when walking from one tile to the other

  • Made an edit to the easter egg video to better comply with steam community rules
    (not that anyone complained, but just in case)

  • Added some missing expressions for characters

Windows Depot 3363582
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