Betrayer

Betrayer

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Villager  [developer] Aug 27, 2013 @ 6:48pm
Betrayer Update #1 Released!
NOTE: You'll need to start a new game with this update!

We're hoping to release some new content soon, but in the meantime we wanted to push out an update to address some of the requests and suggestions you've been posting and emailing.

First off, you can now adjust the dark and light intensity to suit your tastes. Those of you who like the visuals as is can stick with the default values, while those who prefer a softer (or harsher) look can tweak the balance however you desire.

We've also added initial gamepad support. There are still some kinks to iron out with menus and other UI elements, but it's feeling like a solid foundation. Note that you can rebind buttons from the in-game pause menu.

There are numerous other gameplay tweaks, optimizations and fixes outlined in the changelist below and plenty more on the way! Thanks for all your feedback and please keep it coming!

CHANGELIST:

New Features:
  • Added sliders to allow adjustment of dark and light intensity. Accessible from the Main Menu or the Pause Menu while in-game.
  • Added initial gamepad support. Very much a work in progress. Controls can be remapped, but only while in-game. If keyboard and mouse controls are displayed in the keybindings, back out and try again. Also, menus aren’t navigable by gamepad, so keep a mouse handy!

Gameplay Changes:
  • Added gravity to arrows.
  • Melee speed with bow equipped now matches other weapons.
  • Reduced melee damage for player and Conquistadors.
  • Compass markers now don't turn on until you discover the corresponding location.
  • You can no longer sprint backward.
  • Dead enemies leave behind any projectiles stuck in them when removed.
  • Musket now zooms in tighter when aimed.
  • Musket rounds travel slightly faster.
  • Conquistador musketeers and chargers move a little faster by default. Their sprint speed is unaffected.
  • Separated shortbow and longbow ammo.

Optimizations:
  • Post processing runs twice as fast.
  • Object cull distances updated in the levels to better fit each detail setting.
  • Dynamic shadows adjusted for better performance in each detail setting that uses them.
  • Characters now display shadows in Low detail setting.
  • Fort Henry level now has higher static shadowmap quality for Minimum and Low settings.
  • All ground foliage temporarily removed from Minimum detail setting.
  • Grass now visible in Low detail setting.

Fixes:
  • Vsync is now selectable and works as expected.
  • Fixed issue for all modifier keys like Shift, Alt and Ctrl than prevented right keys from binding correctly.
  • Fixed issue with not being able to bind mouse buttons.
  • Fixed issue with Smoothing and Invert Y changes not getting saved.
  • Fixed issue with Restore Defaults not affecting Sensitivity, Smoothing, or Invert Y in the Controls menu.
  • Fixed issue with pressing keys on controls screen sometimes saying "XXX binding moved to XXXX"
  • Esc now backs out of pause menu screens. Not working in the main menu yet.
  • Fixed a hard lock caused by toggling quickly between performance settings.
  • Fixed missing materials on Conquistador and bell when changing detail level.
  • Fixed issue with space bar restarting the credits instead of skipping them. Esc also skips.
  • Lowell Vaughan and Steven Walker now called out in the special thanks. Sorry, guys!
  • Removed anticlimactic countdown timer when selecting the Fullscreen option.
  • Fixed issue with counters for certain events not getting reset properly if you died prior to completing them.
  • Fixed issue with not being able to interact with two of the totems if you died after activating them.
  • Fixed crate item randomizer not getting reset.
  • Fixed issue with talking skulls being recollectable after loading a saved game.
  • Fixed issue with red death screen appearing after fast travel.
  • Fixed issue with the world not being fully streamed when the level starts.
  • Fixed looping fire issue with musket and pistol.
  • Fixed issue with arrows and tomahawks disappearing when destroying crates.
  • Hitting R while running no longer causes the weapon to come up.
  • Drawing the bow correctly aborts sprint.
  • Fixed issue with AIs not playing their idle animations.
  • Maple leaves no longer block projectiles.
Last edited by Villager; Aug 27, 2013 @ 7:16pm
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Showing 1-15 of 31 comments
phantoh Aug 27, 2013 @ 6:54pm 
Awesome update! I really like the bow and sprinting changes.
Honk Dog Aug 27, 2013 @ 6:55pm 
Looks like a good set of fixes, thanks guys. EDIT: The contrast sliders are a fantastic idea. I personally love the game's visual style and never got any eye strain problems from it, but this seems like a good concession to those who do and at the same time doesn't fundamentally alter the game's aesthetics.
Last edited by Honk Dog; Aug 27, 2013 @ 7:03pm
BichNuggets Aug 27, 2013 @ 6:56pm 
Awesome work guys.
Awesome thank you., Wanted the CTRL and SHIFT keys to be fixed so I could play properly with the arrow keys.
Excellent.
One thought though; I can understand why people are calling for colour. The game has great art style in black and white, but it does tend to make things hard to make out. Like anything that is light will be bright white, and the edges of things are hard to see, especially in amongst trees and bushes.
Just a thought. Maybe this patch with the dark and light sliders will help. I hope so.
Anyway, keep up the good work, so far I am mildly impressed by the game, I am hoping it will be as great as the fantastic F.E.A.R., one of the best horror/action shooters of all time, with definitely some of the best A.I. I have ever played against. Those ♥♥♥♥♥♥♥♥ were SMART. Hope to see some nice A.I. like that here, since it wasn't replicated in the F.E.A.R. sequels or expansion pack's
yusupov Aug 27, 2013 @ 7:01pm 
i think the sliders are essential, given that every monitor is going to be different...fortunately i've had no problems with the default settings. i know that in most games, i have to adjust gamma down quite a bit though, so maybe i should experiment some.
DunHiLa Aug 27, 2013 @ 7:05pm 
Originally posted by Craig Hubbard:
We're hoping to release some new content soon, but in the meantime we wanted to push out an update to address some of the requests and suggestions you've been posting and emailing.

First off, you can now adjust the dark and light intensity to suit your tastes. Those of you who like the visuals as is can stick with the default values, while those who prefer a softer (or harsher) look can tweak the balance however you desire.

We've also added initial gamepad support. There are still some kinks to iron out with menus and other UI elements, but it's feeling like a solid foundation. Note that you can rebind buttons from the in-game pause menu.

There are numerous other gameplay tweaks, optimizations and fixes outlined in the changelist below and plenty more on the way! Thanks for all your feedback and please keep it coming!

CHANGELIST:

New Features:
  • Added sliders to allow adjustment of dark and light intensity. Accessible from the Main Menu or the Pause Menu while in-game. Visit the Betrayer forums on Steam for additional information!
  • Added initial gamepad support. Very much a work in progress. Controls can be remapped, but only while in-game. If keyboard and mouse controls are displayed in the keybindings, back out and try again. Also, menus aren’t navigable by gamepad, so keep a mouse handy!

Gameplay Changes:
  • Added gravity to arrows.
  • Melee speed with bow equipped now matches other weapons.
  • Reduced melee damage for player and Conquistadors.
  • Compass markers now don't turn on until you discover the corresponding location.
  • You can no longer sprint backward.
  • Dead enemies leave behind any projectiles stuck in them when removed.
  • Musket now zooms in tighter when aimed.
  • Musket rounds travel slightly faster.
  • Conquistador musketeers and chargers move a little faster by default. Their sprint speed is unaffected.
  • Separated shortbow and longbow ammo.

Optimizations:
  • Post processing runs twice as fast.
  • Object cull distances updated in the levels to better fit each detail setting.
  • Dynamic shadows adjusted for better performance in each detail setting that uses them.
  • Characters now display shadows in Low detail setting.
  • Fort Henry level now has higher static shadowmap quality for Minimum and Low settings.
  • All ground foliage temporarily removed from Minimum detail setting.
  • Grass now visible in Low detail setting.

Fixes:
  • Vsync is now selectable and works as expected.
  • Fixed issue for all modifier keys like Shift, Alt and Ctrl than prevented right keys from binding correctly.
  • Fixed issue with not being able to bind mouse buttons.
  • Fixed issue with Smoothing and Invert Y changes not getting saved.
  • Fixed issue with Restore Defaults not affecting Sensitivity, Smoothing, or Invert Y in the Controls menu.
  • Fixed issue with pressing keys on controls screen sometimes saying "XXX binding moved to XXXX"
  • Esc now backs out of pause menu screens. Not working in the main menu yet.
  • Fixed a hard lock caused by toggling quickly between performance settings.
  • Fixed missing materials on Conquistador and bell when changing detail level.
  • Fixed issue with space bar restarting the credits instead of skipping them. Esc also skips.
  • Lowell Vaughan and Steven Walker now called out in the special thanks. Sorry, guys!
  • Removed anticlimactic countdown timer when selecting the Fullscreen option.
  • Fixed issue with counters for certain events not getting reset properly if you died prior to completing them.
  • Fixed issue with not being able to interact with two of the totems if you died after activating them.
  • Fixed crate item randomizer not getting reset.
  • Fixed issue with talking skulls being recollectable after loading a saved game.
  • Fixed issue with red death screen appearing after fast travel.
  • Fixed issue with the world not being fully streamed when the level starts.
  • Fixed looping fire issue with musket and pistol.
  • Fixed issue with arrows and tomahawks disappearing when destroying crates.
  • Hitting R while running no longer causes the weapon to come up.
  • Drawing the bow correctly aborts sprint.
  • Fixed issue with AIs not playing their idle animations.
  • Maple leaves no longer block projectiles.

You screwed the dog on this one guys-lost all of my items after the update.The bows,the musket..everything.However most of the important bugs seemed to be fixed so good job :)
phantoh Aug 27, 2013 @ 7:11pm 
Originally posted by yusupov:
i think the sliders are essential, given that every monitor is going to be different...fortunately i've had no problems with the default settings. i know that in most games, i have to adjust gamma down quite a bit though, so maybe i should experiment some.

I was fine with the default settings too, but I really dig the lower Light intensity levels.
acerobby Aug 27, 2013 @ 7:13pm 
I just played the new update and I love the changes to the bows and muskits, I now have to plant out my statagie more carfully, now got a closer look at the basic enomy you fight too i have to say I like their desighn, I feel bad I couldent appreceate it soner now if you excuse my I have to play some more of the game.
Last edited by acerobby; Aug 27, 2013 @ 7:13pm
Villager  [developer] Aug 27, 2013 @ 7:13pm 
Yeah, I'm sorry we forgot to mention that you'll have to start a new game. That's probably going to be the case for awhile since there are a lot of significant changes happening.

I'll update the announcement with that info.
CueZero Aug 27, 2013 @ 7:32pm 
Hurray weighted arrows, this feels much better. Keep up the great work, I'm really looking forward to seeing what new content you guys come up with!
Spoonie Aug 27, 2013 @ 7:41pm 
No multi-monitor update :( I'd say thanks for the other stuff, but I'm not playing it until Nv surround glory is implemented :P

http://steamcommunity.com/app/243120/discussions/1/864976115074246927/
RambleCan Aug 27, 2013 @ 7:52pm 
Awesome update! I wasn't even bothered with the contrast before but now that I can change it and lower it a bit it's like a whole new game! I love the feel of it being a bit softer. Wow!

The controller support is nice but I had a pretty good Xpadder profile previously. One thing I would suggest is adding a deadzone sensitivity. With your default controller support my right stick drifts slowly to the left because the deadzone is too sensitive.

All in all though an amazing update and I'm looking forward to see what you do with this game.
yusupov Aug 27, 2013 @ 8:02pm 
also like the contrast (i think). lowered the light 2 notches & it was a big difference..not sure if i'll stick with it or not though as the washed out look seemed really appropriate on the beach.
Controls succesfully remapped, excellent.
And the contrast, bright/dark sliders are perfect.
Should stop a lot of the people whining about the game needing colour.
I could see where they were coming from in regards the brightness before, since it was kind of hard to make out any kind of detail in anything. But now you can have it exactly how you want, and it looks a million times better, in my opinion (which is always the RIGHT opinion, by the way)
DunHiLa Aug 27, 2013 @ 9:17pm 
Originally posted by Craig Hubbard:
Yeah, I'm sorry we forgot to mention that you'll have to start a new game. That's probably going to be the case for awhile since there are a lot of significant changes happening.

I'll update the announcement with that info.
You guys can't update a game without ♥♥♥♥♥♥♥ up our saves,can you? :D
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Date Posted: Aug 27, 2013 @ 6:48pm
Posts: 31