Overgrowth

Overgrowth

 This topic has been pinned, so it's probably important
kavika Jan 11, 2019 @ 11:11am
Overgrowth 1.4 update out now!
The 1.4 update for Overgrowth is now available.

This will be the final update of Overgrowth for now. We temporarily unpaused Overgrowth development for the 1.4 update, and now we are pausing again so we can focus on our new (currently unannounced) game.
https://www.youtube.com/watch?v=YMuzNDgGDoY
In this update, we added a new story mode campaign: Drika's Story, and some improvements for modding.

The editor's spawner menu has been cleaned up quite a bit. Many new items have been added to the spawner menu (over 200!), and old ones have been cleaned up.

Now most hidden parameters for characters have also been exposed in the editor, so they're easier to find and to remember how to use.

There's also a bunch of other bug fixes and other small modding related features that have been added.

Thanks to the Wolfire community (especially people on The official Discord Server[discord.gg]) for all the play testing and bug reporting they've been doing. Without you, this 1.4 release wouldn't have happened! Also, thanks for the late-night spawner item testing. That was a lot of work :)

Changelog:
Here's the top changes in the 1.4 release. The points listed here are just a summary of all the changes. You can find the full change log here: https://docs.google.com/document/d/1kTlvqPI5DxGyRETuk11pUdpa8x918az96oKNtoTgkdM/edit?usp=sharing

New Drika's Story Mode:
- New story mode content in the Therium 2 universe
- Drastically improved version of the mod version of Drika’s Story (so it would be worth another playthrough if you’ve played the mod)
- A lot of new dialogue and levels
- Graphics updates (to the Steppes especially), and more character interactions

Editor:
- Exposed most hidden parameters on characters, so they can be easily found in the editor UI
- Made AI fear mechanics fully customizable via editor params. Can now make rabbits not flee wolves, make non-wolves scary to other species, etc.
- Added parameter to make a specific character flee when health drops below specified value
- Cleaned up spawner items, added all working items to the spawner that were used in levels

Modding:
- Many bug fixes. See the full change log (link above) for details
- Many new script APIs
- Several small improvements to the editor

If you find any bugs, please email a full description along with your system specs to bugs@wolfire.com

To download the update, use Steam, or log into your Humble Bundle account[www.humblebundle.com].

Thanks as always for all the support. See you guys in Discord[discord.gg]!
Last edited by kavika; Jan 11, 2019 @ 11:13am
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Showing 1-15 of 62 comments
Leviathan Jan 11, 2019 @ 2:42pm 
Sweet! Loving the game so far!
{!i} Romans1200 Jan 14, 2019 @ 11:50am 
someone please help me. when i open the game it says could not creat the GL context. please please help me.
kavika Jan 14, 2019 @ 12:42pm 
Originally posted by ROMANOVZ idle-empire.com:
someone please help me. when i open the game it says could not creat the GL context. please please help me.

You need a modern gaming GPU to play the game. Either your computer doesn't have a real GPU (preferrably AMD or nVidia) or for some reason your computer isn't using it automatically when you play games.

Make sure your computer meets the minimum requirements to run the game, and if it does, make sure you update your GPU driver software, and that your GPU's control panel is set up so that games will use the GPU automatically (or set it up to force the game to use your GPU).
Last edited by kavika; Jan 14, 2019 @ 12:47pm
SchniTTeR Jan 14, 2019 @ 12:42pm 
What is the "throw trainer" for? I found it in the parameters and I didnt see the difference...:easteregg:
kavika Jan 14, 2019 @ 12:48pm 
Originally posted by SchniTTeR:
What is the "throw trainer" for? I found it in the parameters and I didnt see the difference...:easteregg:

It's used in the Therium 2 tutorial and Level 2 of the Overgrowth story. It's a flag you use on enemy NPCs. It only takes effect if the tutorials are enabled.
Last edited by kavika; Jan 14, 2019 @ 12:49pm
SchniTTeR Jan 15, 2019 @ 12:55pm 
Originally posted by kavika:
Originally posted by SchniTTeR:
What is the "throw trainer" for? I found it in the parameters and I didnt see the difference...:easteregg:

It's used in the Therium 2 tutorial and Level 2 of the Overgrowth story. It's a flag you use on enemy NPCs. It only takes effect if the tutorials are enabled.

aaah ok thanks:steamhappy: I first thought it has something to do with the throwing ability of an NPC. So is there an option to give rabbits/rats the ability to throw a spear/knife without changing their species to dog/cat?
utilityguy Jan 15, 2019 @ 3:48pm 
Love me some additional content. Keep up the delicious work.
kavika Jan 16, 2019 @ 2:55pm 
Originally posted by niklid:
Originally posted by kavika:

It's used in the Therium 2 tutorial and Level 2 of the Overgrowth story. It's a flag you use on enemy NPCs. It only takes effect if the tutorials are enabled.

aaah ok thanks:steamhappy: I first thought it has something to do with the throwing ability of an NPC. So is there an option to give rabbits/rats the ability to throw a spear/knife without changing their species to dog/cat?

Not currently. I think if you change the species in the text field, it might work? ...and maybe restart the level? I implemented the ability to change the species in the script params a while back, but I really didn't test it out much at all :)

Eventually I would like all the species-specific stuff to be in check boxes/sliders/etc, so they're not hard-coded to a specific species. Like the updated fear mechanics. But development is paused for now, and the wishlist is perpetually always long for every game, including Overgrowth, so it'll be a while, if I do get to make this particular improvement.

There's a mod that's being put together called the "Overgrowth Community Dependency Mod" that will include all the script mods (or at least the ones that would conflict with each other, like character code mods). Maybe the more configurable stuff will make its way into there eventually, even if official dev is still paused. You could always make feature requests/request script mods to be integrated into it - https://github.com/OvergrowthCommunity/Overgrowth-Community-Dependencies
Last edited by kavika; Jan 16, 2019 @ 3:00pm
SchniTTeR Jan 19, 2019 @ 4:39am 
Originally posted by kavika:
Originally posted by niklid:

aaah ok thanks:steamhappy: I first thought it has something to do with the throwing ability of an NPC. So is there an option to give rabbits/rats the ability to throw a spear/knife without changing their species to dog/cat?

Not currently. I think if you change the species in the text field, it might work? ...and maybe restart the level? I implemented the ability to change the species in the script params a while back, but I really didn't test it out much at all :)

Eventually I would like all the species-specific stuff to be in check boxes/sliders/etc, so they're not hard-coded to a specific species. Like the updated fear mechanics. But development is paused for now, and the wishlist is perpetually always long for every game, including Overgrowth, so it'll be a while, if I do get to make this particular improvement.

There's a mod that's being put together called the "Overgrowth Community Dependency Mod" that will include all the script mods (or at least the ones that would conflict with each other, like character code mods). Maybe the more configurable stuff will make its way into there eventually, even if official dev is still paused. You could always make feature requests/request script mods to be integrated into it - https://github.com/OvergrowthCommunity/Overgrowth-Community-Dependencies

Thanks again for the quick answer:easteregg:
would be a nice idea to put it in the game for the next update.

Last edited by SchniTTeR; Jan 19, 2019 @ 4:39am
Power_BLaZer Feb 19, 2019 @ 9:45am 
I completed the new Drika's story on the red difficulty but it says the gray one and 9/10?:turnerfacepalm:
just fyi :3

love the game
peace
Suma Feb 22, 2019 @ 12:09pm 
I have had Overgrowth for a few years now and I just wanted to give the whole development team BIG KUDOS!!! I love this game! All fighting fans need to play Overgrowth!!! :-)
I_Ramiz Mar 2, 2019 @ 7:54am 
Lugaru campaign has a bug with a knife animation. After a swing your/enemies hands will permanently lock into blocking position, and hand hits/sheathe animations would not play. Overgrowth campaign don't have that bug
kavika Mar 2, 2019 @ 2:52pm 
Originally posted by I_Ramiz:
Lugaru campaign has a bug with a knife animation. After a swing your/enemies hands will permanently lock into blocking position, and hand hits/sheathe animations would not play. Overgrowth campaign don't have that bug

I just tried it out and I don't see the bug in the first two levels in the Lugaru story where I can get a knife (the night time level, and the two desert patrols who you walk up behind).

If you have any mods enabled, then it is possible they could be causing a bug like this. Here's how to eliminate that possibility:
- quit the game
- clear the game's temp files: https://wiki.wolfire.com/index.php/How_to_clear_the_game%27s_cache
- disable all mods in Main Menu -> Mods, and then restart the game one more time

If you are still seeing this issue after clearing the temp files and deactivating all mods, then please email your bug reports to bugs@wolfire.com. Please include screenshots, level names, instructions on how to reproduce the problem, etc.
White Male Mar 3, 2019 @ 2:08am 
WE NEED THIS IN THE GAME:

1# - Sound for 2nd player, when using splitscreen!!
(should be possible, since EVERY OTHER game has this "feature")

2# - Controlable camera option, when using shared-screen. (Unuseable in coop as is, but at least it has sound for both players)

WE WOULD LIKE TO HAVE:

Gore.... ;)
kavika Mar 3, 2019 @ 1:47pm 
Originally posted by ₩hitɇ ┼ Malɇ:
WE NEED THIS IN THE GAME:

1# - Sound for 2nd player, when using splitscreen!!
(should be possible, since EVERY OTHER game has this "feature")

2# - Controlable camera option, when using shared-screen. (Unuseable in coop as is, but at least it has sound for both players)

WE WOULD LIKE TO HAVE:

Gore.... ;)

Yeah I've seen this the other 5 times you've posted this same text :)

#1 would take a bunch of work to fix, and would effectively eliminate 3D sound, if we do it the way other games do it.

I'm not sure we want to intentionally enable #2 really. I tried the equivalent of #2 in the game "hat in time" with my girlfriend, and she rage quit because it was way too hard to use :)

I think these are good suggestions, but I don't think split screen multiplayer is a common enough method of play for us to justify focusing on improving it in ways that don't fix essential core bugs that make it impossible to use. That is to say, if we ever do a 1.5 patch.
Last edited by kavika; Mar 3, 2019 @ 1:48pm
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