We Happy Few - Maidenholm-Update im Trailer: Das sind die neuen Inhalte

  • vor 2 Jahren
Die Early-Access-Version von We Happy Few hat mit dem Maidenholm-Update ihren zweiten großen Content-Patch bekommen (auf Steam und GOG). Dieser Trailer stellt die Neuerungen nun mit vielen Gameplay-Szenen vor. Eine der größten Neuerungen ist natürlich die namensgebende neue Insel Maidenholm, auf der viele neue Begegnungen auf die Spieler warten.

Die zweite wichtige Neuerung sind die Spielstile. Man kann jetzt entscheiden, ob man ohne Hunger und Durst spielen will und sich so ganz auf die Quests konzentriert. Oder ob man härtere Herausforderungen sucht. Das sind aber nur einige der Neuerungen.

Hier die kompletten Patch-Notes zum Maidenholm-Update:

Major Changes

- New island!  The long-awaited second island of the Village of Hamlyn has arrived: Maidenholm. (“Holm” is an old British word for an island in a river, by the way.) Read the in-game newspaper for more information.

- Playstyles have arrived!  When starting a new game, players can now choose the Birdwatcher, Downer or Vigilante Playstyles.  While these settings affect difficulty, they vary gameplay more significantly.  This is a first pass implementation and will evolve over time:

Birdwatcher: No hunger/thirst, game pauses in the menu, items are instantly equip, NPCs are easier to kill and aren’t as bloodthirsty, more resources (only partially integrated; more to come on this).  Designed for more casual players.

Downer: Hunger/thirst at normal levels, game does not pause in menu but items will instantly equip, normal resources/NPC threat.

Vigilante: Hunger/thirst intense, game does not pause in the inventory or shops, delay on equip, more dangerous NPCs.  Designed for the masochists among you.

- Permadeath remains available as an option for all three playstyles.

- Procedural music has been implemented.  The in-game music has been redone, allowing for better blending and more variation and combinations across the various states of the game (suspicion, combat, Joy/non Joy, etc).

World Generation

- Support for regions in the Garden District has been added.  Regions such as hamlets, forests, meadows, etc will be dotted around the place, as opposed to the island consisting of just one big town.  Please keep in mind that this is a work in progress.  It is a little empty for now, but this will change.

- As a result, Garden District 1 island is now unintentionally shaped like a dick 70% of the time. That’s what Matt says, anyway.

- Scavenger cars should no longer spawn very close to one another.

- Bridges have been refactored to require you to “open” the gate to go through to the next island.  This helps us control the loading experience a bit better.

- A number of generation bugs have been fixed, so there should be fewer instances of filler buildings overlapping with encounters or interactive houses.  Having said that, with the new region system, we expect a bunch of visible bugs to exist (although these shouldn’t aff

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