v1.2.0 Shadow form, higher contrast, in-game hints & stealth / domination reward


This update includes 39 changes and additions to the game. Special thanks to streamers for playing my game and providing lots of positive feedback that helped shape this patch.

This patch allows the player to see the entire screen. The graphics have been improved for more color variety and higher contrast. To make the game more atmospheric, playful and easier to read. Characters flip, bounce and jump. The player character becomes fully dark in shadow to clearly show when they're hidden in shadows.

I noticed some new players really struggle with the game. Not being able to find the right places to hide and having timing trouble to sneak past guards. For this, I have added hints to the intro message and hints showing up in the lower right part of the screen to give new players ideas for stealth strategies.

I've removed all punishing bonus objectives. The player is allowed to do anything they want without failing bonus objectives. New bonus objectives include preventing guards from reviving other guards and rewarding players for either not knocking out any guard, or having knocked out all guards in a level. Along with other bonus objectives such as finding all gold remain in the level.

Here is the full list of changes for version 1.2.0:

  1. Make the player clearly hidden in shadows and also clearly lit in lights
  2. When failing a challenge, allow instant retry
  3. New (hidden) bonus objective: knock out all guards
  4. Add bonus objective "no guard revives", remove punishing bonus objectives "no light", "no distractions" and "no knockouts"
  5. When a guard revives, let it say something like "What happened?" or "Ow, my head!"
  6. Animate candles with a slight bob and modulation from fully transparent to slightly flame yellow, this might make lit areas also more obvious in the game instead of the current static lighting
  7. Change guard awareness progress bar to an eye opening icon
  8. Change all remaining progress bars in the game to animated progress icons
  9. There should be multiple entries into buildings in missions, not having both door and window in the same room of the building
  10. Add a "Training Grounds" title screen to the tutorials level to inform the player about what they can expect, similar to the guild title screen
  11. Elongate challenge level 3 so that both guards can be distracted without distracting the other guard in their starting position
  12. When buying guard positions in shop, when knocking out guards and moving them, they do not move on the map.
  13. Don't spawn traps underneath beds
  14. On New Game with a previous save game, show popup asking player to confirm a New Game instead of directly starting a new game
  15. Still show rewards and penalties in rank 5 city mission
  16. Choose between a random set of color themes such as night / morning / none in city mission. Use either a fixed color theme or no color theme in the guild level.
  17. In missions, make guard always face the correct direction
  18. Fix a sleeping guard bug that remains asleep if the player knocks out the sleeping guard, and picking them up while they're being revived
  19. Reduce guild exit area sizes, so that it is easier for the player to go around them when they want to
  20. Remove duplicate XP reward messages
  21. Remove player glitch when player walks into trap with a guard on top
  22. Player should not be able to pick up a guard that is being revived by another guard
  23. Fortify mini-game, explain the card differences a bit more with text "this permanently generates more resources", "temporary add resources"
  24. Disable the distract button in the guild, otherwise the player might use up their precious distractions
  25. Show mission intro screen for longer than 10 seconds, goes away too quickly
  26. Player sight skill controls camera zoom instead of making most of the screen dark, improving visuals
  27. Fix bug where once a guard is revived, knocking out helping guard also knocks out revived guard
  28. Flash distraction cross in UI when player distractions with zero distractions remaining
  29. Read and check all guild member dialogue, update outdated gameplay advice
  30. Add credits page for fog shader and other credits
  31. Show red cross over UI distractions counter when zero to remind the player why they can't use distractions
  32. Make guard face the right direction again after being distracted
  33. Clearly mark hiding places, so they are not a guessing game and rooms don't turn into "new player traps"
  34. Change rank 1 mission narrator message from the useless "safe spots" message to a more useful "Hide around corners near doorways". Maybe give more strategy advice to the player during these critical initial missions to guide the player with more play style options.
  35. In challenge level 3, move the "hidden coin" south entry forward under the 1st guard sight, otherwise it is too easy for the player to grab without any trouble
  36. Rename "Challenges" to "Stealth Puzzles", because the word "Challenge" repels some players and makes them not even wanting to try them.
  37. Reduce amount of guards in intro level and 1st rank missions to allow players to get used to the game
  38. Added knockout animation to guard tutorial and any guard knockout actions in missions
  39. Add useful information in the first intro mission note:
    • Hide around corners next to doorways
    • Sneak past guards when they are looking the other way
    • Use unlit candles to distract guards
    • Knock out guards and drag them away if you have to

Files

endless-thief-demo-windows-linux.zip 142 MB
Version 1.3.0 Aug 07, 2022

Get Endless Thief Demo: a furry stealth adventure

Leave a comment

Log in with itch.io to leave a comment.