v0.9302 public build


Hello! Progress update and a long overdue patch! No new story content in this release.

Changelog for 0.9302:

-Fixed all found issues with Power stat from the previous version - the game won't crash on taking traits any more and players won't be robbed of some of their power points

-Reverted changes to backend from 0.9301

-Added an option to add a name to your saved games.

-Some optimization fixes, typos, some code cleanup etc.

-Additional functionality added to Character screen

-Traits have been remade.

I'd like to expand a bit on two of the major changes in this patch, that is the re-remaking of the backend code and to expand a bit on traits functionality.

On the topic of reverting the changes from version 0.9301 - it is my understanding that the issue with players not being able to save their preferences was caused by a very unique bug in the base engine, and the way we used the persistence object in it to store data. Apparently, if there were more than 73 choices stored in the persistence object it would brick the Preferences. The only way to fix it was to revert all the changes and Bennie's hard work from 0.9301. I've tested the current code using every tested or broken save I had on hand, played new games using versions 0.81, 0.92 and 0.9301 and made sure to stomp out any bugs, but there might still be some hiding in there. If so, please let me know! Note that if you are using any mods, you should first try to replicate any bugs you get with vanilla version of the game (clean installation, no mods, on a save that doesn't use any mods in it).

On the topic of traits, they have finally been fully implemented and got a bit of a facelift. Now players will see the passive and active effect on their stats screen for traits that apply to player itself and have the active and/or passive component to it. The visual representation of traits has also gotten a bit of a face lift, and a bit of a trim. The code in the game is present only for the currently available traits with the rest waiting patiently to be activated when the need arises. ;)

Got to say, all of this was a much larger task than I anticipated. I know Bennie had a hard time ruining his hard work and figuring out other ways to implement stuff, so shoutout to him and his genius! And on my front, what I expected would be a two or three day leisurely task turned out to be an almost three weeks long headache inducing slog. But the important thing is that it's finally done and hopefully everything is now fixed and in order. Please tell me nothing is broken. Pretty please? 

*khm* Aaanyway! I saved a small teaser for the end. Here's the new trait screen outside of the game with everything unlocked. Hope you like it, but if you don't as always, feel free to share any thoughts or commentary here or on the official Discord. Toodles~

Files

the-bite-revenant-osx.zip 1.3 GB
Version Revenant Feb 20, 2024
the-bite-revenant-win-linux.zip 1.4 GB
Version Revenant Feb 20, 2024

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Comments

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Is there a use for the power in the story up to this point? Should I "replay" it then now with the powers working or it will have an effect in the story in the next patches?

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As of now, it might get you over the threshold for some choices. I haven't tested it personally. In the future, where power shines most is during open exploration parts or opening up unique options/dialogues for specific traits.

(+2)

love you guys work reminds me of classic VTMB!