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Integration of “Turn in Place” animations. Village houses now have exterior signs to add a little bit more happiness to the environment.Īrchways and other decorative elements have been added to the Village. The houses in the Village of Hamlyn have been dramatically improved.Īdditional house variations in the Village are available. The can of grapefruit juice in White Tree Park can now be picked up.
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Tea Time and Lovebirds have been removed for now, because they were not good enough. The House of Curious Behaviours and the bridges have not been refactored, but will be next time. This is so important that it deserves its own line in these notes. Improved realization: Along the way, the following encounters have had their realization dramatically improved, by introducing better animation, better VO, better tool tips, better art, and/or working map markers:Īll encounters should now be completable.įaraday should no longer be capable of blocking your progression. Refactored encounters: The following encounters have been refactored by re-implementing them with the new puppet, conversation and quest state systems: New shelter! Arthur now has a new starting shelter, which provides a cleaner and more streamlined introduction to the basics of crafting and combat.
#We happy few update xbox manual#
Improvements to manual quest tracking and map markers. Once you are given the first stage of the quest, you will have encounter markers telling you where to go. When you see an encounter, you will see an encounter marker to let you know that something is over there. The puppet system allows us to remove their systemic brains and give them specific actions to do, rather than having the two systems fight (which led to all manner of crazy shit).Ĭonsistent map marker behaviour: Map markers should now be reliable and operate consistently. Puppet system: NPCs can now have highly scripted behaviour, instead of their normal systemic behaviour. Aka, the game won’t lose the plot as much any more, and it’ll be slightly better more cinematic. This means we can place better animation with the VO, and quest givers can’t be interrupted by other NPCs, or you, or them. Little black bars will come down around you, and you will effectively be isolated from the outside world while you talk to them.
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Likewise there are some areas (eg the Mystery House) where you will no longer be able to save, as to do otherwise allows exploits and errors when completing encounters.įaster save/load times: As a consequence of the new quest state/save systems, autosaving is now significantly faster, and loading is faster too.Ĭonversation mode: When talking with an encounter NPC (eg someone with specific dialogue and purpose, rather than the systemic NPCs), you will now enter conversation mode. Please keep in mind that when you load a game you may find Arthur on a bench reading a paper. Improved save/load: The quest state system also ties into a new save system, which should allow for much more robust saving. We no longer need to have complicated scripts tracking save/quest/item situations, and instead can focus more on gameplay and making cool things. This makes it much simpler for us to create encounters, and also much more reliable.
#We happy few update xbox code#
This system changes quest tracking from a scripting-based system to a code based system, where the game knows at all times exactly where you are in any given quest. Quest state system: Every encounter/quest in the game is now built using a new quest state system.
#We happy few update xbox Pc#
The update is available for PC and Xbox One, bringing a host of fixes to the game. Such as how Arthur got to where he is in the beginning of the game. The popular drug-fueled action-adventure indie game, We Happy Few, has been updated with a brand new area to explore.Ĭompulsion Games added the update which addresses some of the questions left by players after completing the game in its previous state.