Compulsion Games has just released a big update for their delightfully bonkers game “We Happy Few”. The patch brings in a whole bunch of gameplay balance tweaks, that are sure to make the gameplay a little bit more fun, but there’s also a bunch of new content too!
The new patch adds in a whole new island for you to enjoy, some new playstyles, and even some procedural music to keep you entertained. This is not bad for a “patch” that sounds more like free DLC, but of course, the game’s in Early Access, and I really can’t wait to see what they add to it once it’s fully complete.
Check out the trailer and the very extensive changelog below!
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:
– 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 affect gameplay or block your progress).
Gameplay
– The Peeper has arrived in the Village! These little mobile alarms are quite shocking.
– Plague Wastrels roam the Garden District. They speak a very curious dialect. Bonus points for guessing what it is. These guys are not nice.
– Hooligans will now patrol the Garden District at night, and guard some water pumps all the time. You may know these guys from such encounters as Shibboleth, and now they roam free.
– Second Wind repurposed. Instead of “dying” and waking up in the dying state, you now just fall into the dying state as your health/needs gets low. This applies whether you are on Permadeath or not.
– Dig spots have been fully refactored, with many new spots added! Across each island, a range of dig spots are available to be dug with your trusty shovel. You’ll need to find the maps to track down the dig spots though.
– Compliment machines have been added throughout the Village! These creepy robots love telling you exactly what they think of you; the only issue is, they have very loud voices. Male machines only so far; female machines will come in a later update.
– Certain bushes, flower pots and carts can now be used as hiding spots, for all your comic-stealth needs.
– Infection/Bleeding changes:
– Recycled bandage now available.
– Reverse polarity devices have been tuned. These now last a certain amount of time, as opposed to indefinitely. This makes Street Blockades substantially less powerful, so plan your polarity reversals strategically.
– NPCs grab items better now.
– Toxic fog has been improved. It still looks ugly, particularly the transitions, but it should be much more effective.
– A loot balancing pass has been done across all random spawn containers (everything except quest rewards). This dramatically changes the resource availability across the entire game.
UI
– New “new game” flow. While the style of UI is still temporary, we have implemented a new “new game” flow to make sure that players get the information they need to start the right type of game. Aka, “now we won’t get people yelling at us when they chose Permadeath without realising it, because selecting Permadeath requires a conscious choice”.
– Five save game slots are now available.
– Steam cloud saves are now available.
– Improved subtitle support has been added. We now use a scrolling subtitle system similar to Source engine games, where lines area displayed sequentially. You can also customize the size, background or outline.
– The cleaver and enhanced cleaver icons have been upgraded.
Encounters
– New encounters! A whole raft of new encounters have been added to both the Village 1 and 2 islands:
– New, more challenging shelters have been added to:
– The water pumps in the Garden District are now guarded by hooligans. It’s almost as if they think the water might run out and want to keep it all for themselves.
– Street Blockades have been visually improved in the Brutalist architectural style.
– Mystery house containers now have loot so don’t forget to search thoroughly before you exit the house.
– The House of Curious Behaviours has been refactored to allow for more varied gameplay scenarios. Break into the house using a jimmy bar, conform your way in or find that sneaky vent to bypass the bobby. (Antoine loves vents.) And there is a new quest involving Madame’s Magic Wand. It’s not what you think. Well, okay, maybe it is.
– Mine Mine All Mine! has been refactored to feature a better stealth/combat scenario. The hooligans have taken over the location and are digging in–observe their actions and exploit them.
– Plague! Plague! has been refactored and improved with a cutscene. This encounter now better explains the dangers of plague on the island.
– The Odds and Ends shop has been refactored.
– The 30rpm record houses have been refactored.
– The Walkabout ghost is slightly ghostlier, and now does what it’s supposed to do.
– The Yam is even more cosmic and appears to be emerging from a wormhole.
– Fixed a bunch of bugs in the older encounters.
Engineering
– Improved graphical autodetection settings. The game will now attempt to optimize for framerate (60fps), at the cost of visual quality. You can always reset it to the quality/framerate that works for you.
– Added “auto” selection in graphical options menu.
– Rebalanced the low/medium/high/ultra settings to show a bigger quality/framerate improvement between each setting.
– Optimized lighting for low spec machines.
– Added support for mixed rendering quality (where the world is rendered at a different resolution to the HUD).
– Experimental support for dynamic mesh streaming (lowering memory footprint) has been enabled for Xbox One.
– FaceFX, audio and animation streaming on demand has been implemented (again lowering memory footprint).
Bug Fixes
– Fixes for negative scale mesh issues on Xbox One – this means no more weird shit protruding out of buildings on Xbox One.
– Bridges should pop uniformly, as opposed to piece by piece. Still a work in progress.
– Sporadic, rare crash fixes.
– The Campfire duck no longer falls through the world. It gets thrown to a new, safe, location.
– Collecting the junk in Biological Hazard before the ‘Tidy the pond’ objective will no longer break the encounter.
– Mrs. Marley’s body should no longer disappear in Bring out your Dead.
– Middle mouse button can now be bound to controls other than ‘Shove’.
– Note: AI will be a major part of the next update, so non-game breaking AI bugs remain in this update.
– Corner pieces on sidewalks in the Village of Hamlyn should display properly and no longer flicker.
– Many, many more minor bugs.
Miscellaneous
– Updated credits
– Updated welcome screen text
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