AfterShift 0.6.3.0 Patch Notes


Version 0.6.3.0

A significant QoL improvement for both recurring and new players. And a few other bugfixes. 

New features

  • Added an option to speed up transformations:
    • Each TF animation frame will take 0.05s and can be triggered at any point of an animation.
    • Temporarily triggered with interaction button 5 ( "b" by default)
    • This feature will be further improved in the future by adding second page to the settings menu, including a custom keybind, and a slider for speed. 
    • This feature runs asynchronously to the rest of the game. Please note that overusing it may impact your experience negatively.
  • Added new subscriber nicks in the credits

Improvements

  • Changed keycard door sprites to include closed/open indicators, switched upon keycard pick up
  • Decreased the default duration of animations for white goo and blue slime TFs from 0.5s to 0.4s per frame

General Bugs 

  • Fixed creatures interacting with the player using lever, which would lead to unexpected player states.
  • Fixed inconsistent wall textures near lounge area and near middle pig rooms entrance.
  • Fixed black background in the credit section from being too small on some resolutions.
  • Added a missing wall on top of lv1 door leading to middle pig rooms.

Creature Bugs 

  • Fixed a crash resulting from interacting with the first pooltoy terminal as a blue slime.
  • Fixed an issue allowing to use a blue medkit after being mounted by an existing goo wolf.
  • Speeding up pig drone TF can be used as a temporary band aid fix in some cases where TF did not finish in the expected manner. 

Note: Speeding up animations required, manual changes to every script including an animation, in addition to the new code itself. For balance reasons it was only applied to TFs as this feature opens up a gate to multiple exploits, and may potential result in some already. As such, in the future this mechanic may be reworked to be unlockable instead.

Files

AfterShift Demo 0.6.3.0.zip 247 MB
12 days ago

Get Aftershift: the Post-TF game

Comments

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Having an issue where I get softlocked by being tf’ed into a white goo, and then randomly somehow another whitegoo comes up and does the partner animation (chosen words to avoid itch smiting)

and it NEVER progresses past that

I found a bug where if you got TFed by another slime you'd have an extra flag set, but this prevents using pheromones and thus the call for the other white goo altogether. There's no code in the game to call it otherwise.

I am unsure if this was the cause of this bug, but it seems to make sense as slimes look for this and another flag on player to prevent from triggering animation while another is playing. After fixing that bug I don't have any issues so this will be included in a small patch soon.

current softlocks discovered

  1. White Wolf on White Wolf Action DOES trigger a softlock where the animation never ends, happened three seperate times,

  2. inflatable room with the keypad first, keypad just didnt work, it would only accept the first digit, 1, then it would flash the red icon and wipe the code secondly, I had the medkit, it actively refused to let me use it while being inflated, and when I popped, it REFUSED to let me use it saying it would be more fun to stay like this… thirdly, when popped you cannot use the keypad to gtfo, locking you in the room permanently

when the keypad DOESNT glitch out, attempting to use the medkit just pops you ANYWAYS (reading other comments I see the issue, but thats not noted anywhere in the game for players to find), rendering you unable to do anything

if you throw me a discord friend invite (just “merith”) I can show you a video recording of my screen in gameplay (mp4 file)

I thought you meant the slime, not wolf. That behaviour is intended, but a rework is planned.

The pooltoy needs to be deflated to below the default level to use medkit without popping. I can't seem to replicate your issue with keypad., but if it is due to alt tab as you say I will look into it, eventually.

you're updating so fast, just fourteen days ago was the last time before now and its so cool to see the order in which you've built all this and how unreasonably fast you patch and/or amend things. I was going to wait to pick the demo back up again until more content was added because I didn't wanna redo everything from the beginning because of me fumbling with the navigation without medkits, but if this is how often things are tuned up, I might just have to check weekly.

(+1)

Meanwhile here I was worrying it was way too long since last update. The game is fresh, but was released earlier than I wanted so these patches are necessary to address bugs, and QoL while I am at it.

Once I start working on a major update, new changes will compound into a large update that will be released in a few months instead. But it's hard to estimate how long it will actually take given I want to try to improve quality instead of being forced to rush. Most likely that will be followed by another burst of bugfixes and then it should settle into a rythm. 

Also speaking of which, medkits overhaul, and a save system, are both planned. It could be a while though, maybe even included in the major update instead.

that sounds great, you more or less addressed all my concerns with the game so far with this response, with the exception that I don't know if everything being a softlock is on purpose, I was worried that I had misunderstood the selling point of "no game overs" as "there's no game over screen but you still loose, you just have to rummage around to have a loss confirmed". I'm really looking forwards to the future of this game if what's already here is just the bare bones, I didn't understand how early in development this actually is until now. cheers!

Soft locks are intended. Some are less constraining than others like pig drone or pooltoy. But would it be a true post-tf experience if it couldn't lead to a life-altering events? That's why transformations don't give you a game-over, and why you can still do as much as your form would allow after a softlock, even if it's just making sound. But also a line has to be drawn after reasonable amount of interactions, though like with the goo wolf, not always it will click with players and reworks will be needed. Toodles! 

oh cool. The long transformation times was an issue sometimes, as some just dragged on a bit(the inflatable one felt really slow). adding the ability to skip forward if you like is a nice touch, leaving it in the hands of the player