Welcome to Life in Technicolour!
The “Life in Technicolour” update is all about the little things. The world is more beautiful, people are more friendly, and oh boy, just wait until you take your Joy.
This update changes both the stealth and social conformity gameplay of We Happy Few, and contains fundamental changes to our AI. The AI is rewritten to the point that this is basically a new game, and it sets the stage for significant changes to gameplay we’ll be making going forward. In the meantime, the world has changed, combining a series of technical and artistic improvements to make everything better.
We’d like to know what you like, what you miss, and everything else in between. Please be aware that really, the Wellington Wells you know and love is different, so old gameplay tricks may not work - it might be a bit surprising, at first. We’ll look forward to hearing from you, so please come and visit us on our forums, or on your social media of choice.
• Joy has been overhauled. Joy now has five stages: regular, on Joy, overdose, crash and withdrawal. Each stage has its own lighting, visual effects, and audio, and we hope you love the changes as much as we do. Enjoy safe experimentation!
• Joy mechanics have been changed. This is still a temp implementation, but there is now a penalty associated with every time you use Joy. Eventually, you will crash. There are also gameplay restrictions and impacts as you lose control of your character, so Arthur may be a little less effective than you’re used to.
• Stealth/Conformity rework. All AI archetypes have a new approach to conformity:
• There is now a conformity window during which an NPC will ask you to conform. If you do, they will let you go on, if not, you’re a dead Arthur. (Does not apply during curfew, obviously.)
• Conformity AI reworked to be more consistent depending on where the player is, what they're wearing & what they're doing. NPCs should more accurately describe what is causing them to be upset.
• The reasons your character fails to conform are now easily accessible in the status effect menu.
• All AI archetypes have a new approach to searching, and hiding spots have been slightly reworked. Bobbies are particularly good at searching.
• Stealth AI reworked for vision, noise, & distractions. NPCs no longer instantly see the player at long range and will investigate. Noise distractions will also cause NPCs to investigate.
• Peeper AI has been reworked to path and detect better. They are now unlikely to follow you into the wilderness.
• All AI should now work significantly better inside encounters. This overhaul may result in some weird cosmetic issues for this update.
• New dying behaviour for the “second wind” game style. Dying now causes you to reload your latest save, rather than respawn in your shelter/on a bench. This was a tough decision to make, but there are too many technical problems caused when we respawn characters. Permadeath you still die permanently.
• New manual saving ability. Have you been out collecting resources for hours and not run across any encounters? Well now you can save manually, so if you do get struck by lightning, you won’t lose your progress. Note that this still uses the slot based save system we have previously, so you’ll only have one save in each slot.
• New AI archetype: The Jubilator! These guys trawl the streets just trying to keep things clean. Of Downers, that is.
• New AI archetype: The Headmistress! I don’t really know what we were thinking with this (it was originally called a Peeper Pooper) but it’s pretty weird. I don’t know, let’s call it a tribute to Cuphead.
• Item prices have been rebalanced.
• Loot has been redistributed.
• Looting plants is now instant (no quick loot screen).
• Plague will no longer kill you. Just game things.
• Crafting tables are now tiered, and need to be upgraded in order to craft higher quality items. Birdwatcher does not have this requirement, just to keep it simple.
• Sunshine now has its own UI status effect, separate from Joy.
• Downer mode now pauses the game in the background when the player menu is open.
• Fully overhauled player menu: new Inventory, Journal, Map, Status, and Crafting screens! It’s much more lively, with much improved art, animation, audio and ease of use.
• Overhauled interactions: new bartering, new quick loot, and new container screens!
• New weight-based inventory. No longer will you need to play menu Tetris. Items now have weight, and are categorised so you can filter based on what you’re looking for (survival, clothing, etc).
• Quest items have no weight and are not droppable. No longer will the Motilene Harvester fly into the sky when you drop it. (Technically it will actually still do that if you manage to drop it, but that should be impossible.)
• Inventory expansions now increase the weight you can carry.
• There is currently no space limit in containers, although this may change in the future.
• The inventory screen has hat and shoe slots and these items are no longer equipped from the quick slots.
• The inventory screen also has more useful functional descriptions of items (work in progress), alongside the old flavour text system.
• New quick slot system! You now have two quickslots that are automatically populated. The top slot is for healing items, and the bottom slot is for other useable items. The idea is that these auto populate so that when you need them in a pinch, you can use them.
• New quick slot HUD that doesn’t look butt ugly. Finally. God we were sick of those things.
• New in-game 3D waypoints! Now you no longer have to keep looking at your map to get where you want to go. We are genuinely shocked at the improvement this has made to the game. You can turn these off in the options menu if you like.
• "Show quest location on the map" option available in the journal menu.
• New stat tracking system! You can now find out how many people you’ve killed (or not killed), along with a wide range of other statistics. This should be just a first pass, so we’d love to hear what you’d like to track. This is current in your notes screen, but hopefully it will have its own home one day.