EDIT: Found some gamebreaking crash-bugs, Please don't download version 1.1.5, trying to hotfix.
EDIT2: Alright, updated game to 1.1.6, removed what I believe to be the source of the crashes. Sorry for the issues caused.
#21 mojsior thanks for saying that!
#23 Hey Gaith, that's an excellent point! More customization for controls: I've written it down as something we need to fix.
#24 Hey defender, glad to hear you're able to get to the warthog and the Camera issue isn't bothering anymore, but Damn, the game keeps crashing? That's only happened to me once during 4 months of development, so I don't know what the source is but I've been trying to stress test today to see what's up. NEVERMIND I just crashed it! And the Saving System seems to have broken as well! Seems this latest patch broke some huge things, gonna do a rollback.
I checked the file you mentioned on my own system and it seems to have not bee able to log the source of the crash, so I don't think yours contains anything useful for this crash either. But thanks for suggesting it!
Maybe you could try deleting the entire /Wiktor and Benjamin folder. There might be a conflict between previous save files and new save files after the update.
Yeah, losing all settings between each crash sounds incredibly tedious. We have planned to add Settings Saving in an update in September, because we didn't have room in our schedule to do it now and wanted to make the game playable. But with these crashes that suddenly sounds a lot more important.
A. Hmm, that might be a consequence of the Sound Source Placement and a more recent Sound Occlusion fix we did.
We've made sure that monsters have a facing direction, and that their voice audio emanates from their mouths, to try to help the player know when the monster is facing them or not. As a consequence, where the monster's voice audio comes from vs where they exist physically doesn't always match. Sometimes the monsters mouth is more "behind you", while their body is on your side. The audio-Occlusion might make it so the monster occludes it's own sounds when facing away from you as well, making it sound more distant than it actually is.
We previously had Physical Body noises, but cut them because they were too much for the total sound field.
The most accurate "source" of a monster is their footsteps, which always comes from directly underneath them. Anyway, I wrote it down, since it makes the game harder in certain cases.
B. and C. I'll write that down; Scanning HP and pickups needs audio, Bump noise for Crystal. Thanks!
D. Quick Room Announcement; This one has been up in the air for a while; it got cut and replaced with the rudimentary Room Name announcement when you enter a new room. It's on a "we might do it" list currently.
E. You're right; that announcement for the Chomper is just the Room Name.
F. for position announcements, do you mean the Cardinal Directions or do you mean Wall Tones? Wall tones volume can be adjusted with the Accessibility Volume Slider. That slider affects Wall Tones, Scan Audio, and Hallway Swooshes (when the room opens up).
G. Turning 45. degrees always works, but it is not always announced with cardinal directions. Wrote that down as bugfix.
H. Huh, you need to reload the game for the Screenreader to turn on again? That doesn't happen for me, it just works. Are you Using NVDA or something else? (or are you just using windows SAPI?) Regardless I'm writing it down; next time I add an option to turn off screen reader in a game, I'll make sure that you have to go through another layer of "are you sure about that?" before confirming. Nothing worse than suddenly experiencing that the game doesn't respond to any input, and not being able to turn it on again.
I. Thats a good point; having some consistent sound for indicating a "New Zone" in addition to the Screen Reader voice is a good idea.
Fun Fact; Most of the Screen Reader text in the game has the attribute "Interuptable=false". We're using a plugin to feed things to the ScreenReader, but I have to dig into the sourcecode so I can understand better what's going on and why it's not working.
J. MenuItem Tooltip Delay setting: Great idea, I'll write that down.
K. Accessibility Volume Setting controls the WallTones, "Open Space Swooshes" and Scan Volume I believe. I don't think we have Cardinal Direction announcements tied to this, but that might be an oversight. I'll be sure to add this to the Tooltip when you hover over the Accessibility Volume so you can get context. Camera Shake is an On-Off Toggle. The camera shakes when you hit enemies and take damage. Some sighted players get motion sickness when games have camera shake, so we just added the option of turning it off. It doesn't affect audio in any way.
Thanks a bunch for donating! Really appreciated.
I put you in the credits for your awesome and comprehensive feedback.