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Hello everyone,

We are delighted to present to you: The Maidenholm Update for We Happy Few!

The Maidenholm Update is an exciting collection of new content that drastically changes the way We Happy Few is played. It represents the biggest change to the meta gameplay of We Happy Few since we launched on Games in Development, and potentially the biggest since we made permadeath optional in 2015.

You can read the patch notes below, or check out our update video here.

We would love to receive your feedback on what you like or don’t like. We are particularly interested in feedback on the new loot balancing, the playstyles and the general level of difficulty inside Wellington Wells. We’ll look forward to hearing from you, so please feel free to reply here, on the Compulsion forums, or on your social media of choice.

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:
• Birdwatcher: No hunger/thirst, game pauses in the menu, items are instantly equip, NPCs are easier to kill and aren’t as bloodthirsty, more resources (only partially integrated; more to come on this). Designed for more casual players.
• Downer: Hunger/thirst at normal levels, game does not pause in menu but items will instantly equip, normal resources/NPC threat.
• Vigilante: Hunger/thirst intense, game does not pause in the inventory or shops, delay on equip, more dangerous NPCs. Designed for the masochists among you.
• 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:
• Wastrels no longer apply Infection, but instead apply Bleeding.
• After 5 minutes untreated, Bleeding has a 1% chance every second to cause Infection. And then you're bleeding AND infected.
• Infection has 2 tiers now: Infection reduces your max health by 20%, Septic Infection reduces your max health by 50%.
• If Bleeding causes infection, the 5 minute timer resets for the next tier, so you can't go from nothing to septic in a few seconds due to bad rolls.
• Dirty Bandages have had their probability of causing infection reduced from 50% to 10%. It's still a risk if you cure Bleeding that way, but at least you'll be infected and NOT bleeding.
• 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.
• 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:
• Mother’s Little Helper.
• The Church of Simon Says. Following orders has been elevated to an almost religious experience.
• Super Meat Boy. Ever wonder what being a butcher’s apprentice might be like? No? Well it turns out that it’s violent but not in the way you might expect.
• The strange saga of Nick Lightbearer, including But I’m On The List and Sympathy for the Devil. Go behind the scenes with Wellington Well’s resident rock star.
• What Have We Buried.
• The Butcher quest line. It appears that the butcher has an agenda. The agenda involves you.
• The Odds and Ends quest line, including the Hoard House. There is a house full of hoarders and their hoard and you have to find a singular item. Along the way discover the secret lives of Criers. Do not get caught.
• The Chemist is now open for business.
• The Pub is now open for decidedly not-business, and there are colourful characters to meet there.
• A new house variation has popped up. This one has multiple paths through it to better allow you to avoid those pesky home owners.
• Speaker's Corner (more to come later on this one).
• New, more challenging shelters have been added to:
• St. George’s Holm
• Maidenholm
• Lud’s Holm
• 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.
Post edited March 29, 2017 by ClmInsty
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).
• FaceFX, audio and animation streaming on demand has been implemented (again lowering memory footprint).

Bug Fixes

• 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
Post edited March 29, 2017 by Manywhelps
Can't wait to get to test this.

One question, how impossible would it be to make WHF a multiplayer game?


I lied... Two questions, I know its not up to you whether Contrast is released on GoG but how much work would it be to make it DRM free?
avatar
mechmouse: Can't wait to get to test this.

One question, how impossible would it be to make WHF a multiplayer game?

I lied... Two questions, I know its not up to you whether Contrast is released on GoG but how much work would it be to make it DRM free?
It wouldn't be impossible, but it wouldn't be easy. You'd need another team to work on both technical and design issues for multiplayer, which we don't have.

Ultimately the real answer is that you should be designing for multiplayer from the beginning. Tacking on major things like that means we probably wouldn't do it justice, even if we had time for it. The only way I'd see us doing it is a DLC or something like that, but that's really not likely.

Re Contrast, it's not hard to remove the DRM. But, as you say, it's not up to us.
Post edited March 29, 2017 by Manywhelps
38678 - Maidenholm Hotfix 1
Gameplay Alpha 5.1

Hello everyone,

We have pushed out a hotfix to address crash and performance issues inside the Maidenholm Update, specifically:

• Fix crashes related to the liveness manager and recent optimization
• Fixed a performance regression that was affecting some PCs
39095 - Maidenholm Hotfix 2
Gameplay Alpha 5.2

Hello everyone,

We have pushed out a content hotfix to address performance issues and a select few encounter issues inside the Maidenholm Update, specifically:

• New LOD system to allow for better performance. Includes (finally) a fix for bridges popping one piece at a time, although still needs refinement for draw distance generally.
• Significant optimization on shadow generation.
• Fixed some load issues with save games.
• Fixed attempting to load very old (and incompatible) save games.
• Fixed some crash issues related to inventory.
• Fixed the Church of Simon Says not being enterable if you had visited it before meeting Nick.
• Optimized the scaffolding and other geo in Nick's house.
• Optimized the House of the Inventor.
• Optimized the electricity VFX.

This represents a significant amount of work, and the length of these update notes do not reflect the work put in to analyse and fix what was going on. A big thank you goes out to the programming and art teams for all their hard work.
avatar
Manywhelps: This represents a significant amount of work, and the length of these update notes do not reflect the work put in to analyse and fix what was going on. A big thank you goes out to the programming and art teams for all their hard work.
Well done to the teams. I appreciate your hard work an understand that just because you can describe the fix in a few lines that the amount of work can be substantial.
thanks for the continued updates and hard work associated with this. Have yourselves a happy Easter :)
avatar
Manywhelps: 39095 - Maidenholm Hotfix 2
Gameplay Alpha 5.2

Hello everyone,

We have pushed out a content hotfix...
Except 39095 doesn't appear to be available for GOG. Can you tell us why GOG is always behind on getting updates?
avatar
Manywhelps: 39095 - Maidenholm Hotfix 2
Gameplay Alpha 5.2

Hello everyone,

We have pushed out a content hotfix...
avatar
MrsTrellis: Except 39095 doesn't appear to be available for GOG. Can you tell us why GOG is always behind on getting updates?
I'm guessing you're not using Galaxy... Basically the patches appear on Galaxy first and sometimes it's a few days later when the "packaged" versions appear in your 'account' pages.

This is especially noticeable when patches are released late on a Friday (as this one appeared), as there is no one in the GOG offices to "do their stuff" (as far as I know :P )

We only missed one update and that was explained a few weeks back :)