This should improve controller support on Windows, macOS, and Linux for the following controllers:
Nintendo Switch Pro Controller
PlayStation 3 Controller
PlayStation 4 Controller
PlayStation 5 Controller
Steam Controller
Steam Deck
Xbox 360 Controller
Xbox One Controller
Various other controllers
Enable Steam Input
Steam Input needs to be enabled both inside and outside the game.
Connect your controller to your computer, and ensure its batteries are charged if needed.
Before launching the game, open your Steam client, then right-click Tallowmere 2 > Properties > Controller > Enable Steam Input.
Launch the game, then select Options > Input > Controller Module > Steam Input. You may need to restart the game afterwards.
Select a configuration
Ensure a Tallowmere 2 configuration is selected for your controller. Steam's "Generic Gamepad" configuration will not work.
One of the official configurations should be selected by default, but if not...
To access the configurations, you can use Steam's Big Picture mode, or launch the Steam Input overlay in-game by going Options > Input > Steam Input Config.
Once the Steam Input menus are open for your controller, click "Browse Configurations". I've created official configurations for the PlayStation 4, PlayStation 5, Xbox One, Nintendo Switch Pro Controller, and Steam Controller, but you can create your own configuration if needed.
Essentially, each button, trigger, and stick should be mapped to its corresponding action.
INCONTROL IS STILL AVAILABLE
If you'd prefer not to use Steam Input, you can still use InControl Legacy or InControl Native.
Disable Steam Input, then enable InControl
For InControl to work, Steam Input needs to be disabled outside the game. In-game, InControl needs to be enabled.
Before launching the game, open your Steam client, then right-click Tallowmere 2 > Properties > Controller > Disable Steam Input.
Launch the game, then select Options > Input > Controller Module > InControl Legacy or InControl Native. You may need to restart the game afterwards.
CUSTOM GAMEPADS
If your controller is not automatically detected by Steam Input nor InControl, you can now create Custom Gamepad profiles, which will let you map all the buttons, triggers, and sticks yourself.
To create and use a custom gamepad:
Before launching the game, open your Steam client, then right-click Tallowmere 2 > Properties > Controller > Disable Steam Input.
Launch the game, then select Options > Input > Controller Module > InControl Legacy or InControl Native. You may need to restart the game afterwards.
Go into Options > Input > Custom Gamepads.
Select one of the empty profile slots.
Using the checkbox list, go through each item to assign each button, trigger, and stick.
Afterwards, you can edit the gamepad's name, select the gamepad's style (Nintendo, PlayStation, Xbox, etc), and test the controls.
Lastly, enable the "Custom Gamepads" option.
OTHER FIXES & IMPROVEMENTS
Android:
Disabled background blur when using the menus to prevent screen crashes from sometimes occurring.
Improved error text when using the mobile store.
Suppressed various EGL errors as warnings.
Alert Box:
Now resizes to fit properly on small screen resolutions if needed.
Gamepads:
Glyphs on buttons now update better when switching input modes.
Fixed issue where the game could switch to keyboard input if a gamepad's left stick was slightly moved. (generally affected PlayStation 4 controllers)
Fixed issue where menu content could scroll accidentally for a few frames when using a gamepad.
Mobile devices:
Fixed an issue where a short freeze could happen every minute if the device was offline or unable to resolve a DNS address.
Updated Unity's Services Core package to 1.7.0 to fix and improve various issues.
Updated Unity's In App Purchasing package to 4.5.2 to fix and improve various issues.
Steam:
When using Steam Input, the LED light on supported controllers now shines blue, green, yellow, or purple depending on your player selection.
The "Auto-equip Loot" option is now disabled by default. You can still manually equip loot using Quick Swap, Weapon Selector, or Inventory menus.
Fixed a bug with Bloat explosions and "From the Grave" grenades.
Online Co-op:
Fixed and improved various health-related number issues. Healthbar numbers and health syncing should now be more robust.
Fixed an issue with the Magic Mirror where health would become out of sync after changing characters.
Fixed a memory error crash that would occur after a party died and returned to Tallowmere's Keep.
Fixed a memory error crash that could occur if the game disconnected unexpectedly.
Fixed an issue where mobile devices could not reconnect to a game.
Fixed an issue where players could not resume a game when utilizing iOS Family Sharing.
Android:
Default target frame rate is now 60 FPS.
Added an "Exit" button on the title screen and pause screens.
Mobile Devices:
Added a frame rate option for 120 FPS.
Added an advanced option: "Delete Cloud Data". This will remove and reset all cloud data that is stored for the game.
Fixed an issue where the Core Supporter Pack was not always being checked thoroughly at startup.
Fixed various errors and crashes with the mobile store.
UI:
Added an effects option: "Menu Animations". Enabled by default. Disabling this option will reduce certain animations when using the menus, such as tab animations and text animations.
When using touchscreen, added a tooltip with instructions to use the side arrows to navigate between pages.
The Blessings, Core Attributes, and Journal categories now resize their content to fit horizontally if needed.
Improved handling when using the Grid layout for the Weapon Selector.
Refactored some of the UI pooling systems to improve performance on low-end devices. Some single-frame quirks may be present.
Fixed an issue when viewing Achievements where the right panel would not scroll enough.
Fixed an issue in the Advanced Options category where the cursor would reset to the first item after toggling an option.
Fixed an issue where menu tabs could become clipped. Tabs now resize to fit.
Internal:
Adjusted startup loading sequence to reduce amount of time spent looking at a blank screen on low-end devices.
Adjusted how audio files are loaded to resolve performance hiccups on low-end devices.
Fixed an error when dying with the Inventory menu open.
Fixed various transaction bugs related to integer integrity.
Fixed an issue where the Stone of Diashan could appear multiple times in a room.
Online Co-op:
Improved flow when loading a saved game that is already running on a server. The client now gracefully connects to the game automatically, rather than being disconnected.
Fixed an error that could cause servers to become unstable.
Repeated errors now cause the server to crash, rather than filling up the hard drive with ginormous log files.
Improved handling of errors and alerts if network connections fail.
itch.io: Fixed an issue of being unable to load saved games from a server.
Steam:
Improved clarity on Account tab if account was banned by VAC.
Leaderboard score entries are now uploaded to the tallowmere2.com web server, and then submitted to their native platform afterwards (Steam, iOS, Google Play, etc).
Entries now contain extra debug info, including a copy of the saved game before death.
The server will retain the extra info for the best scores, in case investigation needs to be carried out later on.
If an entry fails to be submitted (due to network issues or other errors), the entry will remain within your account file. The game will attempt to upload again when available.
The server will reject entries from accounts that have received a ban.
Rulesets:
Ruleset 0.3.6 is the new default ruleset. There are no gameplay changes from the previous Ruleset 0.3.1 – this is just for the sake of clarity with the new Leaderboard process.
Online Co-op:
The game now checks account status with tallowmere2.com and VAC upon startup.
For Steam, servers now check with VAC to ensure players are in good standing.
For iOS and Google Play, servers now check with tallowmere2.com to verify player receipt info.
Servers will reject connections from banned or unverified players.
GAMEPADS
macOS:
Improved gamepad support with macOS 12.5.
Upgrading to macOS 12.5 is recommended, as 12.5 fixes many Bluetooth gamepad issues.
InControl Native is now the recommended controller API module again.
For Steam, before launching the game, adjusting Tallowmere 2's properties to force Steam Input as "Disabled" is also recommended.
Nintendo Switch Pro Controller:
Improved button glyphs.
Fixed an issue on macOS where the AB and XY buttons were backwards.
OTHER FIXES & IMPROVEMENTS
iOS:
Signing into Game Center is no longer required to purchase or restore the "Core Supporter Pack".
Android:
Improved basic menu navigation when using a TV remote.
Improved handling when attempting to use a TV remote while in a dungeon. For now, a touchscreen, gamepad, or keyboard is required to play the game.
Inventory and Merchant menus:
Fixed a caching issue.
Bug reports:
Improved debug logging.
Mobile:
Removed cloud sync text from the Online Co-op category to avoid confusion.
Updated Unity In App Purchasing package from 4.1.4 to 4.4.1.
You can also click or tap your weapon info to change the visibility.
New advanced options: Weapon Info Visibility
Weapon info can now be minimized automatically.
For mobile devices, the options are enabled by default. For desktop, the options are disabled by default.
Options include:
Enemy Checking (Left Side of Screen / Whole Screen)
Minimize When Attacking
Minimize When Jumping
Minimize When Using Shield
Minimized Mode (Icon Only / Basic Info)
Maximize After Combat
The new options apply to single-player and online co-op games.
Couch co-op games hide weapon info more aggressively, and info is often hidden rather than minimized. Still, the "Toggle Weapon Info" action lets you switch between full info and basic info.
OTHER FIXES & IMPROVEMENTS
Gamepads:
When using the Weapon Selector, you can now press or to navigate your weapons.
Touchscreen:
Added a Quick Swap button.
UI:
Menu items with long titles now fade on the side, rather than being truncated with "...".
Prompts for "Skip cutscene?" have been made smaller.
Other:
Fixed an error with the internal aim target system.
The game no longer attempts to automatically sign in during the very first startup.
Improved sign-in handling if no Internet connection is available.
Fixed a sign-in issue where the game could stall; a Cancel button now appears if signing in takes too long.
Fixed a text rendering error on the Core Supporter Pack screen.
Online Co-op:
Ranged weapon attacks are now synced properly across all clients, regardless of screen resolutions, aspect ratios, and creature visibility differences.
Bow aiming, Multishot procs (especially for Boomerang), and Storm Cloud attacks are now properly synced.
Souls:
If a soul spawns too deep within a corridor, the soul now moves closer to the door to ensure it can be collected.
Sound Effects:
Reduced the volume of the Tallowmere's Keep entrance sound after using a waypoint.
Tilted:
Walking calculations in Tilted rooms, for both players and AI, have been greatly improved.
Creatures now walk smoothly up inclines.
Improved wall checks and ledge checks for AI.
Touchscreen:
Menu buttons for "Up" and "Down" now animate initially to stand out.
Menu items for toggleable actions can now be double-tapped.
Improved bottom button width boundaries.
Fixed an issue where certain touchscreen button settings were not applied properly upon first load.
Fixed "Heal" button text not updating when changing language.
UI:
Added progress bar animations to various alert boxes.
Over the past couple months, development on the game has largely been spent getting the mobile version finalised, with support for cross-platform co-op with
Steam
and
itch.io.
0.3.4 is scheduled to be the initial mobile release when ready, but I am rolling this out to the desktop platforms first.
Final mobile testing is underway. Stay tuned.
– Chris
NEW
Hold to Jump:
Added option: "Hold to Jump". Available under Options > Advanced.
Privacy:
Privacy policy is now available under Options > Account.
Added account option: "Delete Data". This removes any statistics and analytical data that is linked to your account.
CONTROLLERS
Desktop:
Xbox One Controller is now the default fallback controller type.
Improvements:
Left Stick Button (aka ) and Right Stick Button (aka ) are now bindable.
Improved detection and support for 8BitDo controllers, Nintendo Switch Pro Controller, PlayStation 4 controllers, PlayStation 5 controllers, and Xbox controllers.
Improved menu navigation if a controller uses layout instead of .
Added warning messages if actions are assigned to buttons that are not detected.
macOS:
InControl Legacy is now the default controller module type, rather than InControl Native. The latest macOS 12.3 Monterey update seems to be less compatible with InControl Native.
The 12.3 Monterey update seems to severely break Xbox controller support.
Recommended controllers are now 8BitDo, PlayStation 4 (USB), PlayStation 5 (USB), and Steam Controller.
FIXES & IMPROVEMENTS
Couch Co-op:
Improved camera positioning and zooming when inspecting treasure chests.
Player weapon UI now hides after jumping, shielding, drinking, opening the weapon selector, or throwing a key.
Fixed an issue where players couldn't attack if their creature was behind their weapon UI.
Fixed an issue where treasure chest item pop-ups could show info for the wrong chest.
Fixed an issue where player weapon UI would sometimes not appear.
Fixed and improved many collision and positional checks.
Boomerang + Multishot:
Added a max distance check of 3.25 blocks when seeking an additional enemy. This prevents the boomerang from traversing across the screen too far undesirably.
Online Co-op:
Increased debug logging, especially for room transitions – still investigating a rare error that can occur.
Added checks to ensure master NetIDs can't be created client-side when playing online.
Zaeries:
Improved collision detection with shields and walls.
Added minimum bounceback velocities when the buzzsaw collides with a creature, shield, or wall. Zaeries should bounce back more reliably now.
Fixed an issue where saving a game with a death-spiralling Zaerie would have the Zaerie be alive when the saved game was loaded.
Other fixes:
Improved hit detection for projectiles and Flail balls.
Fixed an error in the menus when a category became empty.
Fixed an error when a Stun Bomb collided with an enemy on first frame.
Fixed an error with creature states.
Fixed sprite ordering issues with giblet body parts.
Thank you for continuing to submit bug reports and suggestions!
FIXES & IMPROVEMENTS
Blood:
Improved layer ordering for blood splats, chest items, and doors.
Damage:
Fixed issues with Elemental Spinner Traps, Flails, and Leaf Shield where position checks were not reset between room transitions. This caused improper collision sweeps during the first frame after a room became ready, causing creatures to receive damage incorrectly.
Keys:
White keys no longer warp inappropriately when dropped against a wall or door.
Improved interaction priorities when multiple keys are near each other while also near a door.
Fixed an issue where a key could respawn after loading a saved game with key being held then unlocking a door.
Online Co-op:
Improved handling if a room transition occurs while using the Demon Statue, Magic Mirror, or Weapon Rack.
Fixed a sync issue where the "Auto-equip Loot" option would apply to non-local players.
Added checks to resync if a player reconnects just as a chest is being looted or a door is being opened.
Added sound effect when resyncing.
Steam Leaderboards:
Removed pagination buttons for Nearby and Friends entries.
Weapons:
Improved hit detection for Leaf Shield and Stun Bombs.
Fixed an issue where Bow rotation would not reset after drinking a potion or if their owner became incapacitated.
Fixed an issue where weapons could be held at a weird angle after resuming a saved game.
Fixed issues where weapons remained visible while shield was raised or while holding a key.
Other fixes:
Handled an error if an audio clip fails to load.
Handled an error when attacking.
Improved handling if the Discord module fails to initialise.
Fixed an error where deserialization could fail (when loading saved games or receiving netcode messages) if a string contained too many non-ASCII characters.
Miscellaneous:
Added a system message when a kitten has been slain.
Added checks to handle errors when rescuing kittens.
Added checks to handle errors when reviving a player.
Fixed an error with the boomerang if its parent creature died while the boomerang was flying.
Fixed an issue where creature necks could remain angled incorrectly after a cutscene had ended.
Fixed an issue where ranged indicators were being sporadic if Multishot Chance was not 100%.
Handled an error with the Unity graphics engine.
Refactored modifier UI lists to be handled better internally.
Suppressed a controller-related error as a warning.