Patch v0.1.0.4
What's New?: Release Candidate (RC) v0.1.0.4 from v0.1.0.3
[h3]Major Game/Gameplay Changes[/h3]
[h3]Skin Changes[/h3]
[h3]Achievement Changes[/h3]
[h3]Bug Fixes[/h3]
[h3]Major Game/Gameplay Changes[/h3]
- The level cap has been raised from 30 to 100.
- The damage of enemy projectiles has been increased across all difficulties.
- Some variability has been added to enemy accuracy, which means that they will miss more often than they did in previous builds.
- The movement speed of the skeleton knights has been increased dramatically and is difficulty dependent. These enemies were initially intended to be a fast and immediate threat to the player, requiring swift action to avoid death. Their slow movement speed wasn't cutting it, and so we increased it.
- The "kill counter" time window, that is, the time window for which enemies can be killed and contribute to a double kill, multikill, etc. has been increased. This was because some enemies could be killed relatively close to one another and it wouldn't register with the current settings.
- The timer "between waves" is now more variable, and increases with increasing wave. This is so there isn't a large gap of time in between waves in the beginning of onslaught, and no "overlapping" waves later on.
- Items that can be "activated" have a 2 second cool down when they are equipped before they can be used. This was to fix a bug in RC v1.03 (see "bug fixes" below).
- Due to encryption efforts, we have changed how often the game autosaves game data. This is to increase game performance over previous game versions.
- Bombs no longer spawn on the map in random locations. Instead, they are "carried" by the skeleton knights, and can be detonated by hitting them with a fire arrow. If the skeleton knight is not killed before it reaches the player, it will detonate to deal bomb damage to the player and any enemies in the vicinity.
- Animations have been added for player attacks and taking damage.
- Note: Steam cloud saves in this build are currently still being saved by computer, rather than Steam account. We are looking for ways to backup data based on Steam user, so be careful if more than one Steam user uses your computer to play Bowmen. For more information, please see the Support forum.
[h3]Skin Changes[/h3]
- The Panda skin has been added to the game, which unlocks for every Steam account that has purchased the game during Early Access. This skin will growl at enemies after receiving a double kill or higher during onslaught. Since this is an Early Access exclusive, this skin will be available for a limited time up until the game's official launch later this year.
[h3]Achievement Changes[/h3]
- The achievement Infernal Balrog Slayer is now correctly being reported as being unlockable on Hell difficulty as well as Inferno.
- The level requirement for the achievement Blood Soaked has been increased to 30.
- The level requirement for the achievement Inside Good, Outside Bad has been increased to 50.
[h3]Bug Fixes[/h3]
- We fixed an issue where some items could be picked up in an "activated" state. This meant that when they were turned off from the "activated" state, it in some cases readjusted the player's stats incorrectly. This issue was fixed by adding a short cooldown upon pickup to items that can be activated, and adjusting how items modify player stats.
- We fixed an issue where the chat rank (i.e. the rank that appears next to a user's name in Bowmen world chat) was not always updating correctly, especially when switching between Steam accounts.
- Steam cloud saves are now correctly being stored and updated on the Mac version of the game client.
- Fixed some minor GUI issues where you could spam the "back" button on some menus and re-trigger the fadeout repeatedly to another scene.
- Fixed a bug whereby Greybeard (the "Wizard") would not play his run animation after finishing the tutorial and moving out of view.