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Balance and Monster Ninjas

[h3]Hello there![/h3]

So you might have seen the other news post about the beta branch, I did some more work on it and think it is ready to be released into the wild. [fingers crossed]

Hopefully these changes result in a bit more challenging but fair game.

[h3]
Changelog[/h3]
  • Reworked monster melee punching system.
  • Improved readability of torch platforms against the moon boss.
  • Balanced monster limb to monster main body damage propagation.
  • Lowered damage increase on further difficulties.
  • Lowered final boss hp on further difficulties.
  • Lowered laser beam fliers hp.
  • Reworked aoe damage abilities to do less damage to the monster main body.
  • Improved readability of monster spiderweb projectile.
  • Moon boss hp should end up behind the death screen now.
  • Lowered amount of spikes on the hedgehog monster.


Moon boss platforms



This is a balance patch but I also spent a bit of time reworking the melee system for monsters. I made them pretty weak at one point because they had a habit of lifting off like a rocket sometimes. The solution was to basically stop the monster in its track for one frame before it performs the next attack. This allowed me to boost up the attack velocity by a lot without breaking the game or monster.

So this should result in more intense monster fights.



Obligatory next game Link
https://store.steampowered.com/app/864170/Midnight_Horde/



Thank you for playing and let me know if you find broken things in the patch.
Cheers
Per

Balance patch in the Beta Branch

Hi everyone!

So I have done some balance work and tweaks based on feedback in the reviews. Mostly adressing early game cheese with some aoe weapons and nightmare difficulty boss hp.

This patch is not live in the main branch but exist in the patchtesting branch.


The main part is that I have nerfed and reworked how much damage dealt to a limb is propegated back to the main body of the monster. Hopefully this will mean that it is harder to cheese monsters, but also that it will result in more body parts being blown off and a bit more challenging early on.


On top of this I have removed the damage propagation on some aoe weapons that dealt low damage per attack but ended up being a bit too OP when you hit all of the different body parts at the same time. Though I did not nerf this on bosses and elite (big ones) because that would make the game too hard.


I have lowered the hp and damage scaling in the two other difficulties and balanced the final boss HP for those difficulties. I have also lowered the HP of flying beam monsters.


One big monster buff, is that I have increased the velocity and force of monster punches, this might break the monster in some cases if I have over done it. So please help me test it to find out if I need to dail it back. But I do think they are more fun to fight with these force values!


To test it out, join the patchtesting branch with this password "iwouldliketobeatester" in the properties -> beta section. Please give me feedback in this thread if you find broken things or if you simply like the update.




Also check out and wishlist Midnight Horde.

https://store.steampowered.com/app/864170/Midnight_Horde/



That is all, Cheers
Per

Hotfixes and smaller changes

  • You no longer need to beat a difficulty to access the difficulty altar and all difficulties.
  • Fixed Bug: Ambience Volume slider not working
  • General menu alignment improved
  • Prevented damage flashing on some inanimate objects
  • "Cannot unlock skill" text was not localized

Well Being + New Game!

Greetings and salutations!

I have a secret announcement to make!

[h2]MIDNIGHT HORDE![/h2]
It is a game I have been wanting to make and have been sketching on for quite some time!

Midnight Horde is a gothic horror casual action game with rogue-lite elements where you battle thousands of enemies. Discover the secrets of the castle and upgrade weapons and fortifications to keep darkness at bay.

Please check it out, Wishlist it and help me shape it!



So now on to the real thing, this Patch is pretty big and I have been working on a lot of fixes and quality of life content. I hope you will enjoy the changes and will help me find new bugs.

[previewyoutube][/previewyoutube]


[h3]Major Changes[/h3]
  • Removed cast time for all spells including Teleportation Dash.
  • Cooldown Reducing stats now works for Charge Spells.
  • Aim line has been added (can be disabled in the General Menu).
  • On damage flash feedback for players and monsters. (Can be disabled and tweaked in the General Menu).
  • On damage/cast impact freeze frame (can be disabled in the General Menu) it is extremely short but can give more weight to attacks and damage.
  • Elemental Enemies no longer cause Poison or Burn status effects on touch and instead cause them when they hit you with a melee attack.
  • Charging no longer slows you down.




[h3]Monsters & Combat[/h3]
  • Added 4+ new Monster Challenge rooms
  • The Great Fireball Ring is now chargeable.
  • The Fireball Ring is now Chargeable.
  • New Hood: Hood of Storm.
  • New Ring: Ice Spikes Ring.
  • New Hood: Ice hood, Spawns a minion that shoots freeze projectiles.
  • New Trinket: While airborne cooldown buff.
  • New Augment: Electric Turret
  • New Augment: Ice Turret
  • Force Push now blocks projectiles.
  • Changed how Kings Ring works, now shoots mirror projectiles like before.
  • Nerfed Krampus
  • The main body of a monster will now receive slightly more damage from its limbs when you damage its limbs. The monster dies when the main body loses all of its hp.
  • Some punch areas of melee monsters have been increased.

[h3]Player[/h3]
  • You can now lower the drop chance of unlocked items in the Skill Tree.
  • You can unlock a node that allows you to pick from all classes at the character selection.
  • Added more Legendary Item effects.
  • Tweaked added more stats to Cultist Hood.
  • Removed Friendly Fire from Pyromancer dash ability.
  • Improved Tutorial.
  • Bloodmancers Orbs lech intervals are a lot slower to not be so stressful when it leches life.


[h3]World[/h3]
  • Improved visuals for Tower of knowledge to make it easier for new players of what unlocks are important.
  • Blocked ceiling for Final Boss Room.


[h3]Other[/h3]
  • Improved camshake from Fire Bombs.
  • Fire Bombs improved visuals.
  • You can now disable Damage Numbers in the General Menu.
  • Removed Playfab analytics.
  • Removed opt out of analytics, because playfab is no longer in the game.
  • Keyboard support on by default in multiplayer now.
  • UIScale should hit faster to be less noticeable on scene change.


[h3]Bug Fixes[/h3]
  • No more infinity jumping on walls.
  • Fixed getting out of water sometimes still drowns you.
  • Blood pool in front of some assets has now been moved back.
  • The distribution of many projectiles on charge ability was slightly offset.
  • Fixed ASUS AURORA bugs that kept the mouse and headset flashing.
  • Lightning lance is no longer in the Skill Tree since it will drop anyway.
  • Fixed shadow flipping bug in multiplayer.
  • Improved Shadow while jumping.
  • Fixed: can’t exit multiplayer scene if no gamepads are connected and keyboard is set to off.
  • Blocked insane high damage.
  • Fixed elite camera flickering water on and off.
  • Optimized some physics chunks in the Loam Lands.
  • Optimized Bloodmancers rendering




//Per

Asus minor update

Okay updated to 1.1.3 minor changes but properly tested this time.