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Lichenvale News

Demo update

- Removed unnecessary graphics options
- Added frame rate cap to graphics options
- Added FOV slider to graphics options
- Added horizontal and vertical sensitivity to input options
- Added invert Y axis to input options

Lichenvale developer livestream playthrough

On wednesday 5th of October, Lichenvale will be played by its developer Filip Zemljak live. Watch the livestream for some new gameplay insights, developer comments and all you can ask session!

Small tweaks and balance changes

Based on player feedback I had provided some tweaks and balance changes in this patch:

- Removed copyrighted music from tutorial
- Increased Nightmare Fuel generation rate
- Reduced Nightmare Fuel cost for Fireball and Ice Lance
- Rescaled damage for Fireball and Ice Lance
- Monsters now receive 2.5x damage from other monsters and deflected projectiles
- Small lighting improvement on first level
- Spawners on second level now spawn monsters in succession rather than at once
- Tweaked interactable item text to better reflect their purpose (open, pull, light the flames, finish level)

Going Rogue Demo Available

Lichenvale has a refreshed demo available as a part of the Going Rogue fest!
Compared to the previous release you will find the reworked first level, enhanced combat and visuals and shorter loading times.

Tweaks based on player feedback

This patch contains various improvements based on player feedback:

- Added a green lantern at the graveyard in first level to signal that there is a lever
- Platforms leading to Blessed Anhk in second level had been expanded
- Increased the attack wind-up time for various enemies
- Bosses no longer reset to full health when player dies, instead they will keep their current health unless its is below 50% for Boogieman or 66% for Knightmare Lord, at which point they will reset at those values.
- Fixed an issue where save files were not written to a disk.