Demo Patch Notes 0.8.13650D
[p]Hey Yarden GRIME director here! And it's time for our FIRST patch for the GRIME II demo.[/p][p][/p][p]So first of all, a MASS-IVE thanks to everyone who played the demo and shared their thoughts! [/p][p][/p][p]This was the first time the game was available to so many players and it allowed us to identify and tweak a crazy amount of stuff. [/p][p]It was also very reassuring to hear that the overwhelming majority of you seem to approve of the new gameplay changes and overall direction. Up until now, I just had no way of knowing for sure if I hit or missed the mark whole molds&wards mechanics, among many other things.[/p][p]So again, thank you. My stress levels are finally back down to just regular game-development-levels. :)[/p][p][/p][p]Now, on to the Patch Notes:[/p][p][/p][p]DESIGN[/p][p]- The Rage state mechanic has been removed from the demo area and pushed to a later point, where it can be accompanied by clearer VFX and a tutorial message that will more properly explain how it works.[/p][p]- Weapons are balanced around their specials and you are expected to make frequent use of them. To emphasize this better, the Maul Axe special hitbox was improved. The damage of it's initial impact was increased. And a painted wall message was added to remind you of that after the first "boss. + The HUD VFX for it was also enhanced to make it clearer to understand when you've gotten a charge.[/p][p]
[/p][p]- Stagger resistance should now work better on slow weapons during their swings.[/p][p]- Apologies to the Air Parry spammers - The player can now only attempt to parry once mid air. Reset on a successful parry or on landing.[/p][p]- Low Force indicator on the screen borders adjusted to only work during fights. It can also now be turned off via the Gameplay menu.[/p][p]- Dash fixed to be more precise in the Bound Shell boss fight.[/p][p]- Fixed issue that caused Projectiles homing to become fps dependent, Projectiles Homing Calculations are now identical in all fps counts.[/p][p]- Fixed Throwing Thumbs force bonus damage + attacks not giving paint.[/p][p][/p][p]MAP[/p][p]- Map scrolling speed adjusted to no longer shoot off at warp speed.[/p][p]- All of the map pins have been redesigned.[/p][p]
[/p][p]- 2 new pins were added to the map.[/p][p]- Pin capacity increased.[/p][p]- Changed the way the map is revealed. Now the player should reveal more area he can actually see. Hopefully, this means less "unnecessary" dark patches in the area.[/p][p]- Map icons size and resolution improved.[/p][p][/p][p]UI & Keybindings[/p][p]- \[C] character binding added to the keybinding menu.[/p][p]- Unlocked the ability to change basic and special attack bindings in the binding menu.[/p][p]- You can now right-click to equip a mold in the checkpoint menu. Same as with the Inventory screen.[/p][p]- The player can no longer access different menus while the weapon equip window is open using a controller.[/p][p]- You can no longer unequip weapons from the mold menu.[/p][p][/p][p]+Various other minor bugs.[/p][p][/p][p]Our next patch will include improvement to localization, along with a variety of other fixes![/p][p][/p][p][/p][p][/p]