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Playtest Patch 0.2.2: Improved player model, bug fixes, and optimizations!

Hey all, new update to the playtest coming your way! This one does not have any new content, but is quite large nonetheless. I reworked a few pretty expansive pieces of infrastructure, so I anticipate all these changes will cause at least *some* new bugs. So please let me know if you spot anything and as always I appreciate your feedback!

Here are the updates:

[h2]Gameplay changes[/h2]

- Tweaked the 6 wall-jump max: Now if you wall jump 6 times without touching ground it will cost 1 blood per jump. If you have no blood you’ll just slide down the wall.
- Added “Tomes” to the Tutorial level which I’m hoping to a better job of making important tutorial text more obvious and less easy to miss.
- Timer doesn’t start until you start pressing a button or looking around
- If you jump while moving upward on a slope you’ll jump a bit higher now.
- Reduced the player’s fall speed while wall running
- Quick Restart (the R key on the keyboard) is now a “hold” action by default, so it should be harder to accidentally press. If you liked how it was before, you can change it back in the settings menu (called “Instant Restart”)
- Made parrying slightly easier
- Added some anti-cheat measures to leaderboards
- Improved crossbow accuracy at further distances. Still needs work though.
- Player now casts a small shadow directly below while in the air to make ground slamming a bit easier
- Ground slam will go “straight down” more immediately now if you hold the ground slam button
- Tutorial Medal times have been tweaked to be easier

[h2]Bug Fixes[/h2]

- Fixed a bug where you had less air control if you were getting less than 90 fps
- Fixed some ledge climb unreliability issues
- Fixed some bugs that could occur if quitting with the Windows “X”
- Fixed bug where water submerge sound didn’t play sometimes
- Fixed bug where knight arrows sometimes weren’t facing the right direction

[h2]Aesthetic Changes[/h2]

- New player model (with fingers!)
- Gibs now shoot out in front of you and splat against walls when you air dash an enemy
- More blood in general
- Tweaked enemy hit flash
- Air dash “not enough blood” indicator is now just a little blood icon instead of blood and a shield
- New potion model
- Air dash now expands your FOV a bit to make it look cooler. You can disable this in the settings if this isn’t your thing.

[h2]Optimizations[/h2]

- Made restarting at checkpoint and restarting level like 10x faster. It should be pretty much instant for most people now.
- Tweaked shadow resolutions to be less resource intensive
- Optimized lighting to be less memory intensive
- Optimized lightmaps to require less storage
- Added ability to disable Glow which should help performance on low end machines
- Reduced the physics tick rate from 90 to 60. This helps performance at the cost of slightly less accurate physics calculations - please let me know if you notice a difference!

I’m hoping to have some additional updates with more bug fixes soon - I just wanted to get this one out the door since it’s getting so large.

Make sure you’re not in any beta branches (ie. playtest_build_0.2.0) otherwise you wont get the update!

Have fun and let me know your feedback!