1. Nelo
  2. News

Nelo News

Update Build 0.1.1.0 is up!




Hello! The first major update for Nelo’s Alpha is here! We’ve got lots of new things so let’s dig in!

https://youtu.be/l6E8KQNF4Ug

Build 0.1.1.0


Major Features


New Control Scheme and Control Improvements






-Control Layout for Gamepad and Mouse and Keyboard have been reassigned.
-improved crouch responsiveness
-Soft jumping removed
-Crouching can be triggered when in sprint when at lower speeds like when running into a wall
-Air dash has controllable distances based on how long the dash button has been held.
-Air dash now uses the same counter as dodges
-Air dash, like ground dodges now have i-frames when triggered
-Air dashing can cancel melee attacks performed in the air, in exception of drop attacks.
-Dodging and Hyperblitz can now be performed while wallrunning.
-Player Gravity scale lowers when performing aim and some melee attacks when in the air.
-player will resume Hyperblitz when holding down the sprint button after landing. This also applies when initiating wallrunning.
-Aim can trigger Bullet Time when using Melee attacks and in OmniFire.
-Added ability to cycle through alternative firing formations in OmniFire.
-Stunbomb don't require holding down the 'bomb' button.
-Shield has timing feature that can extend shield lifespan.


Crafting System




-Create Weapons, Power-ups, and Utilities using materials found in the world.
-Destructible objects will drop resources for Crafting.
-Scanner Nodes and Fusion Nodes are now a Crafting Resource. and Node Gates require a Key made from the Nodes.
-Crafting Resources can also be found in Platforming sections.
-Standard Weapon Lockers have been replaced with Resource Builders where you can trade credits and tokens earned from combat for Crafting Resources.
-Weapon Lockers needed for specific areas remain weapon lockers. They now however use a different mesh asset to distinguish from the Resource Builder

New Endurance Map Consolation




-Consolation is based on the Single Player Mission, Solace.


Splitscreen Endurance




-Local 2 player splitscreen is now a feature in Endurance mode.
-As for this build, Mouse and Keyboard support isn't fully functional. You can try it but expect many problems if you do. We recommend plugging 2 gamepads into your PC.

New Progression System




-Progression designed around highest scores and difficulties.
-Progression system chart can be accessed in the Profile Menu.

Unlockable Helmets




-Helmet cosmetics can be unlocked by progressing your rank in Endurance.
-Helmets can be worn in both singleplayer and endurance and can be swapped at any time without leaving a game.

Unlockable Loadout Customs




-Unlock Customizable Loadouts for Endurance.

Improvements to Solace and Aurora's Sacrifice.




-Made Solace more first impression friendly.
-Added 'invisible walls' around the rooftops on Solace. We are usually against putting glass walls in front of spectacle set pieces but for being a first level, it's necessary.
-Solace has been brightened to be easier to see combat.
-New Lighting on Aurora's Sacrifice to be more visually interesting
-Aurora's Sacrifice utilizes level streaming now. Wings are now loaded behind level stream gates.
-Removed All Lava pits in Aurora's Sacrifice.


Other Fixes


-Added Aim and OmniFire Tutorial prompts on Solace.
-Recreated scoreboard to display a nearly unlimited highscores. Highscores are displayed on scrollable cards and are color coded by difficulty.
-Prompt Next to technique meter notifying low technique has been added to the HUD to somewhat clarify discouraging repetitive gameplay strategies.
-Hud layout has been re-arranged a bit. Technique meter and Slow-mo meter have been moved above the crosshairs framing the health and stamina bars.
-Throwing enemies have been buffed. Throw velocity has been decreased to prevent overshooting, grab radius has been increased and enemy explosion damage has been increased.
-Field of view increases to 120 when in OmniFire.
-OmniFire world transparency shader has been modified. We replaced the Dither AA effect and replaced it with a fading grid pattern to reduce onscreen blurring.
-Motion Blur Amount has been decreased to %12 of what was in previous builds. Motion blur is also only visible when in the third person shooting mode so it's disabled when in Omnifire and using Melee Attacks.
-Improved Ledge-climb when mounting onto moving objects.
-FMV cut-scenes are now formatted to H.264 instead of WMV. The clips in the Melee Help Menu however are still WMV.
-FMVs now play audio through FMOD.
-UE4's default audio engine has been completely disabled. The game's audio is now handled entirely in FMOD
-Endurance Announcer Cues have been remade.
-Fixed Endurance exploitation. Holding Territories will not increase your level multiplier if you don't fight enemies.
-Added Destructible Set Dressing Boulders on the Moon level to obtain resources.
-Gamepad Help menu Mouse and Keyboard Help menu and Hud Help menu have been updated to the new changes.
-Elevator Scene on Solace has been modified. Camera shake effect has been decreased and we added windows with panning lights to enforce the sensation of being in an elevator.
-Fixed Lift to Hyper Cannon on White Blazar to be ready immediately after repairing the fusion reactor.
-Enlarged Dodge Icons and brightened their penalize blinks to be more visible.
-Level streaming gates no longer trigger from weapon fire. Level streaming gate only accept overlap from the Nelo player character class for triggering.
-Added disclaimer in rally point selection stating that rally points only work on missions and difficulties you have already completed.
-Further improvements added to the Patrol Dropships. Patrol Dropships will return multiple factions of scouts to the actor pool to prevent broken wave generators.
-Aim/Omni Context widget removed
-Crosshair size reduced.
-Material effect added to player model when using shield along with existing effects. The primary shield effects hide when aiming allowing the material effect to show the player in shielded.
-Added destroyed mesh for destructible truck asset.
-destructible world assets are no longer hazardous.
-Dodge penalty now ends on 3rd dodge recover instead of 4th
-Taking damage while in Nova or Quasar buff affects combos again, utilizing shield extension should make up for this.
-Fixed buttons losing focus in Singleplayer Chapter Select Menu.

We will be adding more fixes soon. Please remember to report bugs on the Steam forum so we can eliminate them. The more detail you describe them with, the easier it is for us to hunt them down on our end.

We also strongly advise you verify integrity of the files after the update is finished downloading.

Thank you again,

- Kevin & Michelle

Official Nelo Discord Group is available!



https://discordapp.com/invite/FE5KbVQ

We invite you to the Official Nelo Discord Group where everyone in the Nelo Community can talk with the devs and eachother in real-time.

Welcome! :)

-Kevin & Michelle

Patch 0.1.0.10 is up

Hello, a new patch is now available. Here are the patch notes.


The standard platform asset now has chain-link walls on the sides to allow players to better attach themselves from the side via wallslide or the newly added ledge grabbing.


A demonstration of the ledge climbing in action. The transitional movement and animation is still very rough and we will improve it.

Patch 0.1.0.10


-increased effect radius of stun bomb.
-Added Ledge Grabbing ability. When near a ledge you can stand on, your character will climb up automatically. The transitional movement and animation is still very rough and we will improve it.
-Fixed awkward sharp-turn transition animations in walk mode.
-Removed extra energy field in final platforming section on Aurora.
-Added chain-link walls on the sides of the standard platform mesh asset.
-Turned ALL handicap platforms into standard platforms.

We will be adding more fixes soon. Please remember to report bugs on the Steam forum so we can eliminate them. The more detail you describe them with, the easier it is for us to hunt them down on our end.

We also strongly advise you verify integrity of the files after the update is finished downloading.

Thank you again,

Patch 0.1.0.9 is up

Hello, a new patch is now available. Here are the patch notes.

Patch 0.1.0.9

-Added brief invulnerability to player after performing an Execution.
-Aggressive Idle Animation now triggers after performing an Execution and Nova/Quasar Attacks.
-Added More Dynamic Animations to Weapons when moving.
-Fixed Character being stuck in Aggressive Idle State on occasions.
-Greatly Increased Fall Speed for player and enemies. This has been a common request. We plan on fine tuning it more but we want you to test drive it a bit.
-Added Safety net on first Jump tutorial on Solace.
-Removed unlimited technique meter on Aurora, there's no need for it when you have all abilities unlocked.
-Adjust responsiveness to Campaign saves warning and Settings Apply Timer.
-Adjusted most of the platforming segments on aurora to be easier with the new fall speed.

We will be adding more fixes soon. Please remember to report bugs on the Steam forum so we can eliminate them. The more detail you describe them with, the easier it is for us to hunt them down on our end.

Thank you again,

Patch 0.1.0.8 is up + Things to look forward

Hello, a new patch is now available. Here are the patch notes.

Patch 0.1.0.8



We replaced the lava with hard terrain in the first platforming sections on Aurora to reduce player frustration. When you fall, you can climb out at the front with a tool tip prompt teaching 'Zenith Thrash'


Weapon pickups are now magnetized when close to them.


The Post Process Effect when moving through an Energy Field has been greatly reduced to keep player's visibility.

-Fixed "Continue Story" not working at a level's start.
-Fixed Collision to keep player on Elevator on White Blazar.
-Fixed Turret for bomber sequence not activating via checkpoint spawn on White Blazar.
-Made beginning platforming sections on Aurora easier. We removed lava pits and added more tool tip prompts like Diving Thrust and Zenith Thrash to help player better understand the aerial movement.
-Made other platforming sections on Aurora easier. We added more platforms on some areas and removed most of the moving Energy Fields.
-Fixed Nightsithe 'safe mode' after teleporting. Nightsithe were not supposed to attack the player immediately after teleporting or spawning.
-HUD now displays Ammo as 'Unlimited' when you have unlimited ammo.
-Adjusted player visibility when in OmniFire(Both Top-Down and Isometric) or MeleeCam by adjusting the environment ghost shader.
-Weapon Pickups are now magnetic and they will follow you when close enough.
-Fixed Missing rain and thunder sound effects on Aurora.
-Adjusted Landing Target to be visible at lower altitudes. This should also help with platforming.
-Disabled Inventory Lock feature. I see many users activating this by accident without knowing and don't know why they are not picking up weapons. We plan on bringing it back for advanced players.
-Adjusted post processing effects for the Energy Fields. They no longer blind the player with over exposure but instead put a red tint on the screen to still give the effect of moving through something hot without blinding the player.
-Fixed Bug that disabled barriers closing off wings on Aurora you already explored. In previous builds it worked when you just left that wing with the Fusion Node but didn't work when spawning from checkpoints.
-Added Warning Timer when you apply user settings. If you don't accept applied setting in 15 seconds, the game will revert to previously saved settings.
-Added Warning for starting a 'New Story', selecting a chapter, or restarting a level via pause menu. This warning better informs users that some saved progress will be lost.
-Added Unique Action track for Moon.
-Fixed grammar errors with Sprint tutorial on Aurora and Solace.

We will be adding more fixes soon. Please remember to report bugs on the Steam forum so we can eliminate them. The more detail you describe them with, the easier it is for us to hunt them down on our end.

We also strongly advise you verify integrity of the files after the update is finished downloading.

What's to come?


We aim to get 0.1.1.0 released some time this month. In this major update we plan to have.

-Splitscreen Multiplayer in Endurance
-Unlockable Costmetics
-Tono Gian Mission logs found from the corpses of soldiers who tried surviving the desolate planet. This is for completionists and people who want to know more about canon and lore.
-Collection log for completionists. This will track best rank through missions, scanner nodes found, missionlogs, ect.
-at least 1 more Endurance Map.

We can't guarantee all of these features to make it to this update, but we wanted to give you a heads up by letting you know what we have been working on.

We are also still working on bringing back the keybinding menu and other disabled options that currently are not ready and hopefully we can get this out before the major update.

We are aware that many want to see a sandbox training mode which has also been added to our internal roadmap. We will let everyone know when that is further in the works.

Thank you again everyone for the feedback and thank you for allowing us to address many of the issues.

-Kevin & Michelle