Patch Notes for November 17th
Discovered a few critical bugs that needed addressing, but also some additions to make way for some future changes:
Additions:
- Labyrinthian Caves Versus map
- Bunker Versus map
- Lives remaining indicator on HUD
- Added unique Rapier animations
- Added an 'airship shop' that's available in many levels
- Added elemental damage effects on player when hit
-> Cold Damage now slows max player move speed for a few seconds
-> Poison Damage now does a decreasing amount of damage every ~5 seconds
-> Magic/Blight Damage temporarily increases all damage taken for a few seconds
-> Fire damage does nothing unique but extra damage and a burn effect
- Added blood spatter on ground/character if hit for high damage
- Added slight camera shake if the player melees a solid object (like a stone wall)
- Weapons now recoil if they hit a solid enemy/player (Purely visual, this does not impact attack speed)
- Weapons now leave hit marks on objects
- Added 'leads' to dialogue options (incomplete)
- Added stairs to the HUB as some players did not realize Mercie was in the tower
- Added two NPCs to the HUB
- Added level pictures/description to the level select map
Changes/Fixes:
- NPCs no longer send you to quests directly (This proved to be confusing)
- Frozen Fort and Prologue are auto-unlocked
- The prologue is replayable
- Fixed a pathing issue in Frozen Fort where many enemies would not chase the player
- Fixed a level issue in Frozen Fort where one pathway would seemingly lead to a dead-end
- The robes are no longer free
- Clarified on Escape Menu that saved progress is lost when leaving to Hub or Main Menu
- Most two-handed swords now use wide sweeps while most one handed swords use vertical strikes
- Fixed character's leg stance when idle and armed with a weapon
- Removed Seeker Spaces for now to make level respawning consistent
- Removed the pilotable airship in Cliffside to make level respawning consistent
- Removed inactive golems in Frozen Fort
- Kick damage is no longer unblockable
- Fixed an issue where the player would be staggered from many attacks unless close to death
- Players are knocked out of the grapplehook if hit in mid-air
- Fixed several objects that had some UV/Shading issues
- Fixed some text on the gravestones in the HUB temple
- Fixed some transition issues that would take an unusually long time, such as finishing a character in the editor or selecting a level from the map
- The holograms no longer look like the tutorial dummies
- Fixed an issue with the teleporter where, in certain circumstances, you would come out very disoriented
- Reduced area for when enemy groups are spawned, as they could spawn behind the player and out of sight
- Made changes to the labyrinthian caves as two particular jumps were very difficult
- Some other minor level fixes and some level layout fixes
- The 'spectre' enemies (glowing purple ghosts) will no longer insta-kill players, but will do 9 blight damage every 0.25 seconds they are in contact with the player
Additions:
- Labyrinthian Caves Versus map
- Bunker Versus map
- Lives remaining indicator on HUD
- Added unique Rapier animations
- Added an 'airship shop' that's available in many levels
- Added elemental damage effects on player when hit
-> Cold Damage now slows max player move speed for a few seconds
-> Poison Damage now does a decreasing amount of damage every ~5 seconds
-> Magic/Blight Damage temporarily increases all damage taken for a few seconds
-> Fire damage does nothing unique but extra damage and a burn effect
- Added blood spatter on ground/character if hit for high damage
- Added slight camera shake if the player melees a solid object (like a stone wall)
- Weapons now recoil if they hit a solid enemy/player (Purely visual, this does not impact attack speed)
- Weapons now leave hit marks on objects
- Added 'leads' to dialogue options (incomplete)
- Added stairs to the HUB as some players did not realize Mercie was in the tower
- Added two NPCs to the HUB
- Added level pictures/description to the level select map
Changes/Fixes:
- NPCs no longer send you to quests directly (This proved to be confusing)
- Frozen Fort and Prologue are auto-unlocked
- The prologue is replayable
- Fixed a pathing issue in Frozen Fort where many enemies would not chase the player
- Fixed a level issue in Frozen Fort where one pathway would seemingly lead to a dead-end
- The robes are no longer free
- Clarified on Escape Menu that saved progress is lost when leaving to Hub or Main Menu
- Most two-handed swords now use wide sweeps while most one handed swords use vertical strikes
- Fixed character's leg stance when idle and armed with a weapon
- Removed Seeker Spaces for now to make level respawning consistent
- Removed the pilotable airship in Cliffside to make level respawning consistent
- Removed inactive golems in Frozen Fort
- Kick damage is no longer unblockable
- Fixed an issue where the player would be staggered from many attacks unless close to death
- Players are knocked out of the grapplehook if hit in mid-air
- Fixed several objects that had some UV/Shading issues
- Fixed some text on the gravestones in the HUB temple
- Fixed some transition issues that would take an unusually long time, such as finishing a character in the editor or selecting a level from the map
- The holograms no longer look like the tutorial dummies
- Fixed an issue with the teleporter where, in certain circumstances, you would come out very disoriented
- Reduced area for when enemy groups are spawned, as they could spawn behind the player and out of sight
- Made changes to the labyrinthian caves as two particular jumps were very difficult
- Some other minor level fixes and some level layout fixes
- The 'spectre' enemies (glowing purple ghosts) will no longer insta-kill players, but will do 9 blight damage every 0.25 seconds they are in contact with the player