Hello, dear Wanderers!
How was your October? We hope Samhain was fairly celebrated ;)
Ours was pretty busy: we were at the Paris Game Connection, right next to the Paris Games Week. For those of you who don't know, it is the professionnal part of the event, where you can meet lots of others devs, publishers, editors etc. (we were particularly looking for help to launch the finished game as best as possible, translate it in as much languages as possible, and hopefully port it on consoles a little bit quicker). We'll see how it goes!
Oh, and there's a few new things in Hypnos...
PATCH NOTES #8!
BUGFIX:
• Radiant Essences no longer use a Superior one.
• The precedent level correctly unload after the Whisperer's Mark is used (no more mashup between the levels!).
• No more getting stuck in the game options.
• The player’s Quick Access is now correctly saved when loading a game!
• Fixed a bug causing the player to appear falling in the middle of nothing after using the Whisperer's Mark.
• No more unobtainable keys! You shall now open gates.
• The dialog widget now correctly udpates its color theme when the Whisperer is talking.
OPTIMISATIONS:
• Magic bolts won't cause FPS drops anymore.
• The hard freeze upon using the Whisperer's Mark from the inventory is now fixed.
ADDITIONS:
• Fade out animation for enemies' lifebars upon death.
• Clearer feedback on how many essences you get when killing a mob.
• New ennemies: the “rocketter” and the “grenade thrower” :D
• A new death screen!
• Bunch of new NPCs! Their quests are not implemented yet, but you can get to know them a little bit while we add their complete narrative... (Let us know what you think about them :) )
• Oh, and you can also trade with them!
• Little level design modifications & visual changes in environments. We'll let you discover what and where ;)
• New area: the Wall of Devesh, beyond North of Myosis
• A new item that you'll particularly appreciate in the darkest places: a little sentient light that you can summon to illumate your way!
Changes:
• If you kill a locked ennemy, the camera will now switch the lock target to the next foe, instead of exiting the lock mode.
• New Fx for Homonculus' explosions.
• New Sound Design for the Legionnaires.
• New Fx for the gunner ennemies.
• A few Sound Design upgrades for some of the Wanderer's moves.
• Sound lifting for some Elite enemies ; changed on-hit sound for it to not be confused with the player’s one anymore.
This one was a big one for us.
We really hope you like all the changes!