Hello, dear players!
We hope you've been enjoying our game! We've been hard at work this past month, and we're excited to show off our next batch of changes to address your feedback and concerns, as well as fixing a plethora of bugs!
Most of these changes have been available in the Beta Branch for some time - if you want to live on the cutting edge of design, consider switching over per the instructions in the latest beta patch. We'll try to keep the Release Branch as stable as possible by only moving changes from Beta to Release once they've had some time to be tested.
Feed us with feedback!
We're eager to hear what you think of the changes! Comments and critiques are, as always, extremely welcome!
This update includes the following:
UI:
- Added: Controller Support
- Added: Automatically pause game during steam overlay or app switching
- Added: option for controlling the appearance of the UI Highlighter
- Added: "press F1 to close" to F1 control help popup in HUD
- Added: "skip ahead" to the "Help, the Tutorial is Stuck" pause-menu option, and added an extra action for bypassing the Armory door in case of malfunction
- Added: on-HUD tracking indicator for puzzle activators (especially useful when entering a puzzle room vertically)
- Improved: UI Text for usability in weapon picker panel
- Improved: controller sprites for increased clarity on Triggers / Buttons
- Changed: Pensieve UI to confirm with a click when spending halite
- Changed: back 'buttons' now function as expected in a wider variety of UI menus
- Changed: increased size of some UI button controls and prompts
- Fixed: Map being unresponsive to first press of M
- Fixed: some UI menu object items positioning themselves wrong
- Fixed: stats sometimes not being saved and made stat display more uniform
- Fixed: HUD visuals sometimes not being removed if you restart while they are visible
Gameplay:
- Changed: re-enabled players able to slide down steep slopes
- Changed: Loki and Pensieve (in starting room) now shielded and "slippery" for player movement purposes
- Changed: invulnerable impact visuals (i.e. nothing happened on impact) to look better and more obvious what is happening.
- Increased: idle VO timer from 20 to 65 seconds
- Expanded: auto-unstuck to give the player back their jump capability if they are sliding for longer than one second (i.e. stuck in a crevice)
- Fixed: On rare occasion rooms don't spawn enemies
- Fixed: enemies sometimes moving/sliding/jumping when bedazzled (i.e. stunned) near transition and jump points
- Fixed: "See enemies more clearly" effect doing nothing; enemies are now highlighted as intended
- Fixed: elemental and flak grenades (they were acting as normal grenades, now they do what they say they do)
- Fixed: standard grenade explosion not scaling according to size of explosion
- Fixed: Banners - naming, materials, and behavior when damaged/destroyed
- Fixed: broken halite from Clusters instantly disappearing instead of dissolving out
- Fixed: FOV settings being overridden after using Dash, Visceral, or Sprint
- Fixed: Minor glitches with 'buddy' behaviors
- Fixed: displayed effects of "Overkill" pickup drops (base level instead of upgraded)
- Fixed: some rare instances of ImpactEffect remaining visible after the thing they hit was destroyed
- Fixed: Large lantern (the one above the tunnel in the starting room) destructableness
- Fixed: Alvis Statue destructableness
Balance:
- Changed: Black Hole grenade effects to
- scale with explosion size
- have 0.65x standard grenade explosion radius
- deal true (unresistable) damage over time at its core (player is immune)
- attract player (gently)
- have a more engaging effect on loose debris (e.g. pot shards)
- have a greater pull on enemies, and the timing of core visuals is corrected
- have slightly less intense visuals so they don't completely block player vision
- Fixed: Made 'sturdy' objects (eg crates) 'sturdy' again.
Sound:
- Adjusted: Firing and Overheat Sound Timing
- Adjusted: Launcher blast sound mix so its not as loud overall
- Added: sounds for starting room cell-gate dislodging and hitting ground
- Updated: invulnerable hit and glass impact sound so they can be heard regardless of distance and gunfire
- Improved Audio: Garmr howl
Behind the Scenes:
- Minor Fix: if a pickup falls off the world, its detected and cleaned up
- Improvements/Fixes to Level 2 (which you can't see yet because they are locked still)
- Progress on traps and placement (which you also can't see yet... soon though)
