Apes, we've deployed some beeg changes to the demo today, we hope you enjoy. Please see the patch notes below.
We've also created a standalone page for our demo, so please leave a review with your honest thoughts!
Patch Notes:
Gameplay:
Player:
• Made changes to the slide allowing a player to hold the slide key to enter a slide and release it to stand up again. This should prevent instances where the player is stuck in a dive state in the air
• Added a minimum slide speed so the player can move faster whilst in a sliding state at the cost of mobility
• Made changes to Dive for it to have a greater impact on trajectory and be more useful in general
• Made changes to sliding uphill so that you no longer will be kicked out of a slide when going uphill
• Reduced the amount of boosted actions possible after slamming
• Implemented slide duration timer, slide jumping bonus speed is tied to duration of the slide to make longer slides rewarding and prevent mashing being the most effective at gaining speed.
• Added more camera shake to the player
• Changed wallrunning to make it clear which surfaces can and can't be wallrun on (Made wallrunning angle more restrictive as the player can essentially latch onto anything for a split second)
• Increased base Stamina regeneration by 33%
• Lowered the Stamina regeneration bonus on the 'Regenerape' Skill from 35% to 25%
• Added 'Slide Launch' worth 50 score costs 25 stamina to use and implements the slide jump changes listed above
• Made changes to the Slam ability, allowing a player to freeze in the air to charge their slam, leading to increased momentum and damage
• Added Banan Nuke Ability, activated by landing a fully charged Slam while cooking a Banan.
• Added a damage window to the slam animation. Allow damage even without the 'Slamsplosion' upgrade. Additionally, this allows all the interactions of a standard melee attack, e.g. hitting banans.
• Implemented Dynamic air control system, this stops a common complaint of having too much air control at slow speeds, leading to over correcting trying to land on platforms.
• Slightly Reduced overall air control to make actions more committal and improve usefulness of dive/slide/dash as tools to redirect in the air
• Implemented Slide Duration tracking, allowing longer slides to give larger slide jumps
• Implemented slide angle adjustment using ‘A’ and ‘D’
• Implemented dive momentum allowing a dive to build up speed the longer it is held, additionally exiting a dive will stop the player falling as quickly.
• Increased strength of wall running eject (Forward and side momentum) to make it harder to re-run on the same wall and be more rewarding to use from a speed perspective.
• Implemented wall run eject air control lowering. This prevents a player from immediately heading back onto the same wall which is horizontal with the player. This is to offset the bonus of wall run adding to momentum
• Eliminated slide friction. You can now always maintain your speed using a slide.
• Reduced speed decay in the air as an incentive to stay in the air
• Added 'slippage' to wall runs, allowing a player to better tell when the wall run is about to end and make them feel smoother in general
• Increased Wall run max length 0.5 (1.5 -> 2 seconds)
• Increase push off of wall in the instance that a player runs out of wall run duration (it was much easier to re-attach to the wall when running out of time vs leaping off)
Grindrails:
• Adjusted the maximum speed on grind rails to better maintain momentum
• Improved control over grind rail speed
• Widened Grind rail snap on area
Swing Bar:
• Added a grace time before the swing occurs, this prevents accidentally cancelling the swing by hitting dive which is common when trying to chain many 'Diving Swing Bars'
• Reduced added speed to account for decreased speed decay in the air
Catapult:
• Reduced speed added to account for slide changes, technically this still feels the same as before
NPCS:
Don:
• Added new clothes (damn he look good)
Enemies:
• Re-did soldier model and gun audio
• Re-did Tiki model
• Added new Sniper Model
Weapons:
Tesla Coil:
• Increased projectile speed substantially
Maps:
Tutorial:
• Completely reworked layout for better onboarding
Um'bolo's Arena:
• Reduced overall health of Um'bolo
• Reduced damage resistance to regular shots
• Made corrections to pathing to better stay in front of the player
• Added an additional attack to make the fight more engaging
• Added bonus damage when stunned (After getting hit by parried projectile). We now recommend parrying projectiles back at him for optimal play
Wild Wat:
• Extended the first grindrail section
• Adjusted a catapult
• Reduced the rubble pile after the grapple, as it was too easy to clip
Monke Hub:
• Culled some of the science tanks in the skill purchasing shack to improve performance.
Winding Waterway:
• Removed a catapult
• Made the first catapult section more generous
Congo Chasm:
• Removed kill all enemies objective
• Altered terrain slope to allow less speed gain from simply sliding
• Widen first jump
Rapid River:
• Removed swing bars to account for increased player speed
Cracked Canyon:
• Altered the ending cave for better readability and slightly higher difficulty
Stinky Sewer:
• Added wooden gangway over sewer for enemy placement
Monke City Skyline:
• Removed planks and replaced with bridge, for clearer pathing and better performance
UI:
• Redid tutorial messages in some levels to require the player to click continue before the message disappears
• Added a setting to turn off FOV changes at speed
• Added a setting to invert the mouse Y Axis
• Added a ‘level type’ text to the level overworld box
• Added options for rebinding WASD as movement keys in control settings
• Updated Level Medals to have a 3d model which matches the image
• Added setting to disable motion blur in the graphics menu
• Added setting to disable Post Processing in the graphics menu
• Fixed scaling on the 'Real Gun' Icon
• Added the option to start a level by pressing 'Space'
• Implemented Coloured hitmarkers for when shooting armoured targets, such as hitting an enemy shield
VFX:
• Added directional sliding animations
• Added offset to legs whilst diving to make slide direction clearer
• Added Motion Blur
• Added CRT effect
Bugs/Fixes:
• Partially fixed an issue where sounds were not affected by the appropriate audio sliders
• Fixed an issue where completing all levels achievement wasn’t unlocking
• Made changes to Acceler-Ape 1 and Acceler-Ape 2 interactions
• Added missing death lines when killed by a Triffid Plant
• Fixed an issue where you can collide with a Banan Bomb in air
• Fixed an issue causing the Secret level portal to appear on top of the player
• Redid the collision on the fences on Monke City Skyline to prevent clipping
• Fixed an issue where you can finish a level despite being dead
• Fixed the desync of outlines on bounce birds
• Fixed the bird on Rapid River moving backwards when completing a loop
• Corrected the alignment of the crosshair and hitmarker
• Changed the Lisan Al Munkib fountains to not return you to the overworld on interact
• Further fixed an issue where slo-mo duration was tied to FPS
• Fixed an issue where the Triffid plant took no damage from slide kicks
• Fixed an issue where explosives would push Um'bolo off his path
• Fixed an issue which would cause the player to lose their double jump without using it
• Fixed an issue preventing AI from attacking the player as intended
• General performance improvements
• Added LODS to some foliage to aid with performance with no real visual cost
• Changed the texture resolution of some textures
