Hello all,
today we had planned ot upload a build with the two bosses for level 2 integrated. However, we are facing a (small) delay, and decided that, instead of making everybody wait for the build, we'd release a build with the boss we have already finished.
We'll do a hotfix update early next week when we'll upload the second new boss.
FINDING HERBIE:
In case you want to face this new boss, look in the second level sewers. Shouldn't be too hard to reach, since that section is quite short right now.
As was the case with the first two bosses introduced, this boss is a first pass. The mechanics are in, but there might be unpolished parts, or the balance might be off.
We'll keep tuning it in the coming weeks, but let us know your impressions.
OTHER STUFF:
- FIXED: Clockwork arms and bosses cinematics don't play nice
- FIXED:Teleported enemies stop scaling if teleport is destroyed
- FIXED: Enemy hitting enemy pauses the game (machinegun)
- FIXED: Factory boss signals overlap
- Limit Heart's invulnerability while dodging to pushing bad timing a little more.
- FIXED: Rocket Cam Camera goes behind when getting close to an enemy
- FIXED: BDSS-KNIGHT camera should rotate around enemy, instead of moving from one side to another
- FIXED: DBSS-KNIGHT camera pivot changes constantly when attacking it
- FIXED: BDSS-KNIGHT door could open when launching its third phase
- FIXED: Rocket cam breaks boss cameras
- FIXED: Two weapons visible at a time
- FIXED: Warning screens in factory are always black
- ADDED: Many more sunds integrated. Level one weapons and enemies are mostly sonorized (Still missing some specific attacks)
- BIG fix to the enemy spawning on level 2. Due to a bug, many, many enemy variations of the police grunts (and some scavengers) weren't spawning at all. Now they do, and therefore enemy variety on level 2 has greatly increased.
As usual, let us know what we have missed. The game is becoming more stable each build, but there's plenty to fix still.