The struggle towards making level 3 available to Early Access supporters continues. We are very close and we hope next week we can so an update so you all can start experimenting with it (and breaking it). For the moment, you can see some GIFs on how it looks at our TIGSource thread.
But that's for next week.
More importantly, this week's update comes late (it should have been last Friday). There's a reason for that./ We have been busy making a deal (and moving into an office):
IMPORTANT ANNOUNCEMENT:
Aheartfulofgames (us) is now in partnership with BadLand Games to bring Heart&Slash to consoles.
While this is awesome and everything, you might wonder what does this matter for the Steam release...
Well, it means now we can spend more time on Heart&Slash.
While the scope of the game won't change much (still three worlds, five unlockable characters, 75 weapons and 60 equipment pieces) it means we now have much, much more time to polish and balance the game.
As you might know, we are now in a content integration spree, and are postponing some balance ans polish passes until most of the game is in. We were planning on taking the game out of Early Access in two-three months for now. But now, since we will be porting, optimizing and balancing anyway, we will maintain the game in Early Access for much, much longer, so we can really try to make the best version of this game we can.
It doesn't mean it will take longer. In two/three months the Early Access version will be what the release version would have been pre-deal. It just means we will keep improving and developing after that, and that we will take even more advantage of Early Access and you feedback (which has been amazing).
And with that out of the way, on to the patch notes:
NEW FEATURES:
- 15 new weapons in! This is a lot, and includes a couple new kind of weapons: launchables (ninja stars, boomerangs...) and explosives (mines, grenades...) along with more conventional robot smashing equipment. Of course, these are not fully balanced or tested, so we will want to hear you comment on them, and whatever bugs you find!. This does end the second batch of weapons. We are now at 50 weapons integrated into the game!
- Implemented new version of InControl (our input abstraction solution). This *should* include built in support for XboxOne and PS4 pads, but it's not fully tested, and might have broken previous compatibility. I'm specially interested on whether is solves or makes worse some Mac gamepad issues we have been having.
BUGFIXES:
- Heart animations during boss cutscenes should be fully synchronized now. This should fix the boss hitting you before you had time to react...
- Made a pass to some colliders to make it harder to be pushed out of the world.
- Small cosmetic and utility bugfixes (not reported in the forum)...
I hope you guys enjoy the new weapons!
See you (hopefully) next week on our level 3...