Hello! I am happy to let you know that we have made a major update to the SURANGAMA combat test demo! We still have much we are planning to, or in progress of changing heavily, but many bugs have been addressed, systems, changed, and tweaks made based on your feedback!
Bugs Fixed
- Fixed an issue with controller navigation on the game over screen.
- fixed an issue where the survey link in the game over screen was broken.
- Fixed an issue where enemy rotate-to-target was not triggering properly.
- Fixed an issue where player rotate-to-target was not properly functioning.
- Fixed an issue where players could trigger perfect dodge or counter-parry at the moment of death preventing the death animation from playing properly.
- Fixed an issue where loading a saved game was not properly loading inventory
- Fixed an issue where disengaging guard while spirit mirror is active did not properly disengage the spirit mirror.
- Fixed several incorrect UI icons in tutorials.
Changes
- Added a new Final Boss; OX-Head, Guardian of the Southern Gate. This is the first draft version and we will improve this fight with adjustments and improvements over time!
- Added one new hair option and 2 new costumes.
- Reworked the demo level for more clarity and better flow
- Yaksha moved to new area
- Yaksha attacks given more wind-up and telegraphing, but made more aggressive to offset balancing.
- Egui attacks given more telegraphing.
- Enemy AoE attack modifiers "poison puddle" and "timed mines" added to some enemy attacks
- False Yakshini enemy type added (temporary model).
- Spirit Mirror no longer requires holding Guard to activate
- Enemies now have a VFX/SFX only hit reaction for X% of hits (% set per enemy type)to prevent stun lock.
- Enemies now have more super armor during attacks to prevent stun lock.
- Enemies now actively work together and move within different "ranges" around the player to avoid crowding.
- Enemies will now wait for "turns" to attack, to avoid overwhelming and breaking the combat. However, more than one enemy can still attack at once!
- Enemies will now strafe around the player occasionally, looking for openings.
- Added mild "suck to target"/magnetism during player and enemy attacks.
- Reworked the menu system entirely, consolidating them into one tabbed system
- Added a save menu (WIP)
- Removed Kickstarter related QR codes and text
- Overall optimization improvements
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Known issues we are investigating
- Occasional Fatal Error Crashes
- Rotate-to-target sometimes behaving incorrectly for enemies
- Awakening mode soundtrack will stop and restart repeatedly in high density combat.
- PoGui (jar monster) will sometimes not die, and become non-hostile but will follow the player around.
- Rare: After some unknown condition Awakening bar will not properly disengage when stamina runs out, breaking the awakening bar. Hold R Trigger and press L Bumper when this happens to force Awakening mode off. (this preserves your current bar as well, useful for combat!)
Longer Term Adjustments
- Control binding/customization
- Target switching
- Additional Weapons
- Additional Enemy Types
- Localization for Simplified Chinese, Traditional Chinese, and Japanese
- Spirit Mirror full rework and combat integration
- General Balancing and enemy behavior adjustments (ongoing)
More obvious major changes are in the pipe and will come when we know they are polished and ready. The last 6 months have been eventful for us to say the least; We relocated to Hong Kong and are in progress of getting everything properly set up here, for the last 3 months we were actually back at work in earnest. Now that we are fully up and running I expect development to resume as normal once again! Please consider filling out the survey at the end of the demo and let us know your thoughts in the discussion threads so that we can apply as much feedback as reasonable and possible to keep improving SURANGAMA! There is a long road ahead, but we are excited to keep refining this into the game it deserves to be!
