Hey bats & ghouls!
We've just wrapped up a fantastic week at EGX Rezzed, it was an awesome opportunity to get the game in front of new players and as ever we were actively seeking feedback to improve Phantom Halls and prioritize development. We've started to implement frequent (or just plain sensible!) requests from the steam community, and we're parsing through the hundreds of feedback forms we received at Rezzed too.
To that end, this patch features a lot of little changes that we hope will add up to a more rewarding and impactful play experience - of course, there's also a couple of new features to mix things up a bit... Just when you thought you'd mastered avoiding those falling chandeliers!
Phantom Halls v0.03 Patch Notes:
- Added skeleton spawn traps.
- Added trapdoor spawn traps.
- Added tipping bookshelf traps.
- Grubs no longer try to attack. They'll explode once they get too close(!).
- Characters that have been damaged will now flash red so that it is easy to distinguish who's been damaged. Likewise, they flash green when healed.
- Quest items that are dropped/on the floor now have a sparkle effect around them.
- Quest items are now displayed in yellow in the tooltip.
- Increased the spread of the SMG.
- Increased the spread of the Pistol, but also increased the maximum damage by 1 to compensate.
- Enemies that drop quest items no longer drop extra quest items if multiple projectiles killed them in the same frame (i.e. a shotgun blast)
- Fixed the corpses of insect enemies.
- Dead bodies now properly spawn at the character's location.
- Added the first pass at conservatory rooms. Currently, they're only available in the mission "Pest Control."
You might find the base difficulty has increased with these new trap spawns and weapon accuracy decreasing at longer range - we are looking at ways to balance this for our next update, stay tuned for v0.04 in a week or so!
In the meantime, RIP!
P.S. Russian translation at: https://vk.com/phantomhalls?w=wall-142620249_3