— Self cast keys now work with ground targeted spells. — Reset Cooldowns button enabled (works only in training zones). — Get 100% Resource button added (works only in training zones). — Camera Distance is now an option in Settings (and it’s saved like other options).
— Each class has 1 new prime skill (so you can pick 2 out of 3).
Arena
— Taking damage from a Shadow Orb now interrupts your casting, including holdable casts (like Steelwake or Hunting Shot). — The 5th Shadow Orb (which had infinite radius) removed — Once the last orb has spawned, they start growing, slowly reducing the safe area — Shadow Orbs now don’t attack enemies behind obstacles
Combat
— Body blocking now completely negates physical melee attacks — Body blocking now reduces Elemental damage by 50% — Note: Ground targeted spells (like Meteor Strike or Poison Bomb) can’t be body blocked
Warrior
— Bladewave debuff duration increased from 4 to 12 seconds. — Bladewave debuff tick interval increased from 1 to 2 seconds. — Bladewave debuff tick damage reduced from 45 to 35 per stack. — Bladewave now slows targets by 50% (this effect is not affected by stacks anymore). — Steelwake now increases your movement speed by 10%. — Deflection signafically improved, many bugs fixed, parry sector increased from 180 to 270 and now it uses your aiming direction as origin (used character rotation). — Endurance is now a prime skill, and Valor is baseline
Outlaw
— Hack no longer affects camera, but still slows enemy turn speed and prevents them from casting spells behind their back
Judicator
— Piercing Light is now really piercing, but also is a bit harder to hit — Note: Holy Tempest ignores body blocking — Note: Wrathful Hand is not a melee attack so body blocking reduces its damage by 50%.
There was a couple of bugs in the last patch. We fixed the known issues and added game pause in solo play.
You can read the list of changes below.
New features and changes
— When you press ESC playing solo the game will be paused. — You can buy an item to reset skill points at Misha’s shop.
Fixes
— There was a problem getting rewards for liberation quests, such as skill points, recipes and hats — fixed, all rewards should be added to your character.
If you still have a problem with this, please come to our Discord server and ask our admins for help there: https://discord.gg/7FGuWRC
— Bug in the Zalegorsk quest — fixed.
— Bug with the burning the bodies task for the Farm quest — fixed.
— The locals did no damage to the hostile NPCs — fixed.
— Bug with the fires being uninteractable — we want to point out that the fires and crafting stations can be activated through pressing the E button. You can still craft near them opening crafting screen like before.
— AI customization was not working for clients during online play — fixed.
Distance v1.0 is coming to PC on September 18th! This massive update features tons of new content including Adventure v1.0, our mysterious narrative experience. Check out the new trailer!
Distance v1.0 comes with much more than just Adventure v1.0. Take a look at our previous blog post for an overview of what’s coming on Sept. 18th. Over the next month leading up to the launch we’ll be unveiling more content and hosting several events. Watch out for the upcoming rules for an elaborate level editor competition x tournament fusion!
Speaking of events, we’ll be starting up a weekly stream this weekend! Join us this Saturday August 11th at 12pm PT to watch the team play Distance and answer questions about v1.0!
To accompany the final increase in content, we’ve decided to set the final price of Distance to $24.99. This change will begin in one week on August 15th, 2018, so if you’d like to pick up Distance at it’s current price of $19.99 you have one week to do so.
So yeah, this is really happening
Cutting together this new trailer was incredibly enjoyable for me – not just because I love mysterious cinematic stuff, but more because it was an excuse to show off the amazing work of my teammates. And trust me when I say the coolest stuff in Distance v1.0 is not in that trailer. There are still plenty of secrets yet to uncover, and today is just the beginning.
Let us know what you think of the news on Discord and in the comments below!
Well, when I was working on the idea for the prologue (since I plan to split the game in different "chapters"), I went back to an early idea. But first, a short history class: In 2015 I began working on this horror platformer with some people, and we titled it "the nightmare from outspace." The idea was to run a kickstarter (which failed, by the way) to make the game, and as part of the KS, we made a small demo prototype (see video below). After that, there were some problems with someone from the team, a girl that had contributed a substantial amount to the story but then lost the passion for the project so I "fired" her.
After that problem, I decided it was best to re-boot the story to avoid any potential future "hey but the story is mine so you owe me part of the game's earnings!" and that rebooted game became "the nightmare from beyond," and I won some money that would help develop PART of the game (the goal for that prize was to make a demo so we could get an investor, but nobody wanted to invest in the game so I just decided to keep it alive on my own). Then you know the rest: I ran out of money so the rest of the team abandoned the project (a project they supposedly loved so much because it was really cool, I should add).
Now that I think about it, it seems the game itself was cursed because in early 2017 the rest of the team just abandoned the game after we run out of money... or maybe I just have bad luck picking team members...
Anyway, enough ranting... the video below shows the demo of "the nightmare from outspace"
So I thought about doing something somewhat similar for the prologue: my idea is that this girl will wake up and explore the place until something bad happens to her. Just the basic introduction is similar, though, since the rest of the prologue will be different.
However, I am rebuilding everything from scratch, so I won't be using any previous models from that old demo.
As I said before, my goal is to have the prologue ready by Halloween. See you then!
This will be the "Alpha" build of the game that'll first go out to Kickstarter backers, then Beta Backers, and finally people who sign-up for the Alpha at http://Pathologic-Game.com