3 - Added motion blur option in the settings to toggle it off\on choose its intensity.
4 - Improvements to the hub area. 5 - Improved hitboxes. 6 - Small enhancement in the sword ability. 7 - Small improvements to the shotgun. 8 - Multiple fixes and improvements to the tutorial boss. 9 - The Ultimate attack charger won't decrease when it's full if the player got hit. 10 - Small enhancement in the Ultimate attack effects. 11 - Small enhancement in the push attack. 12 - Fixed the enemy's body direction in running.
① 增加各个大小境界之间的属性差距。 我们增加了各种境界突破后血量、神识、遁速的成长。 如果展开来说有点过于繁琐,那就举个栗子吧,现在人物到了元婴期,即使不修体道不修丹道,也能有三千左右的血量和六十多的神识遁速。 当然,NPC和妖兽的相应属性也会随之做出相应的调整。 我们对旧存档里的玩家角色补上了这次改动中应该提升的血量、遁速和神识,但是对于原有存档里的NPC角色,只能说不敢动不敢动,所以那部分旧存档中原有的NPC还是会保持原样。
② 大幅增加了功法在战斗力组成中的重要性。 之前除了一部分核心功法外,大部分功法对战斗的影响都有亿点微弱,于是我们加强了那些对战斗影响较小的功法,并且提高了每一层功法的成长幅度,提升了突破功法带来的成长感。相应的,我们也修复了原来天阶功法领悟和突破时间和地阶功法一样的bug(要不是在做调整还真没注意到),并且略微调整了一下不同品阶的功法参悟时间。
③ 提高了神通随着境界的成长幅度 略微调整了一下神通的成长曲线,这部分调整在练气至金丹阶段不是非常明显,但是在元婴之后的成长会大幅提高。具体调整后的效果大家可以在游戏中感受。
Hello everyone, just like what we've talked about before, here comes the updates for December, as well as the biggest one so far!
1. BOSS RUSH - “Hey look who's back, little bunny?”
Now after complete the story, we can find a glowing portal that seems leading to nowhere in the map. Just jump in, and ……oh, that machine looks familiar, but a little different! Choose your opponent, and maybe dare to choose a tougher condition!
2. Soundtracks and Mini Artbook - for free! We've F.I.S.T.'s original soundtracks. You can enjoy the music from the game's home page, or just download original soundtrack product that has been released on Steam. Tribute to the talented composer Caisheng Bo, who had created unforgettable soundtracks and theme music for the game!
We can also find many unpublished concept arts that shows some part of early designs of the map, characters and items.
3. Fixed some overlapping problem of supported languages. I believe we have fixed most of them... at least most.
New Weapon added: Staff! The staff is intended to supplement affliction heavy characters and builds. It's hard get right (and requires some luck), but when you do, you can explode an entire room...
"Shoot a Magic Missile at a random enemy. On kill, shoot again. For minions, there is a 25% chance of shooting again."
Inspirations: Semi-Automatic Staff - Shoot an additional Magic Missile. Stacks. Staves Aligned - If an enemy has a status effect applied, do 50% more damage. Does not stack. Chromatic - Apply a random status effect to your opponent before shooting at it.
Bug fixes: Ground effects with on death-effects (Like Recycle) should now work as intended in Ascension 9. You can no longer hear XP ticks after closing the loot window. Song on title screen now repeats for a while. Lowered Death scene music volume. The secret, hidden NPC was found and is now even more secret and hidden. Good luck!
We are one step closer to winning the Fan Favorite award and we need your full support. Voting for this week's Fan Favorite is now live on the GDWC website and you have until December 20th to vote.
Please don't forget to share this and invite your friends to vote for us too! Remember to use the hashtag #GDWC2021 #goblinstone and tag us and GDWC when posting.
About GDWC 2021
The Game Development World Championship is an annual competition for Game developers, game development students, game development hobbyists, and anyone interested in game development to join in. Each week 9 games are selected to participate in the Fan Favorite category.
God of Riffs: Battle For The Metalverse - Nemesis the Warlock
Hey, Metalheads!
This is a small update to fix a few bugs, and implement some long awaited backend and framework-level updates to support some upcoming major game features coming in the Upcoming 0.8.4 major patch.
Changelog:
Updated our base VR framework to OpenXR, allowing for much faster development cycles as we no longer have to juggle multiple XR rigs for each platform
A bunch of UI Tweaks and updates, such as fixes for Song Previews, and some Tweaks to button borders and Leaderboard entry text
Weapon Calibration should be far more stable
Pausing has been reworked, and now detects Input from the Standard Menu Button, System menu button, and Proximity Sensor input! (Please note: Proximity sensor support does not currently work on Vive/Index, we're working on a solution for this, and it should hopefully be in by 0.8.4)
Graphics Performance optimization across the board, allowing play on lower-end devices
Some minor Graphics tweaks in gameplay as we tune in our final look
As always, If you have any issues with the game, Bugs to report, want to share a particularly hype session, or just want to chill with us, we're available on our Discord, or our Twitter!