-Fixed the crouch slide bug that caused the camera to shake endlessly upon sliding at certain angles -Teammates are no longer damaged by regular weapons -Nailgun rate of fire increased from 0.18 to 0.2 seconds, damage decreased from 10 to 8 per bullet -Ricocheter rate of fire increased from 0.08 to 0.09 seconds, damage decreased from 5 to 4 per bullet -Shotgun spread has been slightly increased -Closed loophole that allowed to reach the lobby without having met the others in the first King Of The Hill map
IMPORTANT: We realized that there was a loophole that let you load into the first hub if you quit before finishing the fight against Major, making you free to reach the second floor lobby before meeting the others in the first King Of The Hill map To fix this we added an event flag to any possible ending of the Major duel: if you don't have it you'll find there's a door blocking the exit of the First Hub leading to the Second Floor Lobby.
This is an event flag that wasn't present beforehand, so it might softlock you if you load an already existing savefile. But right now you should be able to overcome it if you go into the Bustling Factory portal from the First Hub: the portal should check for that same flag, and send you back to the fight and set you back to the correct sequence of events after you've obtained any of the possible endings.
Corrections to the menu Added mineralogy display Graphical updates Bug fixes adding animations
Hi everyone, I wanted to communicate that for various reasons this update was focused more on the graphics (has anyone noticed the new cover in the library?). Buildings and more have also been added that are not currently accessible, but I plan to make them accessible in the near future.
We're aware of a certificate expiring and causing issues with launcher and mahouarms.com website. We're working on it now, but while it's being worked on there might be access issues with the launcher and website. We appreciate your patience and apologize for the inconvenience!
We'll update you when the issue has been resolved.
Papa: Fujimaru (@fujimaru_24) Japanese Manga Artist and Illustrator. Character Designer for DEARDROPS, Bokuten - Why I Became an Angel, Love Live! School Idol Festival, and more!
Stumbling has been removed from the public branch for now as we continue to work on it until we get it into a state we are happy with <3
Next Update
The next update for hexane will be the "Stealth/AI Update"! This may take a while to get finished, so there will be a gap of a couple of weeks before this great update will come out!
We've decided to make an effective improvement to the game's story, and we've been working on it for a while. Koncolos: Prologue texts were rewritten from the ground to strengthen the narrative. The story texts consist of more than 5000 words and 1/3 of them have been renewed. Aras' inner voices has been altered to support the story structure and it is more suitable for the finale of the main version of the game. Also we updated the inter-character dialogues to offer distinctive supporting characters.
The past two weeks I worked on the taunt ability, which was exciting because it forced me to make a lot of foundational updates to Those Who Rule that will allow for cool game-play patterns down the line. I'lll expand on this later down. Let's first jump right into the taunt ability, which will be the default ability for the Defender class.
As you can see, there are two main things different about this ability.
It is ranged.
It is AoE.
This is exciting because I can now more easily introduce ranged weapons (bows) into the game as well as thrown items: knives, hatchets, javelins, smoke bombs, the possibilities are literally endless! Let me know if you have any favorite types of ranged weapons/items so I can start building up a list for potential new effects!
AoE is also great because it adds variety and rewards good positioning. The most simple example being cleave attacks that hit enemies on the 3 tiles in front of your unit, abilities that I think will add a lot of strategic depth and let skilled players squeeze the most out of every unit's turn.
To circle back on the effects of the taunt ability, it will inflict the taunted status effect on all enemies within 2 tiles. It has a chance to hit based on the users vs the enemies mindfulness stat, rather than skill vs agility. The hit chance starts at 100% so enemies without much mindfulness will be very easy to taunt. Every unit hit by taunt will also turn to face the user, which can open them up to flanks and backstabs.
A taunted unit, in their fit of rage, will take the shortest path to the user, meaning it is helpful to avoid getting back-stabbed by enemies as well. Be careful about spamming it though, as it comes with a higher stamina cost!
Would love to hear any thoughts on this. I tried to make the ability a little more visually interesting with a new animation/sound, but it still feels a little underwhelming to me personally.
As always, I hope you're all having a great weekend and I appreciate you taking the time to read this!