- Notable token snap improvement (position wasn't updating when your pointer was above a ghost) - Tokens now drag from the cursor position where you pick 'em up - Right/double-click to send now goes reliably to closest token, if no window is open - Book of Suns in EXILE can now be assembled again, again. - Medusa now gives pentiments again - Prev and next buttons for notes now show usable usefully again - A once-stacked token returning to its stack after a window is closed will now merge with that stack - Corpses now retain more effects from their previous lives (again)
A bit weaker Vortex force when multiple Vortexes are present
as they are no longer so dangerous, reduced the amount of VFX they release to increase the performance and reduce the visual clutter
blood VFX is no longer constantly active, but only when an enemy is eaten
Prison rooms now have indestructible walls so it's not possible to save the characters by using explosions All wall tiles in boss rooms are now indestructible Spiky chests
Dear all Dusk Diver 2 Players, We have released a new patch today with the following updates: ------------------ 1. Fixed a bug in Chapter 11 that might result in the story being unable to proceed. 2. Fixed Leo's side quest 3. Improved stutter situations 4. Other minor bugs ------------------
We will continue to fix bugs throughout the game. Please stay tuned for our announcements. Thank you all for your support.
Hey everybody, Adriano here. It's been a long time since we last posted about the game. From some of the comments we saw, some people thought we completely abandoned the game which is not true. We never wanted to stop working on this but sadly the situation was such that it forced us to take some time off from the project and resolve certain financial problems we had while finding ways to get this game back on track: We both started working on side jobs to cover our costs of living and atm we feel like we can resume work on this project. Last month was spent on resolving one of the major issues we had in-game which was related to multiplayer connectivity. We didn’t post anything as we wanted to resolve that issue before making any kind of announcement. Concisely speaking, there were cases where the player was unable to connect to the server at all or the server would kick a player from the session after a successful join. After a couple of retries, the client would be completely unable to join an active session, even if the server restarted the session. This problem stumped us for quite a bit. It took a while to find a fix for this connectivity problem and we are confident that the fix implemented works properly enough.
Sid and I concluded that going forward, we would post an update to the game once every few months, as that would give us enough time to polish the content we add up to the game and test it out properly and we would also have time to work on our side jobs. Our focus over the next few updates would be on fixing most of the bugs left in-game and improving AI behavior. Once that's done, we will start adding up additional content.
Some of the people think posting the last post was something easy for me so I wanted to explain the situation.
I started this project with a love for games, and honestly, I never expected we will get so far given that I was not a professional developer: I had no experience in leading teams and everything I did on this project was me going and learning things the hard way.
The previous post was a result of me being at the point where I was extremely burnt out with the conditions at the time. This community has always kept us positive and pushed us forward to achieve better. So once again I want to thank everyone who stayed around and trusted us and gave us the opportunity to make this game.
The update with MP fixes will be pushed in a few days. We look forward to your feedback.
Great News Nahus! Today, we are happy to release a new update, including many improvements, changes, and fixes, also based on the overwhelming feedback we have received from you, the great Community of Nahucan! But, without further ado, let's dive into all the new things, coming with version 1.1.0.0!
Quality of Life improvements
We have added two new languages: Italian and French.
Controller vibration can now be toggled on/off in the input menu.
Input plugin has been updated: Enables better support for recent gamepads like the Playstation 5 controller.
Shards now have visual differences based on their value.
Added new tutorial hints for sliding and attacking upwards.
Chests and levers beyond Aracan do not show tutorial messages anymore.
Itorah
Itorah now has idlebreaker animations if no input is recognized for a certain amount of time.
Adjusted Itorah's ledge hang pose, so her hands are closer to the ledge.
Fixed a bug that allowed players to climb walls by abusing wall jump input tolerances.
Fixed a bug that sometimes prevented a bounce when destroying blocks with stomp.
UI:
The Elemental Echoes received from the guardians now show up in the inventory, complete with localized item descriptions.
Fixed some texts in the menu that referenced wrong localizations.
Interaction UI for Ahui after the Storm Archives intro cutscene is now positioned above her, for consistency.
Fixed a bug that caused the particles on the title screen to freeze when returning to it from gameplay.
Map icon sizes reduced, for better readability while zoomed out.
Icons in upgrade menus now have a thicker outline.
Other visual adjustments in the UI.
Areas:
Entrances of the Forbidden Ruins, Cradle of the World Tree, Tlalocan, and Storm Archives are now blocked from the moment the player learns the ability in those areas, until the boss is defeated.
Fixed some flickering lights in Aracan.
First Aracan key cannot be carried back to the campfire room anymore. The door in the boss room cannot be interacted with anymore.
The ability room in Forbidden Ruins now requires learning the Walljump ability to proceed, preventing softlocks.
Fixed a bug where players could ledge grab falling water drops in Icy Caverns.
Adjusted the camera during the arena in Icy Caverns, so the player can see the flying enemy better.
Moved the lever at the bottom of Icy Caverns further away, to avoid activation without having the required Throw ability.
Previously, the lever in the ability room in Tlalocan was placed outside the camera. The camera now zooms out, so the lever can be easily spotted.
Ember Bastion elevator received a visual rework and is more simple to control.
Removed a door in Ember Bastion where players could lock themselves in.
All destructible blocks in Violet Temple can now be destroyed with both stomp and charge attacks, for consistency.
Fixed some respawn points at certain pits, which previously resulted in Itorah respawning inside geometry or in wrong places altogether.
Fixed some misplaced colliders in several areas.
Improved spacing of rings in several areas.
Enemies:
Improved enemy placement in several areas.
Rebalanced the damage and health values of some enemies and hazards.
Fixed animation bug in spore bomb that occurred if the player was already in proximity when the bomb landed.
Spore bomb damage timing on explosion adjusted, so it matches the visuals.
Forge Sprite smoke bomb effect now finishes properly instead of despawning along with the enemy.
Added larger death effects for certain big enemy types, to cover them completely.
Bosses:
Tocanantli cannot accidentally leave her boss room anymore.
Tocanantli now correctly triggers her scream during her intro. Claw impact effects are no longer displaced.
Boss room of Quetzalcoatl's head phase is now framed better to prevent the player from accidentally escaping camera boundaries and seeing the end of Quetzalcoatl's neck.
Added screenshake on Quetzacotl's bite attack.
Quetzalcoatl now has a response to being stomped on.
Quetzalcoatl's head now reacts properly (visual/sound) to damage from throw attacks.
Quetzalcoatl's beam attacks are now rendered on top of his spike clusters.
Quetzalcoatl's head now deals proper contact damage.
Chantico's ground detection has been adjusted, so she does not get stuck in a jumping pose anymore.
Toned down volume of thunder fire combination attack sound in the violet witch boss fight.
Final boss now has a response to being stomped on.
Added new particle effects to the final boss.
Other:
Previously, some characters and objects did not appear/disappear correctly when the story progressed. This has been fixed.
I still need to make a trailer, fix some minor bugs, and set up the soundtrack DLC (which will be free). There’s not very much work left to do, but it’s very boring stuff, so I’m taking my time with it.
The EBF Collection will cost $8 and include EBF1, EBF2, Bullet Heaven, Adventure Story, Brawl Royale, Mecha Dress Up, The Kitten Game, Cat Cafe, and a bunch of prototype games and artwork, and 150 Steam achievements!
Plus all of the games have been updated with quality-of-life features, such as volume controls, new difficulty options, and other cool stuff.
I still need to make a trailer, fix some minor bugs, and set up the soundtrack DLC (which will be free). There’s not very much work left to do, but it’s very boring stuff, so I’m taking my time with it.
The EBF Collection will cost $8 and include EBF1, EBF2, Bullet Heaven, Adventure Story, Brawl Royale, Mecha Dress Up, The Kitten Game, Cat Cafe, and a bunch of prototype games and artwork, and 150 Steam achievements!
Plus all of the games have been updated with quality-of-life features, such as volume controls, new difficulty options, and other cool stuff.
We are thrilled to announce that our upcoming blind cyber samurai action platformer, Blind Fate: Edo no Yami, has been selected for the PAX Rising Showcase at PAX East 2022!
Let us know if you are planning to attend, and we will meet you there!