Hello everybody, I'm working on a big update for the demo !
This will be a special event for every players (that own the complete game or not) and will grant you some rewards !
The Challenge
When ?
The sever of the challenge will open only the days of the event.
How to access it ?
• First join the discord server to register (it's free) to the player list : https://discord.com/invite/aWrWyxhzpP ; to register to the player list you will need the role "Maze Mart Challenger". • Then in-game, after the update the challenge connexion button will appear in the main menu of the Demo. • And thats it, all the event organisation will be detailed on the discord server soon. (To access the challenge you will need a login password that will be shared to the registered player list)
The Challenge ?
You and all the other players will enter inside Isaac's head... And you'll need to wake up. The only way to wake up, beat the last boss and complete the challenge.
► You will all spawn in a cage in the first stage of the challenge. When it will be the time to start, the cage will dissapear and you will be able to run for the first place ! (Be careful of the traps !) ► Once a boss is defeated, and the first player reached the next stage, a respawn point will be added in the 2 min near the entrance of this stage. ► Many buff will appear in the map, they will help you to be the first.
The rewards :
Game key and Unique achievement for the complete game.
The game key
3 game key will be inside this challenge, and a key will be given to the first player that reach a boss.
The achievement
This special achievement "Challenger of the insanity" is not a simple achievement, it will grant to the player that own it to access a secret challenge in the complete game ! ːsteamhappyː To get this achievement, the players need to beat the last boss, if the boss is defeated, all the registered players (Online or not) will get the achievement.
============================================================================== If some of you are entertained by this event let me know ːsteamhappyː
Fixed an issue where sometimes the wrong house is shown when using ash.
Fixed an issue where the scribble system may show the wrong house
Adjusted an event to help keep Rebecca from getting stuck in the hallway with the cart when thrown.
Created a check at the main menu for all endings to pop that achievement if it should have been gotten earlier.
Fixed a bug where you may not have been able to get the first ending achievement
Fixed a bug where possessed body events could potentially throw an error
Fixed an issue where a body’s house marking when using certain items may not be correct
Fixed an issue where the demon may not be assigned to the correct body
Fixed an issue where you would potentially show up in a black void and need to exit back out to the main menu and re-enter the game. (This is a more difficult bug to track but I believe this has been fixed)
Fixed an issue where the player camera could potentially unlock too early during animation events
Fixed some events that could stay triggered if the player rushed at them
Fixed an issue where you could potentially carry a mark over to your next shift.
Fixed the timer in the 3rd Lancestorm challenge Fixed some small visual glitches that would sometime show up when going through a Breach Fixed some small path finding issues in Duskamble map
Rooms have been renamed to CASUAL (causal) | 3vs3 | 2vs2 | 1vs1 | HARDCORE (manual)
Crouching and Avatar improvements
Visual improvements to avatars. Crouching and joints appear more realistic
Quick Join
Added to the main menu a “Quick Join” button. Find matches with other players faster.
Movement Improvements (Two-Step is back!)
Users can move after you grab / hold / catch the ball. The stopping of player’s movement is no longer an issue, and the two-step transition bug has been fixed.
Higher Hop (small jump)
Hop height increased. Users can dunk from the hop, but can not hang on rim.
all 5 starter personalites are now accessible when starting the roguelike mode. this is a buff to early player power, let's see how that affects difficulty (smh one day in and we powercreeping already)
tl;dr QOL changes to the turns and player clicking, game is now number of turns to survive, number balancing, minor tweaks/bug fixes. Note from Developer This patch was aimed at smoothing out the player’s turn. Previously the enemy actions occurred mid turn which created a giant information spike. This resulted in the turn feeling too quick since the player didn’t have enough time to process the new information. The new turns should smooth that out and allow the player to play at their own pace, while also keeping them from taking too much time. Now that the game loop is feeling a lot better I’m planning on tackling the relic system which will give powerful global buffs to the player. I think the game is starting to feel really good, and I’m excited to keep iterating and improving it. Cheers, Aarimous
Detailed Notes:
Updated turn timer. The goal here was to smooth out the turn without removing the fun challenge that a quick turn timer brings to the game
Turn is now broken into 4 phases:
Player Select: 70% of the turn where the player can select a tile, selected a tile ends this phase
Player Move: 5% of the turn where the player character moves
Ability: 12.5% of the turn where the player abilities fire and resolve themselves
Enemy Turn: 12.5% of the turn where the enemies move or attack
Turn length set to 3 seconds. Although in practice the turns are much shorter as the player will end he turn early most of the time.
Players end the “Player Select” phase upon selecting a tile. The goal here was to keep the game feeling snappy instead of making the player wait around for the next turn. I also wanted to make each click matter.
Players can end turns early by pressing the spacebar. In some cases the player might not want to move so this will allow them to pass the turn in that case without needing to wait too long.
The old on select indicator now shows when a player hovers the piece. This is to bring visual clarity to the tile the player is going to click on. I’m hoping this prevents a few miss clicks as the clicks now cause an action to happen.
XP Value Tweeks. With the smoothing out of the turn the game felt a lot easier to compensate, the amount of XP needed for levels had been increased.
Base XP needed for first level set to 5 (previously 4)
XP per level growth up to 4 (previously 3)
Player health has been increased to 50 (previously 15) and enemy attack damage has been increased. With the addition of melee kills healing 1 health, enemy damage felt too easy to heal from and the player could easily finish the demo. The old number also didn’t give a lot of wiggle room for balancing.
Pawn damage 2 (previously 1)
Knight damage 3 (previously 1)
Rook damage 5 (previously 1)
Bishop damage 5 (previously 1)
Game clock was refactored to now allow for scaling the game faster/slower and the game will adjust accordingly. This also means that I had to rework some of the ways the abilities fire (cribbage, playing card, yoyo).
Game length is set to be 600 turns
Demo is set to be 200 turns
Added a run clock to show the player how long the current run has been for. This should create a speed run for those interested.
Movement Powerups change. The old power ups would override your movement pattern which was interesting, but felt bad. So the aim here was to make them feel more useful. Clarity and scaling will be addressed in future patches.
Now append their power ups to the current set.
Movement Power ups color matches XP gems
Movement power ups now spawn less frequently
Miscellaneous:
Movement Powerups now
Player now has red damage text when taking damage from enemies
Cleaned up some unused signals
Reorganized the games folder structure
Added buttons that link to a google form for feedback
Tuned the difficulty curve slightly
Random Bug Fixes:
Fixed a bug where the end screen's main menu button was redirecting to steam page
Fixed a bug where the health could be negative on the UI
Probably some other bugs I’ve forgotten about
Fixed a bug with Jack Trap where it wasn’t getting removed from the tile when an enemy trigger it
- Changed the effects of “Impulse” and “Resonance”. - Fixed excessive Thirst gain from abilities, which was caused by an incorrect comma placement in the formula. - Young Trolls now have shadows. - Slightly nerfed enemies in the Prologue. - Junk dealer Tott will no longer sell his wares for 1 coin each. - Gulons no longer attack each other. - Fixed the crash caused by attempting to learn a “paid” rumor. - Fixed the softlock caused by dual wielding. - Fixed incorrect Attribute requirements for “Short Circuit”. - Fixed Fatigue Resistance being displayed twice in the character menu. - “Potential Difference” now has its Immobilization Chance displayed correctly. - Fixed the effect of “Impulse” being applied twice when using it on Resonating targets. - Fixed the potential crash caused by interacting with tool racks in the Catacombs.
The time has finally come! Our Rollback Netcode Opt-In Beta for Persona 4 Arena Ultimax is now live. If you would like to opt in, please do the following:
From Persona 4 Arena Ultimax in your Steam library, right click and go to Properties. Navigate to the BETAS tab and enter the beta access code:
p4auopenbeta03
From the drop down menu, select “open_beta_3”.
Features and changes included in this beta:
Implements Rollback Netcode for online play
Improvements to game stability and minor bug fixes.
Fixing an issue in which saved replay data was not properly being saved to the cloud.
Improved stability of beta.
ATLUS Comms
*UPDATE 8/11/2022*
Thank you for participating in our Opt-In Beta and sharing your feedback! The latest update to the Beta branch addresses an issue where crashing would occur when playing the game for prolonged periods of time.
A number of players are experiencing pauses during gameplay. We are currently looking in to fixing this issue, and will provide an update when the issue is resolved.