The Ministry of Holidays congratulates you on the Great Anniversary!
Exactly four years ago, on December 4, 2018, we released Beholder 2 on Steam. In honor of this memorable event, the Ministry of Sales has ordered to reduce the prices by 85%, making the all-time highest discount!
Fixed a problem with the Broken bones?* card not always clearing. Fixed porn thums showing an incorrect nominal value. Fixed selling mood spikes not removing them. Fixed a potential problem with one of the new quirks. Fixed not being able to break up your last Projects murder squad. More typos fixed; thanks for the reports.
The time has finally come to show you what we've been working on the last month - our first MAJOR UPDATE!
We've taken notes from the reviews, forums and discord. From that we've prioritized what we think will make the game better for most players, and then.. we did it! Here's a list of what we've done:
Main Quest Redesign
We noticed some players did not enjoy getting all the dungeons at the same time. It was difficult to understand which dungeons had to be completed before others. We've grouped the dungeons so that it's clearer which challenge they belong to, and added new quest objectives to reflect that. TL:DR; Less confusion, more fun!
Improved Overworld
We've added lots of new stuff, for example:
new things to interact with to gain loot and powerups
20+ new camps
a new area to explore!
On the forums, we've also heard that people think the respawn rate in the Overworld is too high, so we've halved it. Now you have more time to explore before the whooping starts again!
Optimization
The Overworld is also the area that most players have had performance issues, especially those with slower CPUs. So we've done some work there - playing on a Ryzen 3600 or similar processor (3 y/o, midrange) with a decent GPU should now give you around 60 fps in the overworld on Medium settings.
Improved Dungeons
A lot of players have commented that the game becomes repetitive in the later parts of the game. Because of this, we're overhauled all of the dungeons with lots of new stuff to increase variety and replayability. Here are some of the changes:
Stats: Every dungeon now has stats, such as time taken enemies killed, secrets found, etc. You'll see the new stats screen when you exit a dungeon
Continue: Destroying an energy orb no longer automatically exits the levels. Instead, a portal will open - when you go through this you'll get the stats screen. There you can choose if you want to keep on playing (in case you missed some stuff), or exit the dungeon.
Secrets: Every dungeon now has secrets! This includes collectibles, easter eggs and secret walls.
Lucy-activated traps: Another comment was that Lucy was not being utilized very much in the game. So we added special traps that Lucy can activate, to be used against the enemies!
Exploding barrels: before, these were mostly found in the overworld. Now you can use them in dungeons as well! We've placed them strategically so keep an eye out for them!
Loot chest placement improvements: Some loot chests had awkward placements, we've moved them around for more fun moments!
Orb Guardians: There was not really many enemies protecting the energy orbs, a bit weird since they're what's protecting The Immortal from his enemies. So now we've amped up the security; each orb is protected by mini-boss guardians.
Traps:There are more traps in the dungeons to keep you on your toes!
Flappy Knight Arcades
That's right! You can now get that sweet retro feeling, playing the old-school classic Flappy Knight in the arcade halls hidden all around the game! Four differents arcades can be found.
There are two modes, one that rewards you with a golden chest if you complete it, and another endless mode where you simple earn as many points as possible, competing with other Flappy Knight players for the top spot on the Steam Leaderboards!
Continue Game
You can now continue playing after defeating The Immortal! Since you can re-visit dungeons, you can now try to find all the secrets, loot, enemies and weapons in case you missed it on your first play-through.
New Skins
We've made two new awesome looking skins for you to get: Unicorn and Octopus Slime!
Improvements
Added Borderless Window Mode
Ass-Block!
All hats now have unique buffs
Some enemies now have better/funnier names
Decreased Demon bat boss sound effect volume
Added ambient sounds in lava cave
XP is now shown in inventory
Added limit on how many wolves can spawn at the same time from wolf dens to 2
Improved skin pricing, there are now several price categories
Added new Achievements
Performance improvements
Bug Fixes
Remap controller should now work properly
Goat could deal damage after he was killed
Demon bat boss projectiles no longer explodes if touching another bat projectile
Text was sometimes missing in IRS form
Players could sometimes get stuck behind bars in Leaky roof and Chilly Winds
The Österreicher finally make their way to Holdfast: Nations At War on December 20th 2022. Sporting dazzling white uniforms and flying the eagle, Austria will soon be made available as a playable faction within the game alongside some other additions to complement this update over the Holiday season.
Our countdown to Austria begins! Join the official Discord to get exclusive previews of Austria prior to their big release. 🦅
Got many comments about the game's fear factor is really low due to the information shown on the radar, minimap and map. As a result of this i made the following changes:
- the Psycho is NOT visible anymore on the minimap - the Psycho is NOT visible anymore on the radar - when you try to hide, you need to break the line of sight with the Psycho in order to get successfully hidden. If you don't see the crossed eye icon on the left side of the screen, he still sees you and you need to run. I know this was in the original releases and people were complaining that they cannot run even though they are in a hiding place. Well, if they see you trying to hide, that won't work. - since the change above regarding to the hiding mechanism, the Psycho's speed has been reduced by 10%, this should help you to build a bigger distance and break the line of sight before you would try to hide. If the Psycho is still too fast, let me know. - collectible items are shown on the minimap on Normal and Hard difficulty. However, for those masochists who try Uninstall difficulty, tha radar and minimap wont be any help. So for this reason I made the green light's range higher around collectible items to make them found easier.
Note: - the Psycho's icon is still on the main map, using that you should still know in which garden he is in.
Thanks to those who did not leave a negative review but let me know about their problems in a DM. Negative reviews make a massive damage to the game and how is that shown on steam. I am very opened to make any change that makes the game more valuable, just let me know your opinion, even on our discord server or on steam. Thanks to RekConsole who left some very useful comments earlier, the changes above were based on this.
Coming: - started to work on having fog of war on the big map, should have this feature in a week or so