341: Early Access 0.15.1 - December 31, 2022 2:35 PM EST • Set items now have random skill damage bonuses. This change is not retroactive! New set items will feature at least one bonus to a skill. This is usually based on class, but it can also be a random skill for plate classes, healers, etc. • Fixed a bug that allowed mobs to drop items from much higher in the loot table than intended. Mobs in late normal can drop early exceptional items. Mobs in late nightmare can drop early elite items. Only the highest level mobs can drop certain high-level elite items. This is now working as intended!
I just published the new WIP unfinished input scheme and bindings I am currently working on on the "experimental" branch.
I would appreciate it if you can switch to that branch and test them out. Any feedback is valuable. To do so, open Properties for "Half-Life: VR Mod" in your Steam library, navigate to "BETAS" and select "experimental" in the dropdown. (You might have to restart Steam before seeing the new "experimental" branch.)
Here's what's changed:
I based the new input scheme primarily on what Half-Life 2: VR does, so if you are familiar with that, I hope the new bindings for Half-Life: VR will work for you as well. There are a few differences though.
The most important bits:
- Double jump is long jump: Once you have the long jump module, jumping again while in air after a jump, will trigger a long jump.
- Snap turn is default, and you have to chose either snap turn or smooth turn in HLVRConfig.
- Left hand mode has been improved: No manual changes to the input bindings is necessary anymore.
- The binding used for the weapon selection wheel in HL2VR cycles to the next weapon in HLVR. (This will change in the future.)
- The binding used for ejecting the weapon's magazine in HL2VR triggers a reload in HLVR. (This may change in the future.)
- Flashlight is currently not bound to any input on any controller. Still figuring that one out.
- Teleport is not bound to any input on the Vive. Still figuring that one out.
In addition this build has early fixes for issues with levelchanges that aren't seamless, and stationary guns.
I would be surprised if everything works right out of the box, so if you test this branch, expect things to be broken (maybe not work at all), however if you have the time and want to help, please consider testing the new bindings and providing feedback. It will help me improve and finish the new bindings.
Another year of developing Fangs has come and gone! Fangs development has been a long journey so far, but the path we have tread is something grand.
Since December 2021, the game has undergone dramatic changes, with all-new maps, UI, systems, and heroes. In 2022, we launched Fangs into Early Access, allowing us to get a first-hand experience from new players, and learn more about our own title through valuable player feedback. We know the road ahead will be challenging—and 2023 promises to be our most transformative year yet.
THE ROAD SO FAR
We have prepared a video comparing Fangs now to how it was a year ago—watch it above! (If you missed it, here's our previous video showcasing the differences from 2020 to 2021.) Whether you are a new player or someone who has joined our countless alpha playtests, we would like to thank you for jumping in early and trying our game while it’s in active development. Hidden Leaf Games exists because of the support of our community; we hope to keep building Fangs into the game our players deserve for years to come!
THE ROAD AHEAD
As stated in our Development Roadmap, we are working with our players on improving Fangs throughout the Early Access period and beyond—we hear your feedback and want to assure you that major changes are coming to the game as soon as January 2023. Once we are confident Fangs has reached a new quality bar, we will also resume Marketing efforts to bring in new players and strengthen our queues.
Again, thank you for the tremendous support so far—we are just getting started.
A New Year is quickly approaching, so it’s time for another look at what’s coming next!
First, a big thank you to everyone who has played the game, especially those who’ve taken time to give feedback.
We’re quickly approaching the end of development for Chapter 3, which means it’ll soon be time for the home stretch. Work on the last chapter has already begun, which will take our intrepid drunkard back to Finland, confronting enemies both old and new.
[white label] PATCH V1.0.9 is here! End the year right with a special remix of peak divide’s WAITING from LUMENA-TAN (with another free song, a original track, to be released in early 2023!).
PATCH V1.0.9 PATCH NOTES:
[NEW SONG]WAITING - LUMENA-TAN’S REMIX, one of the two new tracks we’re adding to [white label], is available now! (BEGINNER / EASY charts by CHI XU, NORMAL chart by TaroNuke, HARD / UNBEATABLE charts by Cheryl Stelli)
[RHYTHM] Our first pass of UNBEATABLE’s difficulty rating system is here! You can see the level of each song next to its difficulty in the song select. Ratings here are not final and subject to change. You can see a spreadsheet of all the ratings here (as well as a credits list for every beatmap in the game).
[RHYTHM] The offset wizard currently gives results based on visual latency, but not audio latency. For the time being, the wizard has adjusted text / UI elements to reflect this, and a offset wizard for audio latency will be implemented at a later date.
[RHYTHM] Removal of the licensed NOISZ SL tracks, Iris’ Done In Love and Synthion’s True. We are grateful to the NOISZ SL team for letting us include these songs in the game since the launch of [white label]!
[QOL] Game lighting and shading work (including dynamic rim-lighting and a swap to deferred rendering) has been updated to improve the game’s aesthetic, matching the work we’ve done on the main game over the past few months!
[QOL] Removal of the useless Save button in the pause menu. It really didn't do anything!
[MISC.] References to the now-discontinued SLACKER BACKER campaign have been removed. Thank you to everyone who’ve supported the game since our KS launch in 2021!
P.S. In case you missed it, here’s our latest post on current game progress + our appearance at MAGFest 2023, happening in just a few days!
We hope you’ve been enjoying your holidays, as well as the ongoing Christmas event! We wanted to take the time to wish all our heroes a happy new year! It has been a great year for Gordian Quest thanks to all the support that we’ve received in 2022.
We can’t wait to see what 2023 brings! Stay tuned for future updates; the adventure continues!