Focus is improving the cinematics between missions - Reframe camera in cinematics to focus on characters better - Changed cinematic camera work to not move so much - Removed showing swishing feet in cinematics - Added transition text to mission 3 outro - Changed some strange camera angles - Mission 2: Fixed issue where patrolling guards were sliding along the ground - Mission 2: Allow the player to control the camera when climbing - Mission 2: Increased sneak speed - Fixed issue of inventory persisting across missions - Show hint to climb when near a ledge - Added footstep sounds for sprinting and walking with a torch - Fixed an issue where sprinting would sometimes do the sprint animation at a walking pace
We're thrilled to announce that while continuing to develop Operation: Harsh Doorstop... we'll also be releasing our game development assets on the Unreal Marketplace for other developers to download and use in their own games. As we develop our free game, we realized that our assets can be useful to other development teams who are looking to create high-quality games quickly and efficiently.
Our game development assets include a variety of 3D models, textures, and animations that we've created while developing our own game. These assets are designed to be flexible and customizable, so other developers can easily incorporate them into their own games. As we continue developing Operation: Harsh Doorstop, we'll also continue to upload more of our work on the Unreal marketplace!
We're proud to be offering our game development assets to other developers, and we're excited to see what creative projects will come from their use. Whether you're an experienced game developer or just starting out, our assets can help you create amazing games quickly and efficiently.
- Fixed the percentage counter - Fixed Great Spin Slash damage which I messed up - Fixed typos in the new settings menu - Fixed some controller bugs with the new settings menu - Some Greencap dialogue tweaks - Warrior Statue dialogue re-work - Some animation tweaks when picking up Relics/triggering Boss Titles - Fixed Screw King constant hit spark FX - Screw King dialogue reworked - Some tweaks to Master Blockmonster - Some tweaks to Rogue Armadillo - Added some enemies in one room in Mossy Ruins that felt a bit empty - Tweaks to Greencap taking damage SFX and FX - Rewritten Arcane Masters dialoge - SFX given to Electro Hive Boss - SFX tweaks to various other things - Visually re-made the difficulty window a bit - Area music will continue from last postion after saving
Now the ground was shattering and the soil was torn apart!
Your melee attacks have a 50% chance to create a traveling fissure, which can replicate itself 2 times. Fissure knocks back enemies. Damage is scaling with your melee damage and with skill stacks. Fissure size scales with AoE size.
Improvements
Revert B button on controller for options, achievements and leaderboards
Prevent skip of last screen on space button pressed
Fragmentation projectiles are now affected by player effect transparency setting as well
Final adjustments and fixes for steam deck verification
Balancing:
Elites HP scaling now increases with higher waves
Elite enemies are now immune to all knockback sources like projectiles and skill AoE effects (previously was only melee weapons)
Bugfixes
Fixed duplicated character achievements in the in game achievements menu
Fixed wrong possibility scaling on stacked melee On Attack skills
Fixed wrong tier description on character achievements
Fixed select button icon in skill tree placement on ultra-wide monitors
Crab elite shader is now applied correctly
Fixed duplicated achievements (v.0.9.3.2a)
Mouse is now switched visible again after wave completed on keyboard and mouse input (v.0.9.3.2a)
If you encounter any bugs or issues please let us know. The best way to engage in the ongoing development of Striving for Light is our discord:
Greetings to all vivid/stasis players! This is the changelog for the 2.0.4 update, the fourth update of the Launch Barrage event.
NEW SONG: "-1" by nm-y Obtain it in the in-game song shop!
BUG FIXES / QOL: - Nonexistent encores can no longer be selected when switching packs/returning from Node Flowchart. - The "Critical Eye" achievement will no longer pop up when a song glitches and ends early. (We're still looking into why this happens at all!) - Song select will no longer display an "AC" badge if a song glitches and ends early. - The Numpad keys should now properly show up in Keyboard Control rebinding. - Note hitsounds properly save now in both menus. - The game now has a failsafe for if it fails to sync song data with the cloud. - The Shop screen now has a function to let you preview the songs. - The Shop screen now displays the Points cost in yellow text. - You can now directly go to the song select from the Shop after purchasing a song. - The credits for Chapter 1 no longer appear pixelated.
Improvements/bug fixes, based both on user feedback and things I thought could be better
Bugs:
Visual bug in game settings: When selecting control options and exiting to the menu, the "left"/"right" arrows would become visually active.
Bug in the "play" button on the main menu: If the player had already completed the entire game and used the "play" button, the game would crash on a dark screen.
Improvements
UI: You can now toggle the User Interface on/off, no longer needing to hold the button down to see current skills.
Added two more songs that will be played during gameplay, I noticed that many users have more than two hours of gameplay and I thought listening to the same song for a long time would be a little annoying. Credits added to the main menu.
Added new achievement: Killer: earned by killing Oliver with Earthquake. (For those who have already played the game and are only interested in having all the achievements: it can be easily obtained in level 7)