Update 0.8.2.5 focuses on balancing and improvements for the skill lightning strike. Also negative tradeoffs from life-leech and collect range have been removed.
Balancing
Projectile Shield now grants additional 50% projectile range
Lightning Strike now targets aimed direction
Life Leech now has no tradeoffs (had +1 Dodge Cost before)
Increaesd Collecting Range now has no tradeoffs (had +1 Dodge Cost before)
Darokin glaring light effect now is triggered on melee and range attacks (was only melee attacks)
Dark Wanderer gained additional 5 companion damage
Bugfixes
Fixed wrong lifeleech display in build viewer
Fixed darokin offering the unlock character dialog even though you have already unlocked the character darokin
If you still getting crashes on startup or during gameplay please report them on our -> Official Discord or through our website at: Bugreport-Form.. Please also attach your settings.cfg and your save.json files which are located at: %appdata%\Godot\app_userdata\StrivingForLight\
Thanks in advance for helping us tracking down those bugs and crashes :)
Career logic working, improved aero mechanics, adjustable seating!
List of changes
Street racing / career mode
Dynamic paint surface resolution for opponent cars.
Opponents won't spawn inside yet-unlocked areas. (unless you have found a way into said area yourself :))
The opponent just raced will not spawn repeatedly.
-50% chance of opponents wanting to race from one area to another.
Remade the basics of the original police chase mechanics.
You may visit the home garage (and save there) anytime. Tow will always take you to the latest garage, however.
After becoming #1, you can enter any garage in the city! Tow now will take you to the most recently visited garage.
Pedestrian response lines are now re-randomized after every race (or game restart, as before).
April 19th marks the first full career completion of REVision! :)
Cars/parts
Moved the Zed seats further back still.
Merged identical Kurumma taillight glow textures.
All taillight glow objects now match the original look.
Reasonably-realistic aerodynamic drag attributes for all cars. To be improved in further detail post-launch!
Deformed bodywork is less efficient at reducing drag, up to -50%.
Fixed the ghost of player car making scary wind noises as you walk areas where it's not welcome.
A fix regarding removal of occupied seats.
More-predictable camera behavior when playing with the steering wheel from a passenger seat while the car is moving.
Adjustable seating
Right-clicking a currently occupied (non-bench) seat allows adjusting first person seating (camera) position - up/down, forward/back.
Offset presets can be saved/loaded globally, or per seat slot of the current vehicle type.
Per-vehicle settings are kept even after replacing the seats.
Seat itself slides forward and back, but not up or down; To allow placing the camera's 'chin' all the way up against the steering wheel without creating an absurd seating position, seats move forward at a sub-1:1 rate.
Trying to dynamically reposition the driver model would create many problems, so he stays in place; Driver's seat is temporarily returned to it's normal position whenever Mitch is visible.
Misc
Removed some messy city shadow casting.
New splash screen art for three different aspect ratios.
At least! Many players were impatiently waiting to be able to play with a controller or the steamdeck, it is now possible!
The implementation is done but there may be problems and we are counting on you to report to us any problems encountered related to the use of your controllers or the steamdeck!
IMPORTANT! For Steam Deck users: Change the Current Layout to the "Gamepad With Joystick Trackpad" template (click on the controller icon to the right of Play).
About the event, you will sometimes see bubbles in the sky containing objects, it's up to you to get them!
Adds:
- Controller support (experimental)
- Ability to switch from controller / keyboard in game just by pressing any key
- New optional directional mode (experimental)
- New small event: bubbles
Fix:
- TRex is uncapturable
- Random crash when starting
The directional mode no longer uses the cursor as a reference for the front of the player.
If you press Left, the player will move to the left, even if he was facing right.
You can toggle the directional mode with 'L1 + Y'.
Note: atm the game only support one layout, but it should be possible to configure different layouts with Steam big picture.
No menu is associated to to the controler, but you should be able to use any controller at any time.
For Steam Deck users: Change the Current Layout to the "Gamepad With Joystick Trackpad" template (click on the controller icon to the right of Play).
Bindings:
- Back: Menu
- Start: Inventory
- L1 + Start: Craft
- R1 + Start: Tutorial
- R1 + Back: Toggle minimap
- L1 + R1: Switch L & R items
- L1: Hotbar move cursor left
- R1: Hotbar move cursor right
- LT: Use item 1
- RT: Use item 2
- R1 + LT: Use skill 1
- L1 + RT: Use skill 2
- DPAD-L: Switch Skill 1
- DPAD-R: Switch Skill 2
- DPAD-U: Set blocks on front
- DPAD-D: Set blocks on back
- DPAD-L (ui-navigation): Experimental: move cursor to previous item (hotbar)
- DPAD-R (ui-navigation): Experimental: move cursor to next item (hotbar)
- Y: Interact
- X: Dash
- A: Jump
- B: Potion slot
- X (ui-navigation): equivalent of right click
- A (ui-navigation): validate / click
- B (ui-navigation): cancel / esc
- L1 + Y: Toggle directional mode
- R1 + Y: Toggle cursor control
If enabled you can move the virtual cursor with R-Stick
- L-Stick pressed: Toggle Run
- R-Stick pressed: Throw item
- L-Stick: Move
- R-Stick: Aim
- L-Stick (ui-navigation): Move cursor
- R-Stick (ui-navigation): Scroll
Since we launched Early Access 3 months ago, we have received a lot of love and support from many players, and also gained valuable suggestions and feedback. Theseus Protocol team would like to express our gratitude to all players!
We have identified our shortcomings and have been working hard to improve the gameplay experience that most players expect. Due to limited team size, we have not been able to solve all problems in the shortest possible time. Some potential user experiences and existing issues have not been fully validated. Therefore, we have decided to re-open the beta test version to all players who own the game. Each new content update and adjustment will be released in the beta version as soon as possible, and we hope to receive your feedback.
How to play Beta Version 1、Right Click Theseus Protocol in your Libarary, click on Properties...
2、Select beta - Theseus Protocol test(04/22 Update: No need for code anymore)
How to quit Beta Version Select None in Beta, then you could exit Beta Version.
The following are the updates in this beta test:
- Weapon remake: Adjustments made to basic weapon abilities and values. - Removed the weapon chip unlocking and upgrading related functions. - Weapon unlocking will only be associated with character level. Players will unlock all character weapons when they reach level 4. - Some basic small-sized chip functions were deleted. - Modifications were made to some of the large chip functions, and several new functionalities were added to the chip. - The weapon slot unlocking rule was modified: it will be unlocked according to character level. - Added an "Imbuement" function to weapons. After recharging or using certain cards, players can imbue their weapons, which will gain additional effects or increased ability. - Added weapon enhancement feature inside the game, which can be selected at resting points. - Some weapon names were changed: Spark Plug -> Burning Star Flame Spirit -> Fire God Fire Protection Fingerstall -> Glowing Wing Firelight Chaser -> Flame Sparrow.
- Card remake: 162 cards were remade, and 12 new cards were added. - Adjustments made to characters: - Nena's Super High-Spirit: When Nena enters Super High-Spirit, gain 8 Pleasure. At the end of the turn, gain 15 Shield and 30 mood value. - Nena has a new summon, Trumpy, which has its own unique gameplay mechanics that can be explored during the game.
- Gameplay experience optimization: - Improvements made to the rhythm of using all cards for a smoother experience. - Charging and weapon switching are now disabled during other actions. - DATA tokens for outside game development have been removed due to limitations with outside development. This feature was temporarily disabled, but the original DATA tokens in the archive will be preserved in case relevant feature design can be used in the future. - Armor repair function and weapon enhancement function were added at resting points. - Adjustments were made to all descriptions in the game to be more accurate and standardized. - Unified rules were set for all in-game values, where all shield gains can now enjoy bonuses. Damage was divided into constant damage, normal damage, and piercing damage, with relevant explanations available in-game tutorial. - Intentions were modified to more clearly distinguish between melee, AOE, constant damage, normal damage, and piercing damage. - Store interface display optimization. - Adjustments made to victory and defeat result panels, which will now display results in terms of points. Character experience will be settled proportionally. - Adjustments made to some enemy behaviors. - Some buff values or functionalities were adjusted. - Timing of card, weapon, and other function settlement was modified to be more intuitive.
- Upcoming version preview: - All equipment adjustments. Beta version will be released in the fourth week of this month. - Added normal difficulty. Beta version will be released in early May.
We sent files for our new logo ! Working on it this week and finally hit button send.
Logo specs
Well, we want to be classic but not boring. Light color and impactful font. One thing we insisted : Adding a symbol that have a link with the raid leading skill. Because players will have to master and build their raid. High customization will be up next update, and we want the logo to show that you write your story.
New ideas
Maybe a small shield that carries the armor of the guild ? But we are not closed to other ideas, this guys are talented and we can't wait to show you the first draft !
Excited to finally be able to tell people about this! I've been working with Markiplier for the last few months on an Iron Lung movie! Check out the official teaser:
I've been heavily involved with production, including collaborating on the script and being on set for the entire filming, and you'll also get to see me in a small cameo in the film itself! More details will follow in the coming months. Stay tuned!