Hey all, we have a patch ready for you today! This patch is mostly focused on some balance changes based on the feedback we heard from you all since our last update.
Health Orbs will now spawn again at Midnight, but at a slower pace and capped out at 4 active at once. (One per Ghost player). The intention is to keep the health scarcity, but provide Ghosts an option to search for healing if the Hunters are effective at weakening them.
Moving and taunting as a Ghost are now ~15% more effective. We found that it was too difficult to keep your ectoplasm down without putting yourself at major risk.
These are small "nudges" in the balance, as we do not want to overcorrect. We will continue to observe the feedback and adjust accordingly. We appreciate the feedback as always, and thanks for playing!
Full Notes:
A maximum of 4 Health Orbs will now slowly spawn at Midnight. As before, all existing Health Orbs will despawn at Midnight
Taunts now lower +15% additional ectoplasm buildup
Ectoplasm reduction increased +15% while moving
Fixed the bug where Radar was tracking corrupted props, this is no longer the case
Halloween decorations have been removed until next year
Double shards have been disabled
Fixed a bug on first time startup that could cause some aspect ratio issues with the new UI
Other small bug fixes
As always, thanks for your continued support, and for your feedback. We heard you loud and clear, and hopefully these changes are a step in the right direction! Please let us know what you think over on our Discord, and if we need to make more changes we will! 👻
Allow ranged units to fire out of trenches/defilades and generally target enemies better
Fixed zombies spamming damage and made AI fist melee much more polished and reliable
AI punches do 1.5x headshot damage instead of 20x (multiplier was like a bullet previously)
Melee AI damage others more reliably and fixed damaging others even when not attacking
Non-VR player flying camera moves faster
Fixed Orcs Having Human Charge Vocal
Fixed non-vr player character slow motion not slowing sounds, slightly sped up slow motion
Fixed footsteps overriding other sounds
Advanced injuries:
When legs are dismembered, units will still be alive but struggle to stand back up, eventually bleeding out
Shooting arms/hands off will disarm units and make them use their fists instead
Units run around when on fire and cannot attack
Explosions overhaul - explosions do tiered damage depending on distance: if close then likely death, if medium distance then likely to dismember legs but they are still alive, and if further then only knocks down units.
Dev notes: Major improvements to how injuries are handled in a first of a series of many upgrades to the injury system. Zombification has returned. Much more content and features to come. CoA Build 137 summary:
Substantial VR melee rebalancing: bladed and blunt weapons do more appropriate damage
Units are more easily dismembered by fast swings of bladed weapons
Stabs do much more appropriate damage (very little damage previously)
Allow destructible debris to damage units it hits
Fixed getting stuck on save screen for non-VR
Fixed Quick/Auto Saves not appearing in list
Player speed slowed slightly
Dev notes: This is the first of more melee balancing and improvements to come, as always feel free to give feedback as it evolves.
CoA Build 136 summary:
Great hammer significant upgrade/rebalancing: now launches and dismembers enemies
Added Tartarus Music: "Three Headed Hound"
Decreased Size of Blood Decals
Zombies don't stunlock themselves when attacking
Fixed "Effects" graphics setting not appearing
Dev message to players: Reminder that the demo will not be around forever in its current form with the amount of content it has, check out the previous announcement for details. Come join us in the Discord to discuss the game and what's next.
You can support us by purchasing LIMINAL PHASE, leaving an honest review and spreading the news on social media. It helps us tremendously and we are grateful for any support you can offer!
After two years of hard work we’re thrilled to finally release LIMINAL PHASE on Steam! You can support us by purchasing LIMINAL PHASE, leaving an honest review and spreading the news on social media. It helps us tremendously and we are grateful for any support you can offer!
Split - manipulate time, make clones and solve cyber puzzles from the future! - Muaddib
Hello fellow gamers
Today first ever pirate real-time tactics stealth game "Frigato: Shadows of the Caribbean" that started in Early Access - now is finally Fully Released❗️
If you want to check how the game looks, here is the latest trailer
If you want to talk with us, share your opinion, speak with the community, send feedback, or just goof around. Jump on our discord_server We are waiting!
Today first ever pirate real-time tactics stealth game "Frigato: Shadows of the Caribbean" that started in Early Access - now is finally Fully Released❗️
If you want to check how the game looks, here is the latest trailer
If you want to talk with us, share your opinion, speak with the community, send feedback, or just goof around. Jump on our discord_server We are waiting!
Today first ever pirate real-time tactics stealth game "Frigato: Shadows of the Caribbean" that started in Early Access - now is finally Fully Released❗️
If you want to check how the game looks, here is the latest trailer
If you want to talk with us, share your opinion, speak with the community, send feedback, or just goof around. Jump on our discord_server We are waiting!
Today first ever pirate real-time tactics stealth game "Frigato: Shadows of the Caribbean" that started in Early Access - now is finally Fully Released❗️
If you want to check how the game looks, here is the latest trailer
If you want to talk with us, share your opinion, speak with the community, send feedback, or just goof around. Jump on our discord_server We are waiting!