Same as PlayTest7 just noticed a few issues with character selection. Fixed them. More of a Hot Fix. Still need 3 to 4 people to truly test Character Selection.
Character Selection
Added ability to used "Saved Character" on start and between deaths/rounds, if player has one.
Added ability to use "Random Character Selection" if user decides not to pick one.
(Not deploying? Read hints and popup messages. Make sure the character you are selecting is the one spawning.)
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Added the ability to rapidly spend skill points on skills by holding shift or pressing "Y" on the controller. This will spend as many points as possible on the skill
Added the ability to remove skill points from skills by right clicking or pressing "X" on the controller. Be warned that removing the last point in a skill that unlocks an ability will remove that ability from your bar
Added the ability to rapidly spend/refund money on Monster Level and Scroll Speed before entering a level. Hold Shift or press "Y" to do this.
Upped the Scroll Speed cap to 15. Boy this is really expensive!
Tied item level to the max modifier count on items. This will result in the item progression curve feeling smoother from early game to lategame. Note that Spicy, Inferno, and Nightmare intrinsically cause higher item levels to drop, so they'll now also intrinsically have higher quality items than Normal mode
Changed the two attack-focused traits on the Adventurer tree to specifically apply to Melee Swipe
The second attack-focused trait now boosts Melee Swipe's base damage effectiveness
Fixed a bug where Damage Effectiveness didn't always display properly on the stats panel
Fixed a bug where tooltips on the level select screen could render offscreen
Got something big coming for this one. I've been meaning to tweak combat for the longest time now, mainly to fix three big issues I had with the old design.
-There were too many inputs required for small/unimportant decisions. -The whole passage for the fight reloads with every attack, which resets the viewpoint of the player and takes some time to load. -With long combos, the resulting page has too much text to process, making it bloated and unenticing.
So I sat down and tweak how combat flows and how moves are picked. I feel like this is much more elegant than before, and while it still needs some tweaks here and there, it already feels a lot better than the old system.
Thanks again for the support and see you next month~
Release Notes 0.8.0:
Features: Reworked combat entirely. -Fight moves are now added to a timeline associated to each character. -The timeline keeps a detailed history of moves that happened so far. -Stronger moves take more time to execute, giving your opponent the opportunity to do more moves against you, and vice versa. -The Stamina stat has been reworked into the Prowess stat. It now lowers how much time moves take in the timeline. -Stamina cost has been removed from fight moves. -Moves are executed as they are picked, instead of being put in a combo. -Every time a move is selected, you receive a new set of moves to pick from. -Combat now happens through a single passage, making inputs much faster. -Removed stack limit for sigil moves since they now have an impact on the timeline. -The "Do Nothing" move uses 1 action cost, letting you delay your timeline slightly when needed. -Momentum now scales based on the length of your timeline. -Stuns now give a temporary Prowess debuff instead of chaging your moveset.
-The "inspect" feature pops in a seperate window once clicked.
-Lowered corruption needed to see special scenes in the nyx dungeon (200 from 500)
Bugfixes: -Fixed an issue where only the imp and torgar's art were shown when inspecting them.
This version is NOT compatible with saves from 0.7.11 but you can restart the game with your Essence, Achievements and Exp from older saves.
We've submitted a hotfix for El Paso, Elsewhere! There are still some more fixes & changes coming up in the next few weeks but we're pushing this update earlier in order to correct a critical issue.
V9 CHANGELOG
The Modifier menu has been moved- it is no longer displayed in the Main Menu. It will now show up once a save slot has been selected.
Added Modifier Presets and three difficulty-based presets: Story, Intended and Challenging. These can be selected when loading a save slot or starting a new game.
Added a Speed Modifier.
Fixed an issue where starting a new game from an empty save slot could cause the game to hang.
Feel free to report any issues to our Steam Discussion Board's Bug Reports section.
And once again, thank you for playing El Paso, Elsewhere!
Added more detailed gore effects to intensify the gameplay experience.
-Addressed and fixed all known bugs. -Revamped the AI system to enhance in-game intelligence. -Completely redesigned the user interface (UI) for improved user experience. -Fine-tuned the physics engine for more realistic interactions. -Overhauled the bullet system to provide smoother and more satisfying gameplay.
Introduced a variety of new customization options for players.
-Improved graphics ue5. -Replaced the G3 weapon with the MP5, offering a fresh weapon choice. -realistic headshots, they just fall -Improved the blood effects with new particle systems, creating interactive interactions with the game environment.