- Fixed a bug that could cause the second Stage 6 midboss to freeze the game. - Slowed down a certain "timer" during the ending sequence to discourage speeding through the text. (To clarify, the "timer" is for dramatic effect only and you are able to read everything even if it runs out.)
With the aid of a new warrior, Ghallaron's band of Zealots has claimed the third collective Medals milestone! Visit the Raid menu to find the newly unlocked Avatar!
If your individual medals progress has reached this milestone as well, you will be able to get it with a massive discount. To discover the ways you can earn Medals in the Raid, check out the raid announcement web post.
-The Wizard boss's collision with the players Shield was not working correctly, it has been fixed
-The two tile maps were changed
Speaking of tilemaps!! We now have Modding Support If any player wanted to mod the maps in the game, simply replace the existing tilemaps with the a new tilemap with the same name, in the folder 'Maps'. -Things to keep in mind The texture of the map should not matter However! The TileSet should be 50 Width, 50 height The Tilemap its self should also be set to 50 Width, 50 height As long as the Tilemap has the same name as the Original Maps, and They should load properly
The sprites in the game can be changed the same way, as they are simply Textures, replace those textures with a new one, with the same name and the code will load in those textures
Keep in mind, using the same size textures is Highly Recommended
Various other bug fixes, QoL and stability improvements.
Position Interpolation Improvements
We made some improvements to the net code related to player position sync. It now relies on remote server frames and should be much more stable and way less jittery.
Other Players Timeout
Players can now see how much time is left for other players.
Performance and Stability
The biggest thing this patch brings are the many small fixes related to issues we discovered after launching the demo.
Here's the list of what to expect.
Improved navigation behavior when Reward UI (Chests or Abilities) pops up so that it will wait until player releases all keys. This is to prevent from instantly selecting the skip button the moment the UI appears.
Buttons for Leaderboard, Achievements and Home Instance are no longer visible.
Increased light radius by 15%.
Players on steam can now host LINK-based games by default. Previously, steam players could only join LINK games.
Player title font has been updated as well as its readability (it now generates soft shadows).
Player title is no longer obscured by the environment.
Improvements to synchronization across the network of hero statistics (in-game).
Fixed an issue with lobby chat that would invoke Ready button the moment you hit enter while typing.
Fixed an issue with world generation that would count disconnected or not fully initialized players, generating content that is not visible to any player.
Fixed an issue with Damage Zone (Lighting Strikes or Armageddon Zones) where only host would receive damage.
Armageddon now spawns and deals damage faster.
Fixed various issues that would cause the game to throw many errors each frame, making the game unstable or run really slow.
-Fix hang glider from jittering in thermals. -Fix hang glider jittering while standing. -Slowly place the hang glider on the ground when launched so it doesn’t bounce. -Start the hang glider higher up so it doesn’t launch under the ground if placed on uneven ground. -Add “Flight Data Overlay / HUD'' in the options menu to display alt, speed, wind and vario in all camera views. -Fix double sided shader issues with hang glider harness and vario meter models. -Add “Restart on Crash” in the options menu. This will auto restart if you make a hard crash and tumble on terrain or in the trees. -You can now press and hold the map or menu button on the VR controllers for 2 seconds to auto restart. -Make thermals slightly stronger near the ground. -Add a slight dead zone to the hang glider grip control mode for force feedback. -Fix thermals not populating on the south section of Tetons map. -Update to Multiplayer 2.2.
This... will likely be the last "normal" Dev Log before release!
...So I was going to announce the release date in this post. But then, I was informed that the release trailer I commissioned is almost finished! So for the exact time and date, I'm going to wait for that instead.
For now, I'll just say the game is releasing in the first half of May. Please look forward to it!
On to today's class introduction!
The magic fencer is a classic fantasy trope. Why settle for hitting people with a sword, when the sword can also be enshrouded in dark, magical fire?
For those who want their magic-melee-mix, here is the Spellsword Rabbit!
The Spellsword Rabbit deals pretty good damage and has a fairly simple playstyle, while not having too much in the way of defensive capabilities.
What really makes her stand out is her "Darkspell" mechanic and her Special, both of which interact with the random loot items in a lot of weird ways. You might not be doing the most damage right out of the gate, but find a few of the right items and you WILL be.
Let's start with her Secondary, called Siphon Spell. It takes the dark magic that posesses your foes to attack you, and turns it into strength to hit them back with.
Every enemy you hit with Siphon Spell will give you 5 "Darkspell". While you have Darkspell, each ability you use (including Siphon Spell) will hit twice, and consume 1 Darkspell. So, you want to use your Secondary often enough that you always have some Darkspell.
Your Primary is a sword thrust. It hits twice if you have Darkspell. Not much to say, it's a bit on the weaker side to be honest.
Your Special is a screen-length blast. It too hits twice if you have Darkspell. It also gains 3 uses every single cooldown. This is what makes it such a great combo with many of the loot items you find along your run; many have effects that happen when you use your Special, so getting to use it 3 times every 10 seconds can lead to some crazy outcomes.
Though, if you do get some item combo that lets you sling out Specials like you don't have any other moves, remember to use Siphon Spell! Your Special won't do much damage without that Darkspell.
Your Defensive is a bit more like an extra Offensive. In addition to dealing damage to all enemies, it afflicts them with Hex, a debuff that makes them take extra damage (similar to Curse).
And that's the Spellsword Rabbit! A generally offensively-minded class with some great synergies. And twintails, if you're into that.
So how many classes is that so far? Let's see... Wizard, Assassin, Heavyblade, Dancer, Druid, Spellsword, Bruiser, Sniper, Defender.... that's 9!
Hm, that's a bit uneven. Wouldn't a nice round 10 be a bit better?
Well, my good rabbits, there is in fact... one final class! ...And it will be left a secret, for you to discover for yourself within the game. I will say one thing though...
The final class is my favorite one. It's the kind of class I myself tend to play in MMOs and RPGs, if it's an option. I've wanted to make this class since starting work on this game.
So uh, it's got a little bit of extra effort put into it. Some developer favoritism. Hopefully the other classes won't get jealous.
The game's musical composer, steel_plus, is releasing a physical version of the game's OST at Spring M3 in Japan!
...Statistically speaking, most of you reading probably aren't going to a doujin music event that's happening in Japan in a week, but worry not! You'll be able to order a physical copy through Diverse Direct, or snag a digital copy through Bandcamp or Steam after the game releases (see links at the bottom of the tumblr page).
That's all!
The game is coming out in the first half of May. The next post will be the release trailer! It will have an exact release date in it. After that the game will be out!