(Accessories) Accessory parents are no longer incorrect when wearing a hair object that has bones with the same target name (reported by the community)
(Dataobjects) Newly saved cards can no longer be loaded as the wrong type (character as a studio scene or vice versa) (reported by the community)
(Skin clipping adjustments) Large clothing using skin clipping-fix no longer take a significant amount of time to load
(Skin clipping adjustments) Clothing that contain half-states no longer break when used with skin clipping-fix (reported by the community)
Replaced the solid ground with some easily breakable platforms near the TD score
Added 2 medkits to the spawn, and one near TD point
Added some covers to the middle of the map
Breakable doors on the long way can now be opened from the defender side by shooting a button
The top of the glasses are no longer walkable
We liked the lasers, but felt too easy to avoid it (when it was not desyncing...), so we added some more to make them actually a threat. The middle area felt too easy to shoot through, without good covers, so we've added some. They can also be useful for some jumps! We've also felt that the bridge is a little too redundant, even if it was broken, you were not really affected. Now you are more constrained on the side route, so the long route could be more worth, depending on the situation.
General changes:
Added new announcer voicelines! It's still work in progress, but please share your opinion about how it sounds, and how you like it!
The Singvel hair has physics now
Fixed a bug where joining in a room would not show emotes started before they joined
Updated the /hit emote
Added a wishlish widget to the main menu
Added headphone, glasses and sunglasses accessory to shop
Character now fades out if viewed from too close
Skill and weapon changes:
TNT
Fixed the icon in loadout
Added a flashing to the UI marker when the damage will be lethal
Bind
Range is increased from 10m to 15m
Now decreases the horizontal distance travelled with Rocket Fists jump attack by 50%
Tag
Now gives additional 20% HP
Reload mastery
Now also gives 30% cooldown reduction
New passive: Devour
On a kill or assist, restores 20 HP. If it goes above the max HP, it gives shield instead, capping at 50.
New passive: Mixed mastery
Increases HP by 25%, and SP by 15%
(Experimental)Heal grenade
Has 3 charges on spawn, and has 60 seconds recharge time. Picking up a health pack restores one charge.
We had this skill for a while now, and while it's fun to use to help others, we always had an issue where people were throwing it at their own feet, and sustain forever. We do not like the camping style, so we're trying to remove the sustain part, while still keeping the skill useful. Will keep an eye on it, and make additional changes, if it still distrubts the game.
(Experimental)Stasis field
VFX is team colored now
(Experimental)Shield (weapon)
Changed the model. It's still a placeholder, but closer in design what the final model will be
Adjusted several background sizes in branched scripts.
Resolved minor bugs in Evendale.
Fixed the Miner Tag's quest widget display issue.
Added Limit Break skills to quest-reward mercenaries.
Corrected equipment slots for the Evendale Soldier mercenary—he can now equip rings and necklaces.
Fixed the group party photo not appearing in the splash intro.
Updated Aernna's boss graphics for a more engaging battle experience.
Corrected typo for Magania location text
Removed all exterior overlays for interior maps
Greatly increased spawn rates for Hungry Bears around Straund's bridge. Grasslands included.
Bounty Hunt: Corrupted Soldier (D Rank) spawn point corrected.
Bounty Hunt Bosses respawn points fixed. If you were on a boss hunt, cancel it to reset the quest.
Fixed some annoying tile glitches
The party bug in the boat scene has been resolved. Added a new image in addition to boat scene. Please load a save prior to the boat scene or the "Ask for Save" cutscene to ensure functionality.
Future Plans: The boat scene will be streamlined in an upcoming update, removing the lengthy sequence (except for the battle) and transitioning to skippable, VN-style visual scenes.
We’re thrilled to announce that the HELLBREAK Demo is almost here! 🎮🔥 While we’re finalizing the details, the plan is to release it at the end of November or the start of December. An exact release date will be shared soon, so keep an eye on this space and our Discord channel! We’ll also be revealing all the exciting details about the content you’ll get to experience in the arena of hell.
This demo will let you dive into the brutal, action-packed arena of HELLBREAK, showcasing all the polished features we’ve been working tirelessly on. We can’t wait to hear your thoughts and and see you tearing through the arena!
Thank you for your patience and support, it means the world to our small team. Stay tuned for more updates, and get ready to fight for your soul in HELLBREAK!
- New cataclysm meters are shown in the HUD. This provides useful information to players to help them understand when a Matrix event might happen and what can accelerate and mitigate it. - Some actions now change the value of Cataclysm. - Fixed some entrances floating. - Improved set dressing and layout in different areas. - Added new vistas in the procedural generation such as mountains, cliffs and lakes. - Reduced scale in citizens to avoid blocking critical paths.
Homebase VFX sizing corrected. Added base area UI messages to inform the player their abilities won't damage if casted in base, & to warn them of enemy base tick-damage. Added multi-attempt joining incase the first attempt to join fails. (This occurred rarely, about 1 in 15 games and now should be dramatically less.) Fixed a weapon regrading issue with mainhand/offhand logic.