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Combo Shuffle Revision, New Audio, Bug Fixing, Polish!

Hello Sinners, it’s time for another update! There’s been a lot of traffic lately which has been amazing. I am more inspired now than ever to keep improving the game, so thank you for the support! Here is the update:

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Combo Shuffling and managing your invulnerability frames has never felt smoother!

Content

  • Revised Shuffle Combos to be smoother, easier to use, and closer in behavior to playing without it. Your combo chain will no longer reset, so you can continue in one long flowing sequence. Recommended combos will now smartly filter based on the weapon you’re using, what last combo you performed, etc, so it should flow a lot better.

  • Shuffle Combos are now weighted differently, so you perform more of the simple combos and the longer whirlwind combos are more rare

  • Failing to execute a Whirlwind or Thrust combo that comes right after another sequence will now reset and move to the next combo, instead of leaving you hanging to try and build it up again.

  • Reworked the Tempest combo. It was interfering with a lot of other combos, and I found that things flowed a lot better without it. Now it is the first combo where the finisher involves using your ability, and will trigger a powerful explosion if you execute it correctly.

  • Added a progression tutorial to Divino that explains in detail how the A, B, C route system works.

  • Added a combo shuffle tutorial to Divino.

Balance

  • Escape Artist now makes you immune not only to movement slowing, but also attack speed slowing as well.

  • You now have .5 seconds (or your combo multiplier timer if it’s higher) after stopping an action to continue your combo. This should make chaining combos much smoother and forgiving, particularly with very fast weapons

  • Shuffle Combos no longer grants extra combo multiplier

  • Shuffle Combos invulnerability time has been reduced to .35 seconds x combo length, down from .5. This is to compensate for the execution being easier now

Polish

  • Added a more prominent invulnerability aura effect along with a UI that sits at the bottom center of the screen showing exactly when your invulnerability will expire, so you know whether you have to block or continue attacking.

  • Reprogrammed the entire audio and music system for more flexibility and power for the future. The differences are subtle, but generally from a player perspective crossfading between music and ambient tracks should be a lot smoother, and some sounds have been adjusted.

  • Rewrote various systems to better support future updates. The effects are not super apparent at the moment, but it will matter a lot further down the road.

  • Reworded God Hand description to specify that the explosion happens on impact

  • Many audio tweaks!

Bug Fixes

  • Fixed a bug where your weapons would become invisible until you drink a potion

  • Fixed bug with save system where exiting a run and returning to it would cause you to keep your quest rewards, essence and other progress which could lead to some huge exploits

  • Fixed bug where save slot deletion button prompt could show the wrong key if equip unarmed was rebound to something other than the default

  • Fixed a bug where God Hand and Eye of Storm would not trigger in Shuffle Combos

Also, great news since the last update, Mortal Sin has gotten over 1000 reviews! This is a huge milestone, and I want to thank everyone who has chipped in. As the game continues to get more popular however, there is an increasing amount of more unreasonable sub ~30 minute, borderline troll reviews that come in unfortunately. I am all for constructive criticism, but judging the game in 5-10 minutes based on one run doesn’t help anybody, and I’d encourage these folks to simply refund. I don’t think people take these too seriously, but they do drag down the average at the end of the day. So that being said, if you enjoy the game please make your voice be heard, it helps me out tremendously. Thanks again, and keep on sinning!

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