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Update v0.2.539 Demo Prerelease

New Stuff:

We'll be de-activating the playtest branch on the 1st of June. The demo is now live, though we're still working on getting a dedicated page up so you can leave a review of our demo. It's been a busy month and we've made a ton of progress.

Swords:

  • Three moveset variants of two handed swords.

  • Slashing/Piercing and Hybrid movesets.

  • One handed variants are still cooking.

Slash Damage:

  • Added dedicated slash attack power stat.

  • Derived equally from torque and dex.

  • Does not scale as well without specific item perks.

Magic Weapon:

  • Called the "Broken Sickle-Root Staff"

  • One handed weapon designed to use with off hands.

  • Heavy attack uses charge.

  • Short ranged projectile on light attack.

  • Provides a way to harvest charge from enemies.

Other new stuff:

  • Spruced up The Inheritor's moveset, particles, and behavior.

  • Instead of dealing extra poise damage, most sources of radiation damage now silence you.

  • This includes explosions, empowered melee attacks, and The Inheritor's projectiles.

  • Turned on EQS for ranged enemies.

  • They will now attempt to find cover before reloading.

  • Will continue to explore these types of behaviors for all enemy types.

  • Buffed inventory space.

  • Buffed scrapped backpack space.

  • We are planning to add a bank system but this isn't working yet.

  • Reworked the tutorial flow again again.

  • You now start without the ability to gain charge and unlock this ability later.

  • Removed the ability to self-kill when you are inside of a boss encounter.

  • This prevents leapfrogging as an exploit tactic.

  • Enabled world save for doors and other door-adjacent world actors.

  • Improved the in-game connect to friends UI to work with controllers.

Fixes:

If you still encounter any of these issues hit us up on Discord or our Steam forum.

  • Fixed multiple item duplication bugs.

  • Issue where abilities would be deleted on clients who joined late.

  • Potential fix for issue where players could not see the level up screen in multiplayer.

  • Getting downed by a trap will now teleport you out of the trap.

  • Moldmetal dropped on death should also follow this rule.

  • Relic bloom bubbles now heal you on enter and leave, regardless if all players are present.

  • Relic bloom will no longer broadcast that all players need to enter it if it has been activated.

  • Fixed issue where enemies would fall of ledges more often than intended.

  • Boosted the number of enemies that could be navigating at one time, significantly improving responsiveness in multiplayer encounters.

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