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:
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Three moveset variants of two handed swords.
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Slashing/Piercing and Hybrid movesets.
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One handed variants are still cooking.
Slash Damage:
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Added dedicated slash attack power stat.
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Derived equally from torque and dex.
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Does not scale as well without specific item perks.
Magic Weapon:
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Called the "Broken Sickle-Root Staff"
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One handed weapon designed to use with off hands.
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Heavy attack uses charge.
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Short ranged projectile on light attack.
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Provides a way to harvest charge from enemies.
Other new stuff:
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Spruced up The Inheritor's moveset, particles, and behavior.
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Instead of dealing extra poise damage, most sources of radiation damage now silence you.
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This includes explosions, empowered melee attacks, and The Inheritor's projectiles.
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Turned on EQS for ranged enemies.
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They will now attempt to find cover before reloading.
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Will continue to explore these types of behaviors for all enemy types.
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Buffed inventory space.
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Buffed scrapped backpack space.
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We are planning to add a bank system but this isn't working yet.
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Reworked the tutorial flow again again.
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You now start without the ability to gain charge and unlock this ability later.
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Removed the ability to self-kill when you are inside of a boss encounter.
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This prevents leapfrogging as an exploit tactic.
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Enabled world save for doors and other door-adjacent world actors.
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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.
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Fixed multiple item duplication bugs.
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Issue where abilities would be deleted on clients who joined late.
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Potential fix for issue where players could not see the level up screen in multiplayer.
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Getting downed by a trap will now teleport you out of the trap.
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Moldmetal dropped on death should also follow this rule.
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Relic bloom bubbles now heal you on enter and leave, regardless if all players are present.
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Relic bloom will no longer broadcast that all players need to enter it if it has been activated.
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Fixed issue where enemies would fall of ledges more often than intended.
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Boosted the number of enemies that could be navigating at one time, significantly improving responsiveness in multiplayer encounters.
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