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.