Hey all,
It seems like the official launch of Oneiro 1.0 went a lot smoother than I was expecting. On top of that, the game seems to be generally well received, and I'm incredibly pleased to see people enjoy my work.
Only 2 gamebreaking bugs were found; both of which this update fixes. Version 1.0 had a few minor bugs too, as well as some balancing issues and unnecessary confusion in some parts; here's an update to fix all of that, plus a little more!
Items/Weapons/Stats
- A few Items work better/correctly now: Sapling, Unstable Aura, Ancient Crossbones, Echo Barrier, Spider Egg
- Some items have been nerfed: Serpents Eye(5% -> 3%), Broken Fang(10%->3%), Sapling(no longer damages enemies), Ancient Amulet(3% -> 1% The nerf of the century. Still an incredibly good item.)
- Some Item drops rates have been decreased: Sapling, and Jelly Coating, Ancient Crossbones.
- Some Item and Weapon descriptions were edited to try and make it more clear to the player in regards to what they actually do.
- The fists first Alternative Attack(shove) will now do damage- very minimal damage though. The players attack stat cannot increase this, and this was put in to help clear up some confusion on what the hell it is(ie. not an offensive move).
- Fixed a bug where the Torch weapon blocked some projectiles.
- Your Luck stat now influences the Dice gear; higher luck gives you less chance of a bad outcome occurring. I've also made it so Luck increases the rate at which enemies drop gear, including Sleep Medication.
- The players speed will no longer go below 0.00 m/s. This prevents a strange oversight where the player would move backwards, and potentially even gain speed if they reach a low enough bonus.
Bosses/Enemies
--I've placed most of this section beneath spoiler tags in case you haven't reached a layer and don't want to be spoiled--
- Boss Health Bars should be more accurate and not screw up during phase changes.
- Fixed a bug where enemies sometimes didn't fall into the boss arena.
- NREM 1 Boss Terror has had a couple minor changes. Terror's eyes can be countered. Health lowered(980->900); Defense lowered(32->30); The 2nd phase attack and Contact damage have been nerfed. Terror's stun duration after being hit has been changed; he'll only be stunned if your damage passes a certain threshold; this was done to prevent a stupidly-easy win using the spear- which is still possible, but only if you utilize items/gear.
- NREM 1 Enemies Shadow Beast will now vanish when the labyrinth is disturbed. Spiders should commit suicide a little bit less.
- NREM 2 Boss Panic has had a couple changes, along with bug fixes. Whirlpools will have new audio to help players realize what's happening, and the number of thunderclouds have been increased. When she ascends from the water, she'll now summon a whirlpool in addition to the thundercloud. Panic will now start the fight under the water, and you'll only be able to trigger it by stepping in the water. She is much more aggressive compared to version 1.0. Be aware of your surroundings when fighting her.
- NREM 2 Enemies Nature Giant will now attack quicker. Minotaur has a little extra attack stat, and cannot be triggered by damage before stepping in his arena. The Forest Imp projectiles are now a constant and predictable speed.
- NREM 3 Boss Dread has had several bug fixes, and a couple changes. His Meteor attack and Volcano Debris both function correctly now. Dread's Fire Breath is a little easier to counter. The Volcanic Pillars in his Second Phase are now able to be countered. Should be slightly fairer, as well as a little more difficult. The trigger zone has been moved to prevent players from accidentally activating the fight. Dread's attack stat has been reduced (60 -> 57). He also starts the fight by flying to prevent a certain tactic you could use to defeat him with extremely little effort and luck required. He's little bit more of a threat now.
- NREM 3 Enemies Cerberus' projectiles no longer ignore the players defense. Golden Mimic now has more health/attack, and can transition between attacks slightly faster; they also have a much lower recovery time for paralysis. Depth Wisps will no longer be able to be inflicted with Burn. Skull's attack increased (30->32). Fire Golem's attack has increased (50->55) and their shockwave does 75% of their attack in damage (as opposed to version 1.0 where it was 33%).
- REM Boss Fear has been buffed- like- a lot; Higher Health (3800->4400), Higher attack(55->57) and much higher defense(0->21); Gets immunity during transitions, recovers from paralysis faster(4 sec -> 1 sec), and moves quicker between waypoints. 3rd phase AI has been altered slightly. Fear will now always teleport right after summoning enemies, and the amount of time they stand around after using an attack has been lowered by ~1 second. A couple of their attack animation speeds have been increased. Fixed several bugs regarding a melee collider, unpredictable buggy teleportation, and potential softlocks. Renamed all of the attacks to fit more with the theme and it's much more creative. Main takeaway: This guy is no longer a pushover. And without a doubt- the hardest boss. I know the health increase seems like a ton, but by using 3rd layer weapons, and disregarding attack buffs, the player would do ~100 damage anyways without factoring in defense. This guy was way underpowered before.
Other
- 2 game-breaking bugs have been fixed; one involving the "duplication" outcome with the Dice gear, and the other one would cause the player to get locked into a conversation.
- Timer will only start counting down once you move from your initial spot in NREM 1.
- The game will recognize when you die to a pitfall- and there's a gameplay tip that shows up if this happens. Made this change in hopes that new players wouldn't be as confused as to what the hell happened when they inevitably die to a pitfall.
- You can counter spike traps now- er, I mean, this update makes it intentional, and you won't get stunned anymore if you do. If they're wall spikes, you'll attack the wall.
- Spike Traps will now count as the player kill if they kill an enemy. I thought this change makes sense, since the spike traps are only triggered by the player.
- Thrown gear like Throwing Knives will trigger spike traps. And gear that ISN'T used from the player will no longer trigger traps.
- Spike traps will launch objects with physics a little further.
- Fixed a bug where Spike Traps wouldn't trigger from underneath.
- Center pattern "X" has been reduced in size slightly.
- Overall music volume has been increased slightly- though- it can still be changed in the settings.
- Some other misc. bug fixes/tweaks that aren't really worth mentioning.
And that wraps up this version. There's a ton of changes in this patch- and it'll probably be one of the largest patches this game receives. Hopefully this'll make the game better despite making it more difficult in some cases.
Thanks for all the support I've received on the game, y'all are great.
Here's to hoping 1.0.1 doesn't cause new bugs.
-Ryan