
I appreciate everyone trying out the demo, and leaving reviews and feedback! I'm still working through a lot of it, and there will be more updates to come, but here's the first round of changes:
Some actions now require holding Interact in order to perform, and are indicated with "(HOLD)" in the prompt and a progress bar below it. Affected actions are:
Anchor revive, 1 second, to prevent unintentional misclicks.
Mission completion, 1 second, to prevent unintentional misclicks.
Changing rooms while in combat, 2 seconds, to both prevent leaving a room unintentionally and make it a little more costly to use this as a means of escape. Damage is still received while holding, but does not interrupt hold progress, unless the player's HP is reduced to zero.
Players are now invulnerable while their character is moving automatically (between rooms, jumping).
Players are now invulnerable for 1 second after standing up from being revived by a teammate.
Enemies now wait longer to begin attacks when the player they're targeting is recovering from a stun.
Adjusted the smoothing applied to the rotation of player characters to make turning feel more responsive.
Reduced the range of the Shrike's conal beam attack from 25m to 12m.
Improved the accuracy of the hit check for the Wretch's projectile attack. Still has some latency issues in multiplayer - should be better than it was, but more will be done to account for that in the future.
Improved the accuracy of the vertical component of hit checks for enemy melee attacks. As a result, crouching can now be used to avoid some melee attacks coming from a higher elevation than the player, as the visual effects would suggest.
Added tutorial messages for some existing features. Players will be shown these in context going forward, but here they are for reference:
Map/compass toggle button (tab/d-pad-right by default)
"Attune Accessories to extract a permanent stat increase."
"Position behind obstacles to block enemy ranged attacks."
"Raise Armor and Max HP to reduce stun duration."
An additional occurrence of the "Crouch" tutorial message the first time the player is hit by a red laser tracking attack.
Changed boot behavior to launch minimized, instead of fullscreen, until customized settings are applied. Fullscreen is now "Exclusive Fullscreen" instead of a full-screen window. Fullscreen 4:3 now adjusts viewport aspect ratio to match OS screen settings.
Fixed a bug that could crash the game when moving between rooms after completing the objective in the first mission.
Fixed a bug that could cause Mana Spray to become unusable in multiplayer if charges were restored by an Ammo Box.
Fixed a bug that briefly prevented a player from moving after sending a chat message.
Swapping weapons from a stopped position before starting to run no longer causes a delayed step off.
Movement input while holding crouch no longer breaks crouching.
Enemies should no longer be able to move past a room's transition boundary.
Controller input is now checked from all connected devices instead of only the first one.
Added a setting to lock displayed input icons to either controller or mouse/keyboard, to prevent flashing when multiple inputs are detected.
Added a setting for mouse-specific look inversion.