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The Citadel Project - Demo · public · first seen

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Patch notes · published by the developer

Patch note - Demo build 0.9.6

On Steam

Disclaimer : Sorry for the inconvenience, long story short, how steam handle main game/demo steam hub and Patch/Announcement is a bit messy. I have enable a standalone Steam Community Hub dedicated to the demo. Like this, I can link build to patch note to better deliver informations to players. Wrong side, the new community hub discussions board is empty (don't worry, all previous discussions are on the main game board).A lot of progress has been made since the demo’s release (that is to say, barely two weeks ago). Rework of the climb feature, huge polish and improvement on the crossbow, the rope, the AI, a whole new melee combat feature, crouch slide, parry, ... And it's just the beginning ! Today's patch, a lot of cool things are coming.

Major changes:

  • Steam Achievements have arrived ! 13 for the moment, I'll add some more in next week.

  • Huge improvements on the melee combat. Enemy now has multiple attacks. You can now properly parry every hit. You have a little dash to dodge some attacks.

  • Huge improvements on AI animations. Now they will react according to the location of the hit (from your sickle, a push or a bolt). They now have a new batch of heavy impact/staggering animations, here to balance the too mcuh powerful push feature.

  • Lot of micro feature and system to help me balancing the game.

Gameplay:

  • Improved and polished the whole melee combat system. Now you have simple attack, 3 hits combo, parry and a dash to dodge attack/projectile. Every hit on an enemy will decrease his poise, less poise he has, the more he will react to an impact (sickle, push or bolt), and at 0 he will be knockdown on the ground. This whole new layer is here to help me balance the too much powerful push system without nerfing it too much (because it's maybe the most fun feature of the game). It's sure that it will need further balancing around values, don't hesitate to make feedback on the discord !

  • Added a dash movement. Press and release SPRINT keybind in a short time to perform a dash in your current movement direction. Dash has an internal CD so you can't spam it. While in a dash, you have a slight window of invincibility (like 0.4s).

  • Your current action (Grindstone, Healing Herbs, Attacking, ...) is now canceled if you are hit by an enemy.

  • You are now slowed for a very short time after landing a push.

  • You are now slowed for a very short time while performing a melee attack.

  • You can now use your sickle to perform an action (break a padlock, cut a growth, ...) even if the durability is too low. For example, if you have 8 durability left, but a growth cut cost 15, you'll be able to cut anyway and reach 0 durability.

  • Overall balancing of many values (attack damage from enemies, poise damage, push strength, durability cost, ...)

UI:

  • Now the stamina bar and durability turn orange then red while reaching 0

Enviro:

  • Fixed an issue with wooden bridges sometimes blocking character movement while walking on them.

Audio:

  • Fixed a Wwise audio issue creating in some cases many empty sound emitter, causing audio and performance issue for few seconds.

  • I'll now enter in stabilization mode for the next days, will do debug, QoL and values balancing for the Next Fest

  • As usual, patch currently under QA Testing, it will be deployed in 1 or 2 hours

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