Beta 1.1.6

HIOX One Playtest · published · build 26369300

Beta 1.1.6

Fixes

- The third boss's charge now turns to face you before it lunges, and hits for the whole lunge. Before, it often missed. It also no longer charges through walls.
- The second boss no longer drops straight back into her guard after her counterattack. She now finishes the counter and moves on.
- Rampage, Bloodlust and Last Stand now last twice as long (12, 16 and 12 seconds).
- Pressing attack with Blade Vortex now expands the swarm twice as far and spins it twice as fast.
- Movement abilities now cost three times as much and each one has to be unlocked with its own achievement first. Abilities you already own stay yours.
- New mod, Blade Momentum: melee hits give bonus gun damage for 8 seconds.
- New mod, Freenite Surge: collecting a Freenite orb gives bonus run speed and fast HP regen for 10 seconds.
- The molten armor effect now glows orange and yellow. It was showing up black.
- Item icons for bright armor effects, like electric, show their colors instead of going black.
- The buff icons (Rampage, Bloodlust, Last Stand) are now visible and larger. They were hidden behind the stamina bar.
- Voice lines tied to the cave, Aftermath and Barrows levels now play, including Ava's line at the skeleton and the fourth boss's taunts. Before, they never fired.
- The second boss's sprint kick now hits you. Before, its hitbox switched off right after she spawned and never came back.
- The fifth boss's hit-and-run attack works as intended now: he runs off into the fog, waits there out of sight, then sprints out and jump-stabs you, lunging the last stretch, before running back into the fog. Before, he often just jogged at you on a weaving path, and two of his three run attacks never played, so a quick player could keep him chasing without ever being attacked. If you outrun him now, he goes back into the fog and comes at you again.
- The fifth boss's stab now has a much more visible purple thrust burst.
- When the fifth boss teleports to one of his ghosts that reached you, he now actually plays his attack. Before, the animation never started.
- Dispensers now empty the canister you actually picked. Before, the top canister always ended up empty.
- The fourth level's dispensers and weapon choosers no longer spawn outside the playable area.
- The Dispenser Route no longer goes through large rocks or floats up into the sky over rivers. A dispenser it can't find a walkable way to is now left off the route instead of being joined by a straight line.
- Running fast over small bumps no longer keeps flicking your character into the falling animation.
- The auto-turret now fires at the fourth boss. Before, it never noticed him.
- The fourth boss's attacks, like the lightning orbs, now vanish when he dies. His gibs now burst out from where his body actually is.
- The +EHP preview on syringe dispensers and other choice screens now counts armor, plates and HP regen properly. Before, they often showed ±0: it treated enemy hits as about half their real size, so a couple of plates looked like they blocked everything. Thorns now show in the +DPS line.
- The fourth boss's damage numbers now pop up where he was hit. Corruption damage (from the virus weapon) now shows on his body; before, its numbers appeared far away, so it looked like he took no damage.
- ASTEL's berserk attack no longer carries him through the arena wall.
- ASTEL no longer gets stuck floating above the arena when his strafe laser is interrupted mid-air.
- The two downward lasers in ASTEL's berserk attack show up again.
- The player's sash no longer goes missing before it is torn off in ASTEL's mid-fight cutscene.

Balance

- The fourth boss has less health (14300 to 11500).
- Enemies get stronger more slowly over a run. By the fourth level they have about a quarter less health and damage than before, and gain armor more slowly.
- Bosses now gain a little armor the later in the run you reach them (+0.5 per minute, up to +20), so a strong build can't melt them in seconds.
- Melee hits harder: base melee damage is doubled (30 to 60). Melee minions deal a little less than before, and Ground Slam is unchanged.

Audio

- The fourth boss's fire storm is much louder.
- The ambient sounds in the Meadow are louder and carry further: wind, cicadas, rivers and leaves.
- The Aftermath and Barrows levels have new ambient sound: a lava bed and low rumble in Aftermath, eerie wind and a low rumble in Barrows.
- The cave level now has ambient sound: a low background atmosphere and wind, plus water drips around the level.
- Footsteps are much louder, and now also play while sprinting at top speed.
- The cicadas in the second level can now be heard.
- Music no longer skips to the next song when you switch away from the game and come back (this also happened during the intro).
- ASTEL speaks his attack voice lines again. They had gone silent.
- ASTEL's attack voice lines now have subtitles, and the music dips slightly so you can hear them.
- ASTEL's opening speech subtitles now stay in sync with his voice.
- Footsteps are quieter, no longer keep playing during cutscenes while you stand still, and now follow the Player volume slider.
- New Speaker mode option in the audio settings. It evens out loud and quiet sounds, so playing on speakers sounds closer to headphones.
- The audio settings now show your current output device, and warn you when it looks like Speaker mode is set wrong for it.

Visual

- The Rampage Protocol aura on your character is half as big.