Yo! It's been a while... This one's been in the works for a while, mainly because I was balancing it alongside more of the campaign being built for the full release...
Full notes
Full Bane Murrain update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix0 additions3 changes0 removals
UI and audio
Balance
changedY'all might have noticed in some of the twitter screenshots being posted some different HUDs appearing, and now they're available to unlock in the Demo! The Extras section can be found in the Endless Mode menu, where you can check your level and equip unlocked HUD borders. In the full game, outfits for characters and concept artwork will also unlockable!
changedAlongside this the enemies' health has been nerfed drastically in lower difficulties after a few complaints on tankiness and ammo-conservation, so hopefully this helps! For those who thought it was fine, enemy health has been bumped in the hardest difficulty too.
fixedGENERAL GAME CHANGES - Lowered Fog amount from Vent Decoration - Fixed Fog rendering underneath sprites in the distance - Maximum Punch popup is now slightly Transparent & has a quieter activation SFX - Bumped the Maximum Mouse Sensitivity amount - Moved Change HUD to Extras - Rearranged the Settings menu slightly - Drastically expanded the Change HUD section - Main Menu logo shuffles memes when you hit space now - Added XP Points depending on hits on enemies - Added a Levelling system for cosmetic unlocks - Increased the Calviscera arm hitbox - Removed ability to shoot out lights (maybe temporarily) - Player can now pickup the DNK50 more than once for ammo - PLSTN bullets are now homing missiles - New Option added for Sprite-Based Gibbing (less particle lag mode) - Begun implementing a new method of swapping enemy animations to reduce enemy lag - Readded the Draugr's arm dismemberment with new sprites - Slightly lowered blood amount - Awesome super cool bullet time when there's a massive gib explosion - Enemy Health has been nerfed for lower difficulties - Enemy Health has been slightly buffed on Masochism difficulty - Difficulties now have descriptions for game changes
changedY'all might have noticed in some of the twitter screenshots being posted some different HUDs appearing, and now they're available to unlock in the Demo! The Extras section can be found in the Endless Mode menu, where you can check your level and equip unlocked HUD borders. In the full game, outfits for characters and concept artwork will also unlockable!
changedAlongside this the enemies' health has been nerfed drastically in lower difficulties after a few complaints on tankiness and ammo-conservation, so hopefully this helps! For those who thought it was fine, enemy health has been bumped in the hardest difficulty too.
fixedGENERAL GAME CHANGES - Lowered Fog amount from Vent Decoration - Fixed Fog rendering underneath sprites in the distance - Maximum Punch popup is now slightly Transparent & has a quieter activation SFX - Bumped the Maximum Mouse Sensitivity amount - Moved Change HUD to Extras - Rearranged the Settings menu slightly - Drastically expanded the Change HUD section - Main Menu logo shuffles memes when you hit space now - Added XP Points depending on hits on enemies - Added a Levelling system for cosmetic unlocks - Increased the Calviscera arm hitbox - Removed ability to shoot out lights (maybe temporarily) - Player can now pickup the DNK50 more than once for ammo - PLSTN bullets are now homing missiles - New Option added for Sprite-Based Gibbing (less particle lag mode) - Begun implementing a new method of swapping enemy animations to reduce enemy lag - Readded the Draugr's arm dismemberment with new sprites - Slightly lowered blood amount - Awesome super cool bullet time when there's a massive gib explosion - Enemy Health has been nerfed for lower difficulties - Enemy Health has been slightly buffed on Masochism difficulty - Difficulties now have descriptions for game changes
Yo! It's been a while... This one's been in the works for a while, mainly because I was balancing it alongside more of the campaign being built for the full release...
Y'all might have noticed in some of the twitter screenshots being posted some different HUDs appearing, and now they're available to unlock in the Demo! The Extras section can be found in the Endless Mode menu, where you can check your level and equip unlocked HUD borders. In the full game, outfits for characters and concept artwork will also unlockable!
Alongside this the enemies' health has been nerfed drastically in lower difficulties after a few complaints on tankiness and ammo-conservation, so hopefully this helps! For those who thought it was fine, enemy health has been bumped in the hardest difficulty too.
Anyway here's the full in-detail changelog: DEMO v0.8.3 Changelog:
GENERAL GAME CHANGES - Lowered Fog amount from Vent Decoration - Fixed Fog rendering underneath sprites in the distance - Maximum Punch popup is now slightly Transparent & has a quieter activation SFX - Bumped the Maximum Mouse Sensitivity amount - Moved Change HUD to Extras - Rearranged the Settings menu slightly - Drastically expanded the Change HUD section - Main Menu logo shuffles memes when you hit space now - Added XP Points depending on hits on enemies - Added a Levelling system for cosmetic unlocks - Increased the Calviscera arm hitbox - Removed ability to shoot out lights (maybe temporarily) - Player can now pickup the DNK50 more than once for ammo - PLSTN bullets are now homing missiles - New Option added for Sprite-Based Gibbing (less particle lag mode) - Begun implementing a new method of swapping enemy animations to reduce enemy lag - Readded the Draugr's arm dismemberment with new sprites - Slightly lowered blood amount - Awesome super cool bullet time when there's a massive gib explosion - Enemy Health has been nerfed for lower difficulties - Enemy Health has been slightly buffed on Masochism difficulty - Difficulties now have descriptions for game changes
ENDLESS MODE CHANGES - Seperated Ground Enemies into two spawner types - Fodder & Tank
That's it! Demo updates might grow more scarce from this point, but they won't vanish completely- My focus is shifting to getting Episode One finished and ready for release later this year (hopefully). Huge thanks to everyone playing the game, and I appreciate y'all caring enough to read this!! Until the next thingy. - Elias