Alofa, Toa! Alas, I've run into some cert issues (I've been having trouble creating an Xbox build due to some config stuff) and I was unable to fix the problem before the submission window for the year ended.
Full notes
Full Blast Brawl 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition3 changes0 removals
Gameplay
Performance
changedAlofa, Toa! Alas, I've run into some cert issues (I've been having trouble creating an Xbox build due to some config stuff) and I was unable to fix the problem before the submission window for the year ended. So, the Xbox build is going to be delayed until first thing 2018/ :/ However, rather than have you all miss out on the improvements I put together, I decided to release the update to Steam ASAP! So strap in for a small yet feisty update! This is a fairly focused release, I basically just got a few things into the build that I had to delay due to the Thanksgiving target date:
changedRELEASE NOTES:Performance Improvements : Blood splatter code has had one final optimization, it now should be much more responsive on low-end devices!
addedRELEASE NOTES:Boss Rumble Enhancements : If you've tried the boss rumble mode, it might have seemed weirdly undeveloped - that's because it was! I have since added more context/structure around the mode, and it plays out as a dark ritual you won't understand yet! :D
changedRELEASE NOTES:Boss Art/Gameplay Improvements : I've made a few minor tweaks to the boss gameplay, but I've also beefed up the Corpse Queen and Tunnel Ghoul arenas. They're much closer to what long-term they'll look like!
Blast Brawl 2 changes
changedAlofa, Toa! Alas, I've run into some cert issues (I've been having trouble creating an Xbox build due to some config stuff) and I was unable to fix the problem before the submission window for the year ended. So, the Xbox build is going to be delayed until first thing 2018/ :/ However, rather than have you all miss out on the improvements I put together, I decided to release the update to Steam ASAP! So strap in for a small yet feisty update! This is a fairly focused release, I basically just got a few things into the build that I had to delay due to the Thanksgiving target date:
changedPerformance Improvements : Blood splatter code has had one final optimization, it now should be much more responsive on low-end devices!
addedBoss Rumble Enhancements : If you've tried the boss rumble mode, it might have seemed weirdly undeveloped - that's because it was! I have since added more context/structure around the mode, and it plays out as a dark ritual you won't understand yet! :D
changedBoss Art/Gameplay Improvements : I've made a few minor tweaks to the boss gameplay, but I've also beefed up the Corpse Queen and Tunnel Ghoul arenas. They're much closer to what long-term they'll look like!
Alofa, Toa! Alas, I've run into some cert issues (I've been having trouble creating an Xbox build due to some config stuff) and I was unable to fix the problem before the submission window for the year ended. So, the Xbox build is going to be delayed until first thing 2018/ :/ However, rather than have you all miss out on the improvements I put together, I decided to release the update to Steam ASAP! So strap in for a small yet feisty update! This is a fairly focused release, I basically just got a few things into the build that I had to delay due to the Thanksgiving target date:
RELEASE NOTES:
Performance Improvements: Blood splatter code has had one final optimization, it now should be much more responsive on low-end devices!
AddedBoss Rumble EnhancementsIf you've tried the boss rumble mode, it might have seemed weirdly undeveloped - that's because it was! I have since added more context/structure around the mode, and it plays out as a dark ritual you won't understand yet! :D
Boss Art/Gameplay Improvements: I've made a few minor tweaks to the boss gameplay, but I've also beefed up the Corpse Queen and Tunnel Ghoul arenas. They're much closer to what long-term they'll look like!
You'll also see a bit of B҉̸̨͏̸L̵̢Ǫ̨́͘͞Ò̵͢͏͠D̸S̸̢̕͢P҉̢̢̨A͏̢͢C̸̷̷̕͠E̴͟͝. Which may or may not be a significant thing once I (finally, like damn) get Adventure Mode actually out. :) Well, that's pretty much it! I hope you all have a happy holidays! As for me, in addition to heading home for Christmas, I'm already working on the next character - she'll be a doozy, but should be QUITE awesome once done. I'm excited. :D