What changed
1 fix2 additions0 changes0 removals
- UI and audio
- Performance
- Gameplay
addedAuto-Aim/Auto-Attack OverrideAuto-Aim + Auto-Attack players now have the option to override the Auto-attack by holding down the attack button. This makes the cursor appear and they can take manual control over their aiming to get out of tricky situations.
fixedController Powerup Select Focus-FlickerFixed a bug with focus-flicker when controller-users leveled up. There was an issue with controller-users where I noticed players would keep holding their thumbstick in the direction they were moving when the level up screen came up. This made their focus-flicker to random elements on the screen. I’ve updated the logic to lock down UI navigation until the thumbstick is recentered, so players don’t lose track of what they were selecting.
addedAuto Aim Now Hides CursorWhen auto-aim is enabled, the cursor icon is now hidden. I originally left it visible in case players decided to have auto-attack enabled and auto-aim disabled. However, players that use auto-aim/auto-attack do not need to see the targeting reticle. The cursor reappears for selecting powerups, pausing, and if the player overrides Auto-Aim for manual control.
Bloodmoon Survivors changes
addedAuto-Aim + Auto-Attack players now have the option to override the Auto-attack by holding down the attack button. This makes the cursor appear and they can take manual control over their aiming to get out of tricky situations.
fixedFixed a bug with focus-flicker when controller-users leveled up. There was an issue with controller-users where I noticed players would keep holding their thumbstick in the direction they were moving when the level up screen came up. This made their focus-flicker to random elements on the screen. I’ve updated the logic to lock down UI navigation until the thumbstick is recentered, so players don’t lose track of what they were selecting.
addedWhen auto-aim is enabled, the cursor icon is now hidden. I originally left it visible in case players decided to have auto-attack enabled and auto-aim disabled. However, players that use auto-aim/auto-attack do not need to see the targeting reticle. The cursor reappears for selecting powerups, pausing, and if the player overrides Auto-Aim for manual control.
Auto-Aim/Auto-Attack Override
Auto-Aim + Auto-Attack players now have the option to override the Auto-attack by holding down the attack button. This makes the cursor appear and they can take manual control over their aiming to get out of tricky situations.
I noticed that players using auto-aim/auto-attack would occasionally get swarmed by enemies while needing to take down high priority targets in the backline. When this happens they would want to keep firing at the farther target while putting some distance between them. Auto-Aim prioritizes targeting the closest enemies so now players can override this behavior while fighting.
Controller Powerup Select Focus-Flicker
Fixed a bug with focus-flicker when controller-users leveled up. There was an issue with controller-users where I noticed players would keep holding their thumbstick in the direction they were moving when the level up screen came up. This made their focus-flicker to random elements on the screen. I’ve updated the logic to lock down UI navigation until the thumbstick is recentered, so players don’t lose track of what they were selecting.
Auto Aim Now Hides Cursor
When auto-aim is enabled, the cursor icon is now hidden. I originally left it visible in case players decided to have auto-attack enabled and auto-aim disabled. However, players that use auto-aim/auto-attack do not need to see the targeting reticle. The cursor reappears for selecting powerups, pausing, and if the player overrides Auto-Aim for manual control.