Full notes
Full Bloodthief update
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Repeated intro
Hey all, new update to the playtest coming your way! This one does not have any new content, but is quite large nonetheless. I reworked a few pretty expansive pieces of infrastructure, so I anticipate all these changes will cause at least *some* new bugs. So please let me know if you spot anything and as always I appreciate your feedback!
What changed
- Gameplay
- Security
- UI and audio
- Performance
- Compatibility
Here are the updates:
Gameplay changes
- Tweaked the 6 wall-jump maxNow if you wall jump 6 times without touching ground it will cost 1 blood per jump. If you have no blood you’ll just slide down the wall. - Added “Tomes” to the Tutorial level which I’m hoping to a better job of making important tutorial text more obvious and less easy to miss. - Timer doesn’t start until you start pressing a button or looking around - If you jump while moving upward on a slope you’ll jump a bit higher now. - Reduced the player’s fall speed while wall running - Quick Restart (the R key on the keyboard) is now a “hold” action by default, so it should be harder to accidentally press. If you liked how it was before, you can change it back in the settings menu (called “Instant Restart”) - Made parrying slightly easier - Added some anti-cheat measures to leaderboards - Improved crossbow accuracy at further distances. Still needs work though. - Player now casts a small shadow directly below while in the air to make ground slamming a bit easier - Ground slam will go “straight down” more immediately now if you hold the ground slam button - Tutorial Medal times have been tweaked to be easier
Bug Fixes
Fixed a bug where you had less air control if you were getting less than 90 fps - Fixed some ledge climb unreliability issues - Fixed some bugs that could occur if quitting with the Windows “X” - Fixed bug where water submerge sound didn’t play sometimes - Fixed bug where knight arrows sometimes weren’t facing the right direction
Aesthetic Changes
New player model (with fingers!) - Gibs now shoot out in front of you and splat against walls when you air dash an enemy - More blood in general - Tweaked enemy hit flash - Air dash “not enough blood” indicator is now just a little blood icon instead of blood and a shield - New potion model - Air dash now expands your FOV a bit to make it look cooler. You can disable this in the settings if this isn’t your thing.
Optimizations
Made restarting at checkpoint and restarting level like 10x faster. It should be pretty much instant for most people now. - Tweaked shadow resolutions to be less resource intensive - Optimized lighting to be less memory intensive - Optimized lightmaps to require less storage - Added ability to disable Glow which should help performance on low end machines - Reduced the physics tick rate from 90 to 60. This helps performance at the cost of slightly less accurate physics calculations - please let me know if you notice a difference!
I’m hoping to have some additional updates with more bug fixes soon - I just wanted to get this one out the door since it’s getting so large.
Make sure you’re not in any beta branches (ie. playtest_build_0.2.0) otherwise you wont get the update!
Have fun and let me know your feedback!
Source
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