Full notes
Full Capes update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello people! We recently updated the Capes pre-release demo with a new version that better reflects the current state of the game and adds some additional content in the leadup to Steam Next Fest. Here's a look at the key items as at 0.0.1.11301!
What changed
- Compatibility
- Gameplay
- UI and audio
- Security
- Events
- Balance
New mission and enemies
We've added an additional level to the demo, which showcases another enemy faction and mission objective as an unexpected tip leads you to investigate a Primax Technologies warehouse.
UX improvements
We've also brought across some improvements and polish, including new tutorials, patrol path indicators when hovering over enemies in stealth mode, attack range and special attack indicator when hovering over enemies outside of stealth mode, and more detailed hero, enemy, and object descriptions. We also added a phase counter to the HUD to help communicate when a mission has multiple waves.
Improvements based on feedback
Last but not least, we've made some changes based on the feedback we received on the first demo.
Nightjar's regular attack and ultimate ability have been revamped, making his teleport attack now an ultimate that can be disarmed. When a hero is spotted during stealth, more feedback is given on which enemies have seen you, and why. We've also added and tweaked some demo-specific tutorials to better introduce concepts that players have more time to ease into across the full game.
Writing updates
We've been iterating on the game's story and writing, which has touched every mission, cutscene, and dialogue sequence in some way.
We've tried to tune things for a comfortable reading speed, but we're aware that everybody reads at their own pace. If you find that cutscene dialogue is progressing too quickly, you can disable the "Auto continue conversations" option in the Gameplay settings menu.
The full changelog for the past three months' worth of development are too long to be listed here, but here's a summary of major items relevant to the demo.
Added new mission (Tech Support)
Updated Mercurial unlock to happen after the first side mission is completed
Updated additional ability unlocks before Greater Power to be presented as their own text "mission"(Preparation)
Added Android enemies
Added Security Bot enemies
Added tutorials introducing various mechanics across the demo
Updated ability unlocks across the tutorial
Updated Nightjar ultimate and regular attack behaviours
Added patrol path indicators to patrolling enemies during stealth
Added indicators for offscreen alert enemies during stealth
Updated camera movement to better communicate alerted enemies during stealth
Added clearer feedback when enemies become alarmed and stealth is broken
Updated boss health pips to be clearer
Added attack range indicator when highlighting enemies
Added special attack indicator when highlighting enemies with special attacks
Updated enemy opportunist attack indicators
Added more detailed info and descriptions for highlighted heroes and enemies
Updated dialogue and cutscenes for all demo missions
Added new GUI theme
Added new SFX
Updated ability unlock order
Fixed not being able to revive heroes pushed off buildings onto exploding barrels
Fixed patrol issues in Greater Power
Fixed opportunity attacks of growth-encased enemies being re-enabled by applying a second growth crystal
Source
Changelog.gg summarizes and formats this update. How we read updates.
