Full notes
Full Chaos update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
I've been searching for and patiently awaiting feedback from players from all over the world who have been tearing apart the demo and I appreciate it all!
Gameplay mechanics and other Updates:
A stamina-based stat ring was added to the game to significantly reduce the cost of stamina while running
Doors that can't be opened from one side now display an announcement that says so, making it a bit more obvious that the door is intended to be opened later in the game as a sort of short-cut.
1 new boss and 1 new enemy type were added to give a bit more diversity and more gameplay experiences.
audio balancing. more to come in the future based on feedback
AI now includes a death broadcast mechanic that will automatically force nearby enemies to aggro to you. You can still sneak up behind enemies for a couple free hits in some scenarios. Other improvements to the AI to make it a bit more intuitive and responsive.
Various animation improvements. some placeholder animations were replaced, others will be fixed and replaced in the future. This includes weapon placements in the hand for most weapons and spells. More fixes to come in the near future.
Increased text size and font style of the damage amount pop-ups on enemy UI to make it a bit more readable.
Enemies no longer trigger a blood spatter when they hit each other to help avoid confusion and a weird visual that happens
*** many other smaller QOL updates to help improve your experience.
Game Balance Changes:
*** Game balance is an ongoing endeavor and will continue to be improved based on player feedback, just like as in most other games.
Stamina system improved. Stamina now has a 1 second delay vs 2 seconds before regenerating, and the regeneration speed has been increased. Exhausting your stamina completely now results in a 2 second delay penalty instead of 4 seconds.
- Wolvesnow move slightly slower to allow the player to gain more distance if needed, attack damage has been reduced in certain areas where it spiked for some reason, and there is a slight windup to their bight attacks to provide a window for the player to dodge if they wish
- Weapons have been overhauledToo many changes to list, but it should make for a more progressive and rewarding experience. Damage has been increased on all damage-dealing special abilities. Keep in mind, the type of weapon determines it's overall DPS - shorter/lighter weapons swing faster, but do less base damage and have less reach than other types; halberds/staves/spears deal much less damage and have slower animations, but have much longer reach to keep distance; heavy weapons like maces/axes/greataxes deal the greatest amount of damage, but are the slowest to wield and have mid-range reach. Each item is unique in terms of hitbox size.
fireball spell casting time slightly reduced
Damage output slightly reduced for the first boss to prevent one-shotting the sorcerer character.
Next on the To-Do list:
Changes to the options menu to be a bit more intuitive when using a controller
more animation fixes and replacements
continued balance improvements as necessary
better audio balancing
Please continue providing me with feedback on what you think could make the game a better overall experience!
Source
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