Full notes
Full Dead Ink update
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Repeated intro
Hello everyone,
What changed
- Balance
- Security
- Fixes
- Gameplay
- Store
- Events
I am pleased to present a major update to the combat system in Dead Ink. Based on a careful reading of all feedback, this update provides better tools and more options to avoid taking damage. This includes significant improvements in responsiveness and fluidity, a reworked parry system, as well as boss rebalancing. Check out the trailer:
A faster starting weapon
The Sword is faster and more responsive, with a three-move combo as the primary attack. The faster timings make for a precision tool, letting you better exploit windows of vulnerability and expose yourself less. To balance this the damage per hit is lower. Some of the other weapons have been tweaked too.
Quicker rolling and repairs
The new roll has almost no warm-up time, allowing you to just get out of the way when needed. Repairs are also significantly faster to perform allowing for mid-fight heals.
Poise and stunning
When you deal an enemy more than half its health bar in damage, you will stun it. When performing a heavy attack from behind, the enemy will no longer be able to spin around quickly and retaliate.
Reworked parry & riposte system
Greater emphasis is placed on the parry and riposte system in this version. Telegraphing of incoming attacks is now clearer and more consistent, and parry windows are bigger. To balance this, not all attacks are parryable, and those that are not are highlighted in red (thrusts, overhead attacks). Parried enemies vulnerable to riposte are also highlighted.
A fixed camera mode
Enabling this mode prevents the camera from auto-rotating when locked on, but you can still spin the camera manually. This is intended for those who had issues with motion sickness or vertigo due to the camera motion. In another quality of life improvement, there is also now a "last chance" warning system, which warns when you are in danger of running out of ink, allowing you to plan to avoid permadeath.
Armed with the new set of combat tools described above, increased starting ink, and a rebalancing of bosses, I hope many of you will be able to experience all that the tower has to offer. Thank you to everyone who gave feedback and I hope you enjoy the new combat in Dead Ink.
Cheers, Ben
v1.1 Full patchnotes
reworked primary weapon:
faster attacks
primary attack consists of a 3 move combo
minimal wind up animation
lower damage per swing
parry overhaul:
new parry animation and timings
larger parry windows on all enemies
clearer and universally consistent telegraphs
can parry without shield
some attacks are unparryable, highlighted in red
poise and stagger:
new poise and stagger system
poise set to 50% of max HP for both enemies and player (zeroing poise causes stagger)
other combat adjustments:
quicker roll
quicker repairs, so it can now be used during a fight
shielded enemies don't hide for so long
recovering lost ink restores full health
Cloudgazer boss rebalancing
Keeper of Keys boss rebalancing
Foundation Steward boss rebalancing
quality of life:
added a "last chance" warning system for running out of ink and reaching a gameover state
added the option to disable camera autorotate when locked on, to help those experiencing motion sickness / vertigo
reduction of post-death cooldown timer
tower changes:
new floor in the tutorial area for parrying
more early game enemies
more starting ink
item changes:
Fighting Chance is now a consumable item, granting buffed damage on the next 10 hits
Small Key value reduction, Chamber Key, Cloud Key value increase
Recovery Warrant ink value reduced from 1000 to 250
Halberd damage output reduced by 15%
cosmetic changes:
riposte-able enemies become highlighted following a parry
added more haptic/rumble events: landings, wall hits, weapon swings
more ink splatter particles
improved camera impacts: hits, damage, and landings
more CRT menu effects/sounds
new camera dynamics when falling, printing out
improved menu navigation between print job and printer select on controller (use RB / LB to quickly toggle)
renamed "light attack" and "heavy attack" to: "attack" and "alt. attack"
bugfixes:
removed a spurious extra floor between the antennae
increased controller right stick dead zone
missing music cue in Foundation area
Source
Changelog.gg summarizes and formats this update. How we read updates.
