Full notes
Full Die Bloody Nazi Die! update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- UI and audio
- Store
- Balance
Die Bloody Nazi Die! changes
Big update for Steam Summer Sales and HUGE discount of 80% to let you experience our game! A super graphic restyling improves user experience. The final version is approaching and will be ready very soon. We hope in a few months. Enjoy the game experience for few bucks so far! v.1.4d:
Fixed attack animation for "Nazi Bodybuilder" boss;
Fixed bug about "emitter points" location (all weapons);
Fixed outro videos (both available endings) not triggering when they were supposed to;
Fixed bug forcing your character to shoot when opening for the first time the Pause menu;
Fixed bug maximizing ammo for a non-equipped weapon even without finding refills;
Fixed bug not allowing to pick-up secondary weapon's ammo if not actively equipped;
Fixed bug allowing to pick-up ammo drops even not having a compatible weapon in the inventory;
Fixed end of game menu flow not always allowing the user to come back to the main menu;
Added attack animation for "Ockham's Razor" weapon;
Added characters' missing death animation;
Added scores screen when ending level 5 and level 7;
Added 10 destructible objects to increase environmental variety;
Added destructible props in the boss rooms in order to find ammo and medikits;
Added hiding spots in final boss's fight;
Updated tiles covering each wall's edge (all walls - all levels);
Added Camera Shake effect for environmental explosions, boss kills and critical hits;
Added missing collider to "cage" sprite;
Added red outline graphic effect to ammo crates when they cannot be picked-up;
Added graphic effect to permanently block Power-Up icon once maximum level is reached;
Added sound effect when getting hit;
Added pop-up warning about losing all DNA points when exiting POWER-UPS screen;
Added tile with skull warning you're about to enter a boss room;
New sprite for ammo crates;
Implemented massive balancing rework over all boss fights to make them more consistent across the 3 phases those battles are made of;
Implemented level 2 doors (as they were the ones from level 1);
Updated skins for melee weapons making them now more functional;
“Sadist” and “Dynamo” sets get updated on graphic effects and damage delivered;
Updated colliders for all melee weapons;
Redesigned mechanics concerning "Cyborg" boss;
Intro video now updated with new graphic design;
Improved graphics for all the main characters, the bosses and the enemies to better stand them out from the background;
Improved camera view during boss fights;
Improved weapons pivot point on characters' hands;
Improved some objects' sprites and colliders in multiple levels;
Mapped "i" key to quickly access (and exit) Inventory menu;
Created a unique graphic design for each boss room and also added a dedicated corridor for each of them;
Reworked most levels' tiles design;
Lowered total HP for "Panzer" boss.
Source
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