In this update3
Full notes
Full Ending Tau update
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What changed
- Gameplay
- Balance
- UI and audio
Ending Tau changes
The first demo week was amazing and with it came a lot of learnings. We spent the whole week balancing and tweaking mechanics while absorbing everyone's feedbacks. Shout out to @Retromation, @Haelian, and many others for their very insightful videos! And thanks to all of you who have been trying out our game.
In this new version, you can expect drastic combat tweaks for a more dynamic gameplay. You will also find accessibility improvements, and overall bug fixes.
COMBAT IMPROVEMENTS:
Enhanced controllability of all attacks
Armadillo Body controllability heavily enhanced
Wolf Arms attack speed and range increased
Dashes/Attacks are now comboable (each body has its own combo window to be mastered)
With some arm curses, you can now connect Strong Attacks to Quick Attacks.
Next dash inputs are now stored for seamless combos
Curse buffs from relics are now displayed on inventory
ACCESSIBILITY IMPROVEMENTS:
VFXs updates
"Flashing lights" options are now available
Scene lighting improvements
Scenic transition improvements
Audio mixing improvements
ENEMY IMPROVEMENTS:
Overall smarter enemies
Amarilis Ultra implemented! (the elite version of the flower shooter pal)
Capelobo Minion (the big anteater guy) HP and range increased
Centipede pathfinder improvements
Bug fixes
Leave us your impressions. Like in some successful roguelike experiences, our main goal with the upcoming patches is to improve our gameplay with your help. Know this is a work-in-progress and an obsessive search for balance. We'll be here to hear your feedback!
Thanks for being around at such an early moment of our journey. Stay tuned for the next update!
Source
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