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Steam News12 September 20241y ago

2024.9.12 v0.8.28 Theme Update: “Blood on Fire”

Intro: This version introduces two new ailment statuses, “Bleeding” and “Pollution,” revamps visual effects like flames, and makes several core experience adjustments.

In this update6

Full notes

Full Eruption 爆发 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

9 fixes6 additions10 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
  • Fixes
  • Performance
added“Bleeding/Pollution”: New Ailment StatusesAdded two new Ailment statuses: “Bleeding” and “Pollution”:
fixed“Bleeding/Pollution”: New Ailment StatusesBleeding: When the gauge is full, it instantly deals 15% of maximum health + 150 fixed damage.
fixed“Bleeding/Pollution”: New Ailment StatusesPollution: When the gauge is full, it enters a polluted state without clearing the gauge. During this period, it deals 5 fixed damage every 0.5 seconds. The polluted state only ends when the gauge is cleared. Additional pollution attacks will accumulate normally, extending the duration (but not exceeding the resistance cap).
changed“Bleeding/Pollution”: New Ailment StatusesThese statuses do not directly cause damage when attached to attacks, so they won’t show in attack damage floating numbers.
fixed“Bleeding/Pollution”: New Ailment StatusesCurrently, humanoid enemies and players have a fixed resistance of 100 to both statuses, while some UE-type enemies have special weaknesses.
changedBlood and FireOverhauled the visual effects related to flames, including fire-element attacks, burning ailment status, and death in a burning state(in to ash).
basic stamina recovery speed25/s40/sbasic stamina recovery speed increased, buff

Eruption 爆发 changes

addedAdded two new Ailment statuses: “Bleeding” and “Pollution”:
fixedBleeding: When the gauge is full, it instantly deals 15% of maximum health + 150 fixed damage.
fixedPollution: When the gauge is full, it enters a polluted state without clearing the gauge. During this period, it deals 5 fixed damage every 0.5 seconds. The polluted state only ends when the gauge is cleared. Additional pollution attacks will accumulate normally, extending the duration (but not exceeding the resistance cap).
changedThese statuses do not directly cause damage when attached to attacks, so they won’t show in attack damage floating numbers.
fixedCurrently, humanoid enemies and players have a fixed resistance of 100 to both statuses, while some UE-type enemies have special weaknesses.

Intro:

This version introduces two new ailment statuses, “Bleeding” and “Pollution,” revamps visual effects like flames, and makes several core experience adjustments. This opens up new directions for continuous development and takes a significant step towards providing a complete and unified game context.

Updates

“Bleeding/Pollution”: New Ailment Statuses

  • Steam post image

  • Added two new Ailment statuses: “Bleeding” and “Pollution”:

  • Bleeding: When the gauge is full, it instantly deals 15% of maximum health + 150 fixed damage.

  • Pollution: When the gauge is full, it enters a polluted state without clearing the gauge. During this period, it deals 5 fixed damage every 0.5 seconds. The polluted state only ends when the gauge is cleared. Additional pollution attacks will accumulate normally, extending the duration (but not exceeding the resistance cap).

  • These statuses do not directly cause damage when attached to attacks, so they won’t show in attack damage floating numbers.

  • The attribute values will be marked on the character information panel.

  • Both statuses on weapons do not require a battle cry to activate and are always effective.

  • The accumulation ratio for both statuses is always 100%.

  • Currently, humanoid enemies and players have a fixed resistance of 100 to both statuses, while some UE-type enemies have special weaknesses.

  • Weapons causing bleeding currently include:

  • Fire Axe, Templar’s Sword, Horizon, Sharkman’s Knife, Kitchen Knife, Fork

  • Weapons causing pollution currently include:

  • Some attacks from Sharkman, Scepter

Blood and Fire

  • Overhauled the visual effects related to flames, including fire-element attacks, burning ailment status, and death in a burning state(in to ash).

  • Created new life drain visual effects, no longer using message hints.

  • Added two new achievements, requiring defeating 10 burning enemies and draining 5000 life points, respectively. These achievements can unlock Tianya(Horizon) and Luori(Sunset) in free/multiplayer mode.

Continuous Acceleration!

  • Optimized a series of basic game parameters and reinterpreted concepts to provide a smoother, faster game interaction experience.

  • Increased the basic stamina recovery speed from 25/s to 40/s, allowing quick recovery from breathlessness to intense combat.

  • Dodge invincibility now starts from the correct command recognition, covering up to 0.05s of waiting for direction input, reducing inconsistency in feel.

  • Sitting and the “Flame” perfume effect now accelerate ailment gauge decline.

  • Sprint acceleration in lock-on state now activates directly when lock-on ends, without needing to press again.

  • Long-pressing lock-on now temporarily enters lock-on state, releasing it directly cancels it.

  • Optimized the display of elemental damage numbers, making colors brighter and more readable.

  • Defined “true damage” with purple color.

  • Redesigned the “Cockatrice” effect, now causing fixed true + electric element damage on contact, with interruption and slight knockback. This damage accumulates 100% electric ailment gauge. This change reduces long interruptions and prevents NPCs from infinitely suppressing players.

  • Implemented smooth transitions for hand movements when switching, discarding, or changing weapon actions.

  • NPCs like Templars, Sharkmen, and Naked Men, who switch actions, can now be observed to identify their action patterns.

  • UE-type enemies can now cause elemental damage/ailment statuses.

  • Added a non-retaliating UE Templar in Deruption mode to evaluate ideal damage efficiency.

Fixes

  • Fixed the issue of UE Templar’s waist hit missing.

  • Fixed the issue of some attacks failing to acquire accurate direction.

  • Optimized the timing of single-handed heavy attack damage.

  • Fixed the walking animation issue of Templars at slow speeds.

  • Fixed the uneven distribution of UE Templar’s ectoplasm.

  • Fixed the issue of UE Sharkmen’s bodies not displaying elemental damage visual effects correctly.

  • Optimized VFX performance.

Conclusion

Future versions will continue to polish and revamp existing features, and new enemies and audiovisual experiences will be introduced soon. Stay tuned!

PS

I have written an ASL script for Live Split for this version (v0.8.28). It can automatically start the timer at the beginning of the first level and automatically split each time a Boss is defeated. This corresponds to the 7 Bosses with health bars in the game. The content is as follows, feel free to download!

state("Eruption") { int LevelSelected : "GameAssembly.dll", 0x01F40128, 0xB8, 0x0, 0x130; int GreenHP : "UnityPlayer.dll", 0x01BC38D8, 0x258, 0x10, 0x100, 0x28, 0x214; int CCBossHP :"GameAssembly.dll", 0x01F293A8, 0xB8, 0x0, 0x38, 0x10, 0x20, 0x214; int Shark2HP :"GameAssembly.dll", 0x01F17B38, 0xB8, 0x0, 0x210, 0x0; int Templar2HP : "GameAssembly.dll", 0x01F17B38, 0xB8, 0x0, 0x210, 0x0; int PlayerHP :"GameAssembly.dll", 0x01F2B5A0, 0xB8, 0x20, 0xE8, 0x214; } split { bool shark2 = current.Shark2HP <= 0 && old.Shark2HP > 0 && current.LevelSelected == 14; bool t2 = current.Templar2HP <= 0 && old.Templar2HP > 0; bool CCBoss = current.CCBossHP <= 0 && old.CCBossHP > 0; return (CCBoss || shark2 || t2) && current.PlayerHP > 0; } start { return current.LevelSelected == 0 && current.GreenHP == 1000; }

Source

Steam News / 12 September 2024

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