In this update3
Full notes
Full Fall of Freya (Alpha 1) update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey Gang! Some of you might have noticed that we've been quietly pumping out a lot of changes the past month. The changes were happening so often that I figured to just save it all for one big post. This one's a Whopper so get ready ;]
What changed
- Maps
- Balance
- Gameplay
Fall of Freya (Alpha 1) changes
We've been listening, boo! (。•̀ᴗ-)✧ Game Price has Dropped Legacy Supporters Gifted all future DLC's (Thanks for your early support guys! I got to eat real food <3) All Levels are now Procedurally Generated (Weapon Table Spawns with the Player) Bullet Decals and Particles now Effectively Applies Critical Damage Now Properly Applies (50Cal receives a higher modifier) All enemies behavior patterns & attributes have been altered Replaced majority of meshes & added substantial animations to their respective types New Mechanics: Feint, Flow, I-Frames, & Modifiers Mobility & Understanding of F&F (Feint & Flow) is Crucial for survival
New Mechanic: Feint & Flow
Flow
Crouch
Powerslide (Sprint + Crouch - 3 Sec reset shared with Dive)
Dive (Sprint + Jump + Crouch - 3 Sec reset)
Low Openings can be accessed through an aimed Powerslide
High Openings can be accessed through a Double-Jump Dive
Disabled Wallrun - Maps are too small atm & Procedural Design is Unstable
Feint
Crouches will dodge Horizontal Swings
Jumps will dodge Low Swipes
Strafes will dodge Vertical Swings
All Enemies have an attack window from Initiation to Damage Application, which can easily be (individually) Kited by simply Backstepping or Strafing. This is Different from I-Frames (see next)
New Mechanic: I-Frames (Invincibility Frames)
There is a small I-Frame Window during your Dive & Slide where players are immune to all damage
A Properly Timed I-Frame will Ignore all Status Effects (e.g. Banshee's Scream)
Some enemy types & modifiers possess this same mechanic
New Mechanic: Enemy Modifiers
(Varied Probability to activate on Spawn based on Type)
Charred (On Fire) - Health & Damage Increased
Jacked (Halloween Update) - +Health & Immunity to Critical Damage
Chameleon - Permanently Invisible
Aegis - Vulnerable Only to Headshots
Feedback - Causes Return Damage to players within Range (Electrical Sparks)
Replaced/Added Unique Models:
Tank
Runner
Melder
Blinker
New Enemy Types:
Crawler - Low Frame & Small Knockback
Caustic - Low Frame, Fast, & Explodes upon Death/Proximity
Banshee - Stationary & Slows Movement
Note: The change to procedural levels & large number of new enemy types will require a substantial amount of rebalancing. Since small adjustments have and will occur on a daily basis, I won't post any changes unless they are substantial.
The Banshee & Blinker are both extremely difficult additions (on purpose), even for us developers σ(≧ε≦o), so watch out for them! Remember that a lot of the stronger enemies have key weaknesses.
Working On:
Ammo, Currency, Experience, Upgrades
Lost Dahlia (Card Modifier Meta-Game)
Source
Changelog.gg summarizes and formats this update. How we read updates.
