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Steam News21 November 20169y ago

Price Drop, Legacy Gifts, Procedural Maps, New Mechanics, New Enemies

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.

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

0 fixes1 addition7 changes1 removal
  • Maps
  • Balance
  • Gameplay
removedFlowDisabled Wallrun - Maps are too small atm & Procedural Design is Unstable
changedFeintAll 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)
changedNew Mechanic: I-Frames (Invincibility Frames)There is a small I-Frame Window during your Dive & Slide where players are immune to all damage
changedNew Mechanic: Enemy Modifiers(Varied Probability to activate on Spawn based on Type)
changedNew Mechanic: Enemy ModifiersCharred (On Fire) - Health & Damage Increased
changedNew Mechanic: Enemy ModifiersJacked (Halloween Update) - +Health & Immunity to Critical Damage

Fall of Freya (Alpha 1) changes

removedDisabled Wallrun - Maps are too small atm & Procedural Design is Unstable
changedAll 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)
changedThere is a small I-Frame Window during your Dive & Slide where players are immune to all damage
changed(Varied Probability to activate on Spawn based on Type)
changedCharred (On Fire) - Health & Damage Increased

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

Steam News / 21 November 2016

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