Full notes
Full Few Shall Return update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Workshop
- Gameplay
- UI and audio
- Balance
Hi Everyone!👋
We've got a couple more combat changes for you, along with fixes to make aiming more fun and consistent!
What's new in combat?
Attacks now slow you down. Molokhia's hammer slows him down more than a sword would, and Sprout needs to stop to fully aim his pistol shots!
Players now use a sideways and backwards walk animation as needed, this can be seen if you're attacking in one direction and moving in another.
Melee attack VFX is now projected out by the equipped weapon's attack range, allowing easier judging of distance.
Players now change direction for movement and aiming instantly, instead of being restricted by interpolation.
Controller players can now aim with the right stick.
What else is new?
The boss room is now filled with mysterious fog!
A resume button was added to the gameplay pause interface.
Bug fixes
Switching two keybinding no longer activates both actions when used.
Player names are now sanitized, so you can't increase your name's font size until it takes up the whole screen anymore.
Fixed a missing pixel on your health bar when you're at full health.
The fountain no longer double shows your healing amount.
The maintenance screen, which is only shown while the infrastructure is being updated for a build, now allows you to interact with the quit, Discord, and Steam buttons.
What's next?
We're giving the game VFX a consistency pass! Let us know if there's any effects that look out of place and could use adjustment, or any effect you think we're missing.
Please share your thoughts on Discord and follow us on social media: https://linktr.ee/ballardgames
-- The Ballard Games Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
