Full notes
Full Few Shall Return update
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Repeated intro
Greetings, dungeon delvers!👋
What changed
- Gameplay
- Balance
- Maps
- Fixes
Few Shall Return changes
We've got a smaller update for you today, with a couple smaller bugfixes, and one BIG change for melee weapons! Also, to get us started, we've got a new trailer for your viewing pleasure:
What's new in combat?
Weapon VFX was adjusted to match the actual range of the weapon! Before, character outlines were the main source of truth on if an attack would land, which was confusing and unreliable. Now, we're keeping track of the actual width of the attack vfx, and position it so that if the vfx hits the enemy, then you'll also be doing damage.
With this fix in place, it became obvious that the reach of melee weapons was much lower than expected, so all melee weapons got a ~1/2 meter effective range increase with this change.
Bug fixes
Updated the positioning of mini-map indicators, so that they show up above the item regardless of item orientation
Fixed the orientation of player indicators on the mini-map, to make sure they're visible
Fixed a divide-by-zero error that would sometimes occur while loading game settings on startup
Enemies were determining if an attack would land based off of the player position at the start of the attack. Fixed so the actual player position is taken into account.
What's Next?
We're working on stat randomization for weapon drops! You'll have to stay tuned for the specifics, but I think we've got something special cooking for you all.
As always, 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.
