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Steam News2 June 20242y ago

New Weapon Mechanics and Comprehensive Tutorial Overhaul

In this update, we made a major gameplay change revolving around weapons, which now break after use. Workshops did not have a use in the later phases of the game.

Full notes

Full Ghouls Of Divinity update

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

What changed

0 fixes1 addition1 change1 removal
  • Gameplay
  • UI and audio
changedIn this update, we made a major gameplay change revolving around weapons, which now break after use. Workshops did not have a use in the later phases of the game. The amount of wear on a weapon is determined by the clarity stat. Secondary attacks do not wear out the weapon, making it more appealing to use secondary attacks. Divine weapons won't break and now jump out of the water.
removedTo make the game more comprehensible, we also removed the old tutorial system. It was not sufficient to explain most of the game mechanics. Instead, we created a full tutorial. Skilling also has a short textual tutorial in the main menu, and the level editor now includes tooltips.
addedWeapons now break on usage (no throws) - Weapon breaking is dependent on the clarity stat - Doubled weapon production time - Increased church production time by 2 seconds - Block chance is now determined by the insidiousness stat - Added tooltips in level editor - Extra controls tips section - Skills system tutorial - Tips are now also in the main menu - Removed old tutorial - Improved targeting - Created a full tutorial

Ghouls Of Divinity changes

changedIn this update, we made a major gameplay change revolving around weapons, which now break after use. Workshops did not have a use in the later phases of the game. The amount of wear on a weapon is determined by the clarity stat. Secondary attacks do not wear out the weapon, making it more appealing to use secondary attacks. Divine weapons won't break and now jump out of the water.
removedTo make the game more comprehensible, we also removed the old tutorial system. It was not sufficient to explain most of the game mechanics. Instead, we created a full tutorial. Skilling also has a short textual tutorial in the main menu, and the level editor now includes tooltips.
addedWeapons now break on usage (no throws) - Weapon breaking is dependent on the clarity stat - Doubled weapon production time - Increased church production time by 2 seconds - Block chance is now determined by the insidiousness stat - Added tooltips in level editor - Extra controls tips section - Skills system tutorial - Tips are now also in the main menu - Removed old tutorial - Improved targeting - Created a full tutorial

In this update, we made a major gameplay change revolving around weapons, which now break after use. Workshops did not have a use in the later phases of the game. The amount of wear on a weapon is determined by the clarity stat. Secondary attacks do not wear out the weapon, making it more appealing to use secondary attacks. Divine weapons won't break and now jump out of the water.

To make the game more comprehensible, we also removed the old tutorial system. It was not sufficient to explain most of the game mechanics. Instead, we created a full tutorial. Skilling also has a short textual tutorial in the main menu, and the level editor now includes tooltips.

Here is the usual full changelog:

  • Weapons now break on usage (no throws) - Weapon breaking is dependent on the clarity stat - Doubled weapon production time - Increased church production time by 2 seconds - Block chance is now determined by the insidiousness stat - Added tooltips in level editor - Extra controls tips section - Skills system tutorial - Tips are now also in the main menu - Removed old tutorial - Improved targeting - Created a full tutorial

Source

Steam News / 2 June 2024

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