In this update2
Full notes
Full Gunnhildr update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- UI and audio
- Fixes
Gunnhildr changes
Note: If you prefer more stable builds and don't mind waiting, then you don't need to do anything but get excited for what is coming real soon.
What's the Beta Branch?
The Beta Branch is the most up-to-date version of the game, with all the newest fixes and changes! We hope you'll enjoy the process of polishing this game along with us.
Changes made in the Beta Branch will eventually make their way to the Release Branch, once there's been time to iron out any issues that come along with these changes.
To switch between game branches, right-click Gunnhildr in your Steam Library, click Properties, switch to the Betas tab, and then select the branch you want to use.
This update includes:
ːsteamhappyː Added: Controller Support ːsteamhappyː
Added: Automatically pause game during steam overlay or app switching
Changed: Pensieve UI to confirm with a click when spending halite
Changed: back 'buttons' now function as expected in a wider variety of UI menus
- Changedincreased size of some UI button controls and prompts
Fixed: some UI menu object items positioning themselves wrong
Fixed: stats sometimes not being saved and made stat display more uniform
- FixedHUD visuals sometimes not being removed if you restart while they are visible
Added: sounds for starting room cell-gate dislodging and hitting ground
Updated: invulnerable hit and glass impact sound so they can be heard regardless of distance and gunfire
Added: option for controlling the appearance of the UI Highlighter
- Changedre-enabled players able to slide down steep slopes
Fixed: enemies sometimes moving/sliding/jumping when bedazzled (i.e. stunned) near transition and jump points
Changed: Loki and Pensieve (in starting room) now shielded and "slippery" for player movement purposes
Changed: invulnerable impact visuals (i.e. nothing happened on impact) to look better and more obvious what is happening.
Updated: Encounter bounds behavior for NifExt (level 2) tiles (rooms)
Coming Very Soon:
Traps
Additional Rooms
An easy way to 'jump to level 2' for testing
Source
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