HomeGamesUpdatesPricingMethodology
Steam News5 May 20206y ago

HellSign v1.0.2.1 Update

Greetings hunters, As mentioned we’ve been busy prototyping! As you’ve seen in the last roadmap news, the exterior forest level is progressing nicely, but integrating the game to work with it is a mammoth task.

Full notes

Full HellSign update

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

Repeated intro

Greetings hunters,

What changed

0 fixes2 additions1 change0 removals
  • Performance
  • Gameplay
addedUpdate We’ve added some optimizations, balanced a couple bs enemies, and QoL stuff. Based on popular requests, skills can now be freely re-allocated. (yay!) Also a lot of players complained about the unreachable content (e.g. lvl 99 skills, out of stock guns, cliffhanger plot at the end, etc…). Although we have a lot of plans for HellSign, we’ve realized the ideas belong to the forums, and having them in the game is nothing but annoying & confusing.
addedImprovements • Optimized performance by 15-25% • Optimized bloodpool & kelpie oil by 33% performance each • Reduced video memory usage by 300mb • Added player scout outfit, when equipping low-tier armors • Improved running so it automatically faces direction of movement • Can now freely reallocate skills (yay!) • All sign/rewards are now retained on death, allowing for more aggressive gameplay • Removed various conversations encouraging retreat • Artifact skill now only required to use artifacts, not craft them • Hid unreachable content to avoid confusing players • Added gamma options in settings • Added delay to cursed painting damage, was immediate before • Added very minor delay to nephilim damage, was too quick
changedJust wanted to thank everyone for being so patient with us, we are working around the clock doing our best, and will keep you updated as usual!

HellSign changes

addedUpdate We’ve added some optimizations, balanced a couple bs enemies, and QoL stuff. Based on popular requests, skills can now be freely re-allocated. (yay!) Also a lot of players complained about the unreachable content (e.g. lvl 99 skills, out of stock guns, cliffhanger plot at the end, etc…). Although we have a lot of plans for HellSign, we’ve realized the ideas belong to the forums, and having them in the game is nothing but annoying & confusing.
addedImprovements • Optimized performance by 15-25% • Optimized bloodpool & kelpie oil by 33% performance each • Reduced video memory usage by 300mb • Added player scout outfit, when equipping low-tier armors • Improved running so it automatically faces direction of movement • Can now freely reallocate skills (yay!) • All sign/rewards are now retained on death, allowing for more aggressive gameplay • Removed various conversations encouraging retreat • Artifact skill now only required to use artifacts, not craft them • Hid unreachable content to avoid confusing players • Added gamma options in settings • Added delay to cursed painting damage, was immediate before • Added very minor delay to nephilim damage, was too quick
changedJust wanted to thank everyone for being so patient with us, we are working around the clock doing our best, and will keep you updated as usual!

As mentioned we’ve been busy prototyping! As you’ve seen in the last roadmap news, the exterior forest level is progressing nicely, but integrating the game to work with it is a mammoth task. After extensive testing, lots of things work, but also lots don’t (e.g. a more prominent ghast ended up being more of a hindrance than being enjoyable). And since it will be a while, we decided to make an update with a few things that were in the works anyway.

Update We’ve added some optimizations, balanced a couple bs enemies, and QoL stuff. Based on popular requests, skills can now be freely re-allocated. (yay!) Also a lot of players complained about the unreachable content (e.g. lvl 99 skills, out of stock guns, cliffhanger plot at the end, etc…). Although we have a lot of plans for HellSign, we’ve realized the ideas belong to the forums, and having them in the game is nothing but annoying & confusing.

Improvements • Optimized performance by 15-25% • Optimized bloodpool & kelpie oil by 33% performance each • Reduced video memory usage by 300mb • Added player scout outfit, when equipping low-tier armors • Improved running so it automatically faces direction of movement • Can now freely reallocate skills (yay!) • All sign/rewards are now retained on death, allowing for more aggressive gameplay • Removed various conversations encouraging retreat • Artifact skill now only required to use artifacts, not craft them • Hid unreachable content to avoid confusing players • Added gamma options in settings • Added delay to cursed painting damage, was immediate before • Added very minor delay to nephilim damage, was too quick

Next up We’ll resume trying to integrate the forest, which has numerous technical challenges due to how cryptids/gadgets/bosses/etc are intertwined with interior environments. But we’ll know more as we continue prototyping it ;)

Just wanted to thank everyone for being so patient with us, we are working around the clock doing our best, and will keep you updated as usual!

Stay safe, stay sane & happy hunting! Ballistic

Source

Steam News / 5 May 2020

Open original post

Changelog.gg summarizes and formats this update. How we read updates.