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Full notes
Full Heroes Suck update
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What changed
- Performance
- UI and audio
- Balance
- Gameplay
- Fixes
- Maps
Heroes Suck changes
Summary
Optimizations and improvements! Physics should feel more smooth now, and the game should run faster.
Features
Fortitude: Heroes now have a fortitude value that must be depleted to knock them down. This value and fortitude damage each trap does will be displayed on the UI in a future update.
Ability tooltips! Hover over an ability to see more information.
Graphics options! A few options have been added to customize the visuals and get a bit more performance on lower end machines. More to come!
Changes
Doubled the physics framerate from 50 to 100. This provides more accurate physics simulations at the cost of a little bit more CPU usage.
Changed navmesh to allow enemies to get closer to the walls. This was initially put in place to have heroes avoid corners a bit more, but with more traps coming it will be less of an issue. This was also causing heroes to teleport around after they regained balance.
Adjusted selection colliders on flame jet and pendulum axe to be a bit smaller.
Balancing
The Pendulum Axe was previously (intentionally) ignoring some collisions if they weren't strong enough, and also ramping damage based on the impact. This logic has been removed, so the pendulum axe should now feel more consistent and powerful.
The settings menu UI/UX has been improved.
Optimizations
Exterior environment has been optimized. Grass shadows have been removed, and meshes have been combined, with the removal of geometry that is not visible.
LOD (Level of detail - essentially varying quality meshes of a particular asset) has been removed on foliage and instead been changed to use different LODs based on the graphical setting. Medium is now the default grass detail setting, since it is the heaviest on performance.
Bug fixes
Fixed a trap trigger bug that would reset the internal delay for activating the trap.
Fixed a soft lock when starting a stage after unlocking powers and having guides disabled.
Fixed a shader issue with certain traps fading out at the wrong angles.
Enemy health bars don't jump around as much when taking damage now.
Fixed a bug that was temporarily allowing two traps to be placed on a tile.
Some environment display issues have been resolved.
Resolved error spam when disabling a trap selection while it is changing position.
What's next?
I'm continuing to refine the core gameplay experience, optimizing and polishing. Content creation is also under way for beta. Spots will be limited, so be sure to sign up to the newsletter for your opportunity to join the upcoming test.
Thanks for playing! Kalradia
Source
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