In this update9
Full notes
Full Holomento update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Store
- Fixes
- Workshop
Holomento changes
Hello travelers!
Today I'm excited to share Holomento's first major update (0.5.10) with all of you! And it's a big one! The ⚔️Combat Update⚔️ not only completely overhauls the way stats and combat works, but also adds tons more items, tweaks to enemy movesets and overall a lot more polish to the game! The additions and improvements introduced in this update were thanks to your amazing support and feedback, especially on our Community Discord! Thank you so much everyone!
Here's a short teaser showing off some of the changes to how combat works:
So what's next?
Now that the game is in a much more polished state, we're hard at work preparing the first major content update - The Summer Desert Update - for everyone! Stay tuned for more information on that!
In any case, we hope you give this new major update a try! In any case, you can read the full patch notes below (grab a coffee or two, maybe - it's a lot)!
For more information on planned features coming in future patches, check out the Holomento Roadmap!
New Stats System
Complete rework of all traveler stats and items. Combat stats are now split into two seperate categories: melee and ranged while several new stats have also been added/changed.
Melee and Ranged Stats
Attack Speed
Damage
Range
Knockback
Stun
Other Stats
HP
HP Regen
Movement Speed
Accuracy
Luck
Changes and updates derived from stat changes.
Updated shotgun spread to a cone based calculation and split into 20 shell fragments instead of 5. Shotguns have a guaranteed pellet at the reticle center.
Updated stats in item boxes
Updated stats in the class selection screen
Updated stats throughout the primary UI
Updated stats for the "Q" menu
Updated stats in tab menu
Added a middle section between item boxes for item swaps that shows the changes in your stats (50% alpha no change, green for increase and red for decrease)
Updated Shop Item Icons
Updated stats in shops
Added tooltips for stat icons
Updated enemy scaling to be dependent on new stats
Updated stats in class selection
Updated accuracy for hitscan weapons
Added new stat icons including HP regen, accuracy, luck and more
The Luck Stat
Among the new stats added is a new luck stat. Luck influence most chance-based rolls in the game and is also factored into several calculations throughout Holomento.
Implemented luck stat into item rolls and crit chances
Cassandra the fortune teller now changes your luck stat temporarily by a random amount (-3, -2, -1, 0, +1, +2, +3). Price per reading reduced to $100.
Combat Overhaul
Added control for rotation while player is melee attacking
When snapping to enemies, the player can now influence which enemy to snap to based on control rotation and active input.
Added a new combo indicator to make attack combo timing more obvious
When not attacking with a melee attack or in active combat, the combo indicator slowly fades out
Non perfect combo inputs now do reduced damage
Updated spear/poleaxe melee combo animations
Updated spear/poleaxe ranged attack animation
Updated spear/poleaxe weapon visuals
Fixed melee snapping distance and changed it to be based on individual attack animations
Traveler shields now passively reflect projectiles
Separated melee and ranged attack speed
Updated melee combo visuals
Added Melee Attack Range. This stat influences the hitbox with which a traveler will damage enemies.
Added melee and ranged stun system. Upon getting hit, enemies will briefly become stunned based on the relevant player stats.
Added melee and ranged knockback system. Upon getting hit, enemies will get knocked back based on relevant player stats.
Updated enemy poleaxe and spear attacks
Added dart projectiles (used with Magic Rifles)
Updated Malurian Sigil beam visuals
New Weapons and Accessories
Added longrifles (L1-5) with aim zooming
Added Magic Rifles (L1-5) with new dart projectile type
Added the Daikatana Weapon line (Levels 1-5)
Added the Spear and Shield Weapon line (Levels 1-5)
Added the "King of Greed" - a greatsword that scales all damage with wealth in the traveler's pocket (investments and savings don't count).
Added Artimus' Lucky Charm which increases your luck stat
Added the Lightning Charm which gives the "ZAP!" passive
Added the "ZAP!" passive that arcs lightning to nearby enemies when they take damage from the player
Updated visuals for Levels 3-5 of the Malurian Weapon line
Updated weapon pickups to make them more visible (added rotation and offsets based on weapon size to prevent ground clipping)
New Aiming Reticles and Animations
Spread-based Shotgun Reticle
Zoomable Rifle Reticle
Magic Reticle with projectile drop indicators
Blade Reticles
Malur Sigil Reticle
Firework Launcher Reticle
Pistol Reticle
Audio Updates
Updated melee hand-2-hand with more noticeable/punchy sfx when hitting enemies
Updated swinging axe SFX
Added ambient sounds to sewer dungeon
Added SFX to Rat King death animation
Added SFX for collecting items
Added ambient SFX for waterwheel
Added ambient SFX to campfires
Other Additions
Updated the shop upgrade menu to make requirements more clear and improve upgrade readability.
The shop upgrade menu now accounts for resources and money in the travelers inventory as well as the bank and the town stockpile
Added accessibility option to change crosshairs size
Improved hitscan weapon projectile travel VFX
Added impact effect when hitscan projectiles hit the environment
Added unique hitscan VFX colors based on element
Added unique impact colors based on element for all hits except crits
Added flying rock particles on Turrets when they're exploding
Replaced the "explosion" effect from knight mini-bosses and wardens with rock smash effect from giant skeletons
Added an animation for chests spawning in dungeon rooms
Reduced gunslinger damage falloff
Added a 1s delay from spawn in before some enemies start moving
Added enemy health and damage scaling based off of difficulty
Increased slime damage
Increased skeleton bow damage
Increased spear skeleton damage
Updated the "Homing" passive to lock-on to whatever enemy the traveler is aiming at before attempting to lock-on to the nearest enemy
Added slight tracking to all giant skeleton attacks (~1 second during wind-up)
Gave Giant Skeletons a ranged attack option (a floating skull homing projectile that flies towards you)
Rat enemies now only move once fully spawned in (1.25s delay from spawn)
Travelers now start with 3 potions (varies by class)
Changed the default selected potion to a health potion
Reduced experience received for defeating enemies to 25% of it's previous amount (minimum +1 xp gained)
Fixed a bug where players could get softlocked in dungeon rooms that contained only enemies
Fixed the inconsistency of stat changes when loading a save (this bug was caused by the old stats system)
Fixed a bug where Giant skeletons could lose their behaviour when standing directly behind them
Fixed a bug where enemies would lose their behaviour after strafing
Fixed a bug where all knights would attack the player after they're dead
Fixed a bug where cast time reset after leaving game and reloading (found for the gunslinger)
Fixed a bug where sometimes players would become permanently slowed down
Fixed a bug where fan the hammer accuracy wasn't properly utilized
Fixed magic gloves timing for single input pressing (not holding)
Fixed a bug where element material reassignment wasn't reset properly (the entire weapon would become an elemental type).
Fixed bug where enemies could get hit multiple times during the same melee attack
Added controller support for save and exit button in options menu
Fixed several bugs with aiming reticles where they would get stuck when pressing the aim input without holding it
Fixed a bug where traveler money and experience weren't fully concealed during a boss fight
Updated the watermill and moved two keys to this location
Fixed a bug where reloading a save duplicated potions
Fixed a bug with the Malurian Sigil beam where it would kill nearby enemies
Fixed a bug where enemies could repeatedly die from explosions
Fixed the orientation of the basket hilt so the hilt doesn't clip through the travelers hand
Fixed a reticle bug where aiming out of roll wouldn't always work
Skeleton giants attack after death: The skeleton giants stand up and cast their tiny skulls spell after they died.
Fixed a bug where bone traps would infrequently get placed in the air.
Lowered Sewer Dungeon Door indicators to improve visibility
Fixed several shop upgrade menu bugs making selecting upgrades difficult
Fixed a bug where the traveler would sometimes die when attacking on an elevator
Fixed a bug where items would sometimes not display their names, flavor text and descriptions properly
Fixed a bug where chests would sometimes spawn in the air in dungeons
Fixed a bug where enemies would sometimes spawn in walls in dungeons
Fixed a bug where deflected projectiles sometimes weren't the correct type
Fixed a bug where the cleric beam wouldn't activate magic lanterns
Fixed a bug where the cleric beam wouldn't damage mushroom enemies
Fixed a bug where travelers couldn't snap to mushroom enemies
Fixed a bug where mushroom enemies wouldn't properly die/despawn
Reduced the size of the dungeon key on the travelers back
Fixed a bug where enemies would sometimes stand still after being attacked at range
Fixed a bug where the guidance ring didn't have the "Homing" passive
Fixed several bugs with mortar projectiles
Fixed a bug where critical hit audio would sometimes play when using a Talisman
Fixed a bug where the Lock-On target wasn't attached to enemy's chests
Fixed a bug where dungeon shops weren't upgradeable with resources
Fixed a bug where buying shop upgrades could result in negative resources
Fixed a bug where attacking while on an elevator would activate it multiple times
Fixed a bug where rats would make an attack sound after death
Fixed a bug where the Rat King could get stuck in Phase 3 of his fight
Fixed a bug where the Rat King would get stuck if you stood directly underneath him
Fixed a bug where the Old Gat Key wouldn't display its name properly sometimes
Fixed a bug where mushroom enemies would sometimes attack after death
Improved projectile performance allowing for many more projectiles to be on-screen simultaneously with less framerate impact
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Source
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