Update log
Full Life Blood update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello! Version 0.0.10.0 is now live for Playtest Round 3!
Extracted changes
- Gameplay
- Events
- Fixes
VERSION 0.0.10.0
* Redesigned Lonnehart Village.
* Redesigned various Enemy Ai systems.
* Improved Enemy crowd juggling behaviours (Enemies now circle the player and can no longer attack at the same time).
* Improved Enemy de-aggro system.
* Added new circling behaviours.
* Improved technicals for better overall Ai reliability.
* Added new Blinkstone Skeleton intro Cutscene.
* Added portrait for Damien in the Quest Log.
* Added additional unique Parrying animations for specific Weapon types.
* Added Parry Reward explanation tooltips in the Inventory.
* Adjusted Waking on the Altar cinematic to fix flickering VFX.
* Adjusted Parry Reward counts for Weapon types.
* Chanting motif now correctly stops after the Boss is defeated.
* Bandits can now be staggered.
* Cage Spellcasters now have Attack Alerts.
* NPC ! Signs now disappear with distance.
* Changed Blinkstone Skeleton model seen in the Orb.
* Changed Parry Reward UI.
* Changed default / concrete footstep sounds.
* Improved Parrying feedback.
* Improved Plinth interaction.
* Improved Ai patrolling behaviours.
* Improved Ai to prevent enemies attacking / targeting through walls.
* Fixed being able to control the player during the intro Altar cutscene.
* Fixed unclamped Debug Password input box (no more Homestuck script).
* Fixed Ai not alerting to sounds during certain states.
* Fixed player's Blood Thistle duplicating over levels.
* Fixed NPC spells homing in on other ally NPCs.
* Fixed texture error in Bandit model.
* Fixed Enemy knockback not knocking Player off ladders.
* Fixed Enemies not breaking Patrols when hit with Magic.
* Fixed Enemy Ai breaking if staggering them while "waking" from idle animation.
Thanks for playing ❤
Source
