Full notes
Full Luminary update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Balance
- UI and audio
- Performance
- Fixes
Hello Luminaries!
Today we have released our features update to our Demo for Luminary. Our initial Demo launch Oct 13th was a little rushed. We were lacking some important features and hadn't tested our builds for bugs with the public yet. With that said, it still went OK.
As we continue development on the Early Access build, we will continue updating this demo with those updated systems. Think of our public Demo as an evolving "free early look at the Early Access", just on a smaller scale.
This approach gives us ample time to make any changes based on the communities feedback, even before our Early Access release. We Love good reviews, Bad reviews make us sad :( haha, so we aim to make that launch go as smooth as possible.
We are all about full transparency, and want the consumer to feel at ease about buying into the Early Access for Luminary, and our demo acts as a good faith way to fully inform our future patrons of what Luminary is and how it runs on their machine, before buying into it. And if you like our demo and where we are going with things, please consider leaving us a review, we are only a few away from 100! (Reminder reviews can only be left on the "Demo" page here) [dynamiclink href="https://store.steampowered.com/app/4059020/Luminary_Demo/"]
With all that said, here's the features we added:
Character Stats
You character now has 6 main stats that can be upgraded by spending LP (Lumen Points) that you unlock when your Luminary levels up. You gain XP through from attuning trees to killing enemies. Those stats are Health, Stamina, Mana, Melee ATK %, Ranged ATK%, and Magic ATK%
Weapon and Item Progression
As you use your weapons, your "skill level" in those weapons and secondary equipment will level up. No need to spec points, the more you use it the more it will gain XP. This includes items like Health Potions.
Weapon Abilities
When reaching certain levels in those weapon skills, you will unlock new weapon abilities. In the demo the Sword at Level 3 unlocks the leaping Crescent Slash ability, and the shield at level 3 unlocks the Shield Bash. Both abilities can be used at any time as long as you are not in the middle of the abilities cooldown period. (In demo the weapon ability unlocks cap at level 3)
Consumable Upgrades
Along with the Weapons, Items and consumables also upgrade. As you level up Health Potions by using them, they will start to increase in the amount of HP they Heal per use.
Along with these main feature added, we've also changed a few things and knocked out some bugs: Demo Build v0.8.41
Changes
Full Lock On now auto targets the next enemy when the one you are fighting dies
Soft Lock now stops targeting closest enemy if they are dead
Stamina has been reworked, and has a cool down before refilling, making stamina control and regulation more important
No locomotion movement (including sprint) causes any Stamina reduction, only combat does
Removed Race and Gender swap change option on the Character Detailer to avoid confusion
Moved starting weapons chest to inside the starting temple
Temple doors now DONT open unless you've grabbed equipment from the chest.
Health, Stamina, and Mana bars have been moved bottom center and look updated
Leveling yellow bar has been added to all things that level up. Weapons, items, player bars, etc.
Magic locked gate added before the Golem, so you cant race passed the goblins
Last used equipment is now saved in order to persist through death
Made melee goblins begin attacking from farther away
Adjusted golem's smash range, if you stumble you are damaged a minimum of 1/4 of the attack's damage, will no longer stumble you and cause 0 damage
Added a shockwave effect to Golem's smash to indicate its AOE range
Golem's attack speed and animations have been increased to make the fight a bit more dynamic
Last Played time is now saved when quitting game
Removed "Spanish language" option until we have time to properly translate to other languages
Adjustment to lighting to gain a small performance boost
Bugs Fixed
Loading screens showing level assets for a frame before Loading screen is Fixed
Starter armor penetrating skin and pants of characters has been addressed
Hair and armor popping in first on respawn has been Fixed
Ground texture invisible bug for DirectX11 users "should" be fixed
fixed Sentinels Knot and Twinleaf Bounce hair meshes being swapped for Dwarf race
fixed hair LODs being too low while customizing your character
Disabled being able to drop items by drag & drop into empty space in inventory
Goblins Hitboxes for player arrows now better reflects Goblins Mesh
Player cam staying zoomed in when swapping from Bow Zoomed state to sword is fixed
Next Demo Updates
In 2 weeks, we will release an update that unlocks the choice to select a Tier 2 playthrough, where difficulty will be increased, but the rewards and XP will be greater. In this update we will also be making adjustments to the Golem fight to make it more impactful and enjoyable.
Then a few weeks after that, we will release an update that will focus on adding online 2 player Co-op Multiplayer, and Optimizations to run Luminary at a higher frame rate across all machines. We hope to get both of these updates out by the new years, or mid January by the latest.
We hope to keep earning your trust as we continue sharing Luminary's progress with you.
Source
Changelog.gg summarizes and formats this update. How we read updates.
