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Steam News4 November 20196y ago

Update 3.7

Modes Update 3.7 continues with revamping the game modes. Main focus was increasing the platforming options in lava mode to make up for the rising lava firewall consuming lower platforms.

Full notes

Full Neon Valley: Revenge update

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

What changed

10 fixes5 additions6 changes0 removals
  • Balance
  • Fixes
  • Gameplay
  • UI and audio
  • Maps
addedCheckpoint Orbs have been added to lava mode. Running through an orb will refill the stamina bar and mark that spot as a checkpoint to respawn at after death.
fixedGrenade animations are tweaked further, switched to root motion and the first few steps of upgrading the animations in NV. This was restricting the kind of motion I could animate as it froze the hip bone. This lead to animations feeling rigid however switching to root motion has fixed that. Though, this requires remaking some of the animations. Expect to see more over the coming months!
changedMore Gameplay updates
addedStamina Orbs are added into the Colosseum. On killing enemies, an energy orb is spawned. Grabbing this will refill stamina. They can be taken by enemies, so beware.
changedInvader drones are reworked, they now fly to specific heights relative to the player. This is to make melee weapons easier to use and easier to use enemies as platforms.
changedUI & VFX

Neon Valley: Revenge changes

addedCheckpoint Orbs have been added to lava mode. Running through an orb will refill the stamina bar and mark that spot as a checkpoint to respawn at after death.
fixedGrenade animations are tweaked further, switched to root motion and the first few steps of upgrading the animations in NV. This was restricting the kind of motion I could animate as it froze the hip bone. This lead to animations feeling rigid however switching to root motion has fixed that. Though, this requires remaking some of the animations. Expect to see more over the coming months!
changedMore Gameplay updates
addedStamina Orbs are added into the Colosseum. On killing enemies, an energy orb is spawned. Grabbing this will refill stamina. They can be taken by enemies, so beware.
changedInvader drones are reworked, they now fly to specific heights relative to the player. This is to make melee weapons easier to use and easier to use enemies as platforms.

Modes

Update 3.7 continues with revamping the game modes. Main focus was increasing the platforming options in lava mode to make up for the rising lava firewall consuming lower platforms. Giving the gladiators platforming options when there are none, right in their control. By shooting the firewall, a platform will be generated slowly consumed by the lava. However they give a temporary safe zone. Landing on them will create a splash, which can be shot to create a wall to wall jump off or use as a step up.

Checkpoint Orbs have been added to lava mode. Running through an orb will refill the stamina bar and mark that spot as a checkpoint to respawn at after death.

Animations

Grenade animations are tweaked further, switched to root motion and the first few steps of upgrading the animations in NV. This was restricting the kind of motion I could animate as it froze the hip bone. This lead to animations feeling rigid however switching to root motion has fixed that. Though, this requires remaking some of the animations. Expect to see more over the coming months!

More Gameplay updates

Stamina Orbs are added into the Colosseum. On killing enemies, an energy orb is spawned. Grabbing this will refill stamina. They can be taken by enemies, so beware.

Invader drones are reworked, they now fly to specific heights relative to the player. This is to make melee weapons easier to use and easier to use enemies as platforms.

Wall slide allows the player to slowly slide along the face of a wall. Giving players a moment to calculate their walljump angle or get height advantage on enemies.

UI & VFX

Sliding particle effects added for slide, run slide and wall slide. Footstep particle effects added too.

Grenade throw UI is reworked into a trajectory calculation. Its not as precise as I want it to be just yet, but this is much better than the previous implementation. Will be updating this soon.

Sword visual distortion wave effect, to reinforce the power of the slash and make it look more interesting.

Other patchnotes:

Fixed interaction system

Fixed falling on invisible walls and sinking

Changed raycasting of proximity warning for accuracy

Fixed drones aiming lazer through walls

Fixed red drones always rolling on ground

Fixed needle parent position when impaling enemy

Added watchers to the Arena

Increased drone and fireball spawn count

Fixed multipass position on hip

Made turret bullets effects more visible

Fixed sprint states for animation

Fixed jump states for animation

Added fading UI instead of only clipping on and off

Fixed discord status updates for maps and modes

Source

Steam News / 4 November 2019

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