Full notes
Full Neon Valley: Revenge update
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What changed
- Balance
- Fixes
- Gameplay
- UI and audio
- Maps
Neon Valley: Revenge changes
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
Changelog.gg summarizes and formats this update. How we read updates.
