Full notes
Full Nightpyre update
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What changed
- Store
- Balance
- UI and audio
- Gameplay
- Maps
Thank you!
First of all, thank you so much for the feedback you gave us! We are very excited about people being able to enjoy Nightpyre's demo from the comfort of their homes.
We have been gathering all the bugs, recommendations and possible upgrades that you, the players, have suggested along these days, working without rest to do as much as we could in the shortest possible time. We want to give you a polished experiencie not just limited to this demo, but also the final version of Nightpyre as well.
COMBAT REWORK
The combat system has been one of the main themes of conversation in the given feedback. Bearing in mind that we had still much to improve, he have mixed ideas from our players with some of the other preconceived alternatives we had in store for the future of the combat. You may now check by yourselves how the combat has become: far more agile and aggressive!
- Basic attackBy right-clicking you will force the Sacrifice to attack immediately with their melee attack, without any previous combination. Thus, melee damage has been reduced.
- New controlsSHIFT must now be pressed in order to change your active elements, as well as richt-click being the new button to cast spells.
The Remaining Magic mechanic can be used by pressing right-click just after casting a spell (left-click is no longer used for that purpose). This allows the Sacrifice, among other things, to cast melee attacks at the same time as other spells, which improves combat's flow.
Parry mechanic: To use it, press right-click at the exact time before the enemy's attack hits you (a small sprite will appear). If you succeed, you'll leavy the enemy stunned, unable to move for a few seconds. Moreover, the first spell you cast after a parry will be buffed.
To show the exact time window in which a parry can be executed, a small icon appears above the enemy just before the attack hits.
A "stunned" icon has also been added, appearing above enemies after a successful parry.
The tutorial has been modified to show the new combat controls the the parry mechanic.
The "Controls" menu has been modified to show these new changes.
Damages and effect probabilities of all spells have been rebalanced, according to the new combat system.
ADDITIONAL IMPROVEMENTS
The number of enemies has increased, just as their max HP.
The boss' lightning attacks' damage has been increased.
You can now manually move the camera across a certain distance while holding L or the mouse wheel.
The camera no longer interpolates their position according to enemies, thus avoiding undesired behaviours. To improve the player's vision during combat, the maximum distance the camera can zoom out to has been increased.
A new message now appears after death, explaining the Firmament system.
BUG FIXES
The tutorial dialogues appear correctly in successive playthroughs.
Changes have been made to dialogues in order to minimize repetition and to avoid being able to talk multiple times to a single npc.
The camera no longer desynchronises with the Sacrifice when zooming out after learning a new spell in first person.
To avoid the arrows in the world scene appearing below a level icon, we've implemented a new angle-adjusting system to the procedural generation of level nodes (which also affects their map counterparts).
Colliders have been readjusted so the player can no longer escape the playable zone or get stuck in certain rooms.
The score's volume during the ending sequence is now dependent on volume options. A few other sound effects suffering of the same problem
Source
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