In this update15
Full notes
Full Oneirium update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Maps
- UI and audio
- Performance
- Events
Oneirium changes
Demo Patch Notes v18.0.0.0
Reworked Character & Animations
Reworked character sprite and animations
Added wall cling, wall slide, and wall climb animations with smooth transitions
New dust VFX when wall climbing
Fall damage has been removed to accommodate wall climb mechanics
Wall Climb Mechanic
Added wall cling and wall climb system - cling to walls and scale walls, with the ability to hold position so you don't slide off
Wall jump to leap away from walls with increased velocity compared to ladders
World Map Overhaul
Redesigned world map with cell-based exploration system
Map now reveals as you explore each section of a level
Added region support - Cycle between different map regions (Cave & ASTRAL)
Door and elevator icons show connections between rooms
Puzzle room icons displayed on map
Player icon shows your current location
Save/Travel point tracking on map
Metroidvania World Design
Revamped world layout with interconnected level design
Some levels now feature seamless door auto-transitions
New scenic elevator system for multi-level travel with lever interaction for shortcuts
Parallax & Backgrounds
New parallax backgrounds throughout the game
Added Foreground parallax layer support
Fixed parallax movement and horizontal scrolling issues
Audio Overhaul
Revamped Sound System with randomized pitch variation for more natural audio
New background music tracks
NPC ambient sound system - NPCs now have atmospheric audio
New Sanity tier sound effects when your Sanity changes
Various new sound effects added
Refactored current player sound effects with new assets
Sanity System Visuals
Updated Sanity Eyes visuals
New insanity glitch shader effect
Dream clouds now modulated by Sanity level to improve visual clarity (Less bright for any Sanity tiers)
Fixed blurry overlay rendering issues
Combat & Controls
Added attack cancel window - cancel attacks into roll or backstep (Currently at a small range, will be watching for adjustments based on feedback)
Added projectile parry and reflect system - Report any enemy that isn't parryable (Note some enemies, such as Bosses may intentionally have unparryable attacks)
Right-stick camera panning (controller-only, will add keyboard support soon)
Attack direction now locks during swings with enlarged hitboxes (fixes an issue with direction being misplaced when spamming input)
New Enemies
Added The Recollector enemy & Nightmare The Recollector variant (More aggressive)
Implemented Sentinel and Grinning Bile AI with patrol behaviors
Added Cephalid execution system with multi-phase animations
Added enemy body-contact collision system on some enemies (Grounded enemies only)
Enemy Improvements
- Reworked enemy damage systemenemies now have damage caps and drastically lowered health pools, creating a more balanced experience where a consistent number of hits is required instead of variable damage ranges. Upgrading Traits, Passives & Weapons still have an effect to damage, a hybrid between damage numbers & damage hit count. Essentially, you won't ever feel like you are "understat or underleveled" for a given area.
Grinning Bile now uses elliptical patrol pattern with adaptive behavior
Disabled homing on Grinning Bile projectiles
Reduced axe projectile knockback for Merkosm
Enemies now treat jump-down platforms and ledges as ground (Fixes falling through)
Improved enemy collision and patrol rerouting on wall collisions so that they don't get stuck
Various enemy damage and status effect tweaks
Ladder System Rework
Unified ladder and rope climbing into single system
Ladders now properly stop player movement at the top, if they do not intersect with a platform's top collision
Improved ladder jump-through immunity - You can now jump off a ladder that intersects, and not hit your head on that intersection collision
Increased jump height & velocity when jumping off ladders
Jump off ladders is supported when holding UP button, no longer feels delayed or blocked
Active jump supported when detaching from ladder when no directional input is applied
Ledge Improvements
Allow jump down from ledges
Allow passing through ledges from below
Reduced ledge hang delay
Avoid grounding/hanging when moving upward
Bosses
Added Blood Vortex mechanic to Vicaris, The Unsainted
- VermilliaImproved camera during intro with smooth return to player
VoidmarkWitness: Melee attack now aborts when energy ball phase starts
NPCs & Dialogue
Added eye cursor when talking to NPCs instead of the elongated selection box
Centered dialogue options with a new Exit button, to reduce confusion on how to exit chatting with an NPC
Improved dialogue progression and input handling, preventing a bug where some dialogue was unintentionally skipped
Dialogue and cutscene dialogue has been improved to be more lore-related =)
Standardized NPC spritesheet and bounding box sizes so that each portrait is properly aligned and not cut-off for some NPCs
New Events & Hazards
Added Switch Device that controls various things such as Gates - break them to unlock what they are attributed to
Added a new trap: Mines that are underwater
Replaced Insta-Death when colliding with Hazard Spikes (Not the Spear traps) - you are now restored to the position you jumped from, taking 25% HP damage, if below 25% then only set to 5 HP, allowing many retries for Platforming sequences.
Arrow Traps arrows now collide with terrain instead of passing through
UI & Quality of Life
Reworked HUD sprites
Auto-pickup for Enemy drops with manual pickup prompt for other item sources (spawned by level, bosses or breakable objects)
Redesigned interact bar UI for pickups
Enhanced execution prompt UI with styled panel and colors
Added styled panel backgrounds to tutorial prompts
Quest notification HUD system to inform you of completed quests
Refactored hotbar UI with a new improved system
Display potions per count in the new HUD UI (3 HP potions will display 3 HP potion sprites instead of text value)
Empty potions will have flash & sound effect alerting you that you're out of potions
Added Candelabra description panel to all menu options
Updated main menu support link to Kickstarter & Discord
Cutscenes
Added per-cutscene background and overlay support
Implemented cutscene chaining system
Updated cutscene dialogue
Bug Fixes
Fixed blurry overlay rendering
Fixed parallax moving during backstep
Fixed horizontal parallax scrolling
Fixed ladder climb animation freezing
Fixed crouch logic when looking down during jump
Fixed jumping after being hit while crouching
Fixed bonfire menu wrap-around selection
Fixed swapped bonfire menu descriptions
Fixed NPC portrait centering and dialog text
Fixed region handling when opening world map
Fixed chain/jar drawing alignment and direction
Fixed ledge drop state issues
Fixed attacking while climbing ladders causing animation issues
Fixed grabbing ledges while attacking
Balance Changes
Increased starting Lucid Candle quantity: 1 → 3
Various damage, status effect, and enemy stat tweaks
Thank you for trying the Demo build! Note that this is fresh off the playtest release, and many improvements are still needed. Please report any bugs or feedback through Steam discussions or on our Discord. Steam post image
Source
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