Full notes
Full Oneiro update
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Repeated intro
Hey all,
What changed
- Gameplay
- Balance
- Fixes
- UI and audio
It seems like the official launch of Oneiro 1.0 went a lot smoother than I was expecting. On top of that, the game seems to be generally well received, and I'm incredibly pleased to see people enjoy my work.
Only 2 gamebreaking bugs were found; both of which this update fixes. Version 1.0 had a few minor bugs too, as well as some balancing issues and unnecessary confusion in some parts; here's an update to fix all of that, plus a little more!
Items/Weapons/Stats
A few Items work better/correctly now: Sapling, Unstable Aura, Ancient Crossbones, Echo Barrier, Spider Egg
Some items have been nerfed: Serpents Eye(5% -> 3%), Broken Fang(10%->3%), Sapling(no longer damages enemies), Ancient Amulet(3% -> 1% The nerf of the century. Still an incredibly good item.)
Some Item drops rates have been decreased: Sapling, and Jelly Coating, Ancient Crossbones.
Some Item and Weapon descriptions were edited to try and make it more clear to the player in regards to what they actually do.
The fists first Alternative Attack(shove) will now do damage- very minimal damage though. The players attack stat cannot increase this, and this was put in to help clear up some confusion on what the hell it is(ie. not an offensive move).
Fixed a bug where the Torch weapon blocked some projectiles.
Your Luck stat now influences the Dice gear; higher luck gives you less chance of a bad outcome occurring. I've also made it so Luck increases the rate at which enemies drop gear, including Sleep Medication.
The players speed will no longer go below 0.00 m/s. This prevents a strange oversight where the player would move backwards, and potentially even gain speed if they reach a low enough bonus.
Bosses/Enemies
--I've placed most of this section beneath spoiler tags in case you haven't reached a layer and don't want to be spoiled--
Boss Health Bars should be more accurate and not screw up during phase changes.
Fixed a bug where enemies sometimes didn't fall into the boss arena.
NREM 1 Boss
Terror has had a couple minor changes. Terror's eyes can be countered. Health lowered(980->900); Defense lowered(32->30); The 2nd phase attack and Contact damage have been nerfed. Terror's stun duration after being hit has been changed; he'll only be stunned if your damage passes a certain threshold; this was done to prevent a stupidly-easy win using the spear- which is still possible, but only if you utilize items/gear.
NREM 1 Enemies
Shadow Beast will now vanish when the labyrinth is disturbed. Spiders should commit suicide a little bit less.
NREM 2 Boss
Panic has had a couple changes, along with bug fixes. Whirlpools will have new audio to help players realize what's happening, and the number of thunderclouds have been increased. When she ascends from the water, she'll now summon a whirlpool in addition to the thundercloud. Panic will now start the fight under the water, and you'll only be able to trigger it by stepping in the water.
She is much more aggressive compared to version 1.0. Be aware of your surroundings when fighting her.
NREM 2 Enemies
Nature Giant will now attack quicker. Minotaur has a little extra attack stat, and cannot be triggered by damage before stepping in his arena. The Forest Imp projectiles are now a constant and predictable speed.
NREM 3 Boss
Dread has had several bug fixes, and a couple changes. His Meteor attack and Volcano Debris both function correctly now. Dread's Fire Breath is a little easier to counter. The Volcanic Pillars in his
Source
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