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Full notes
Full Prometheus Wept update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Maps
Prometheus Wept changes
Hi there!
I hope you're doing well – Prometheus Wept Version 0.648 is now live. Thanks very much for your support, feedback, and reviews – in addition to helping me make better decisions, I get the “encouraged” status effect, which makes it easier to work on Prometheus Wept :) Before getting into the update, I wanted to briefly flag two things:
1: Disruption this week due to future demolition of my home
My home was built with defective concrete blocks, and is due to be demolished and rebuilt at some point in the future. This week, we're moving to rented accommodation, and need to do some other preparatory work. Life and work should return to normal next week.
P.S. This is a regional issue in Donegal, Ireland. If you're curious, you can google “Mica Scandal Donegal”
2: Music Issues on YouTube: Mainly Relevant for Let's Players
TLDR: If you are considering covering Prometheus Wept on YouTube, I'd suggest disabling the music.
All music licensed from musicians was on the basis that it would not be added to YouTube's copyright claim system, to make things easier for let's players. Unfortunately, the majority of this music is now causing copyright claims. I'm sorry if this makes covering the game less appealing or more difficult – I just have no direct control over the copyright status of these tracks.
P.S. If you are a YouTube Streamer, I'd love to have a quick chat about your preferred resolution for this situation!
Okay, on to the good stuff :)
Visual Improvements:
It struck me that while characters have interesting abilities, like Beckett tampering with enemies' minds, the use of these abilities lacked impact. To remedy this, visual effects have been added for a number of abilities and actions.
Above, you can see Beckett using the horror show ability. This ability manipulates the targets nervous system, causing them to perceive a terrible creature rising from the earth. "Terror" is inflicted on the enemy character, forcing them to skip their next turn.
Effects have been added for a number of other abilities. These will be refined and further improved with sound design in future updates.
Added First Unique Perk/Ability to Player Character:
Each permanent ally in Prometheus Wept will have a set of unique perks, some of which unlock special abilities. The player character has a technical emphasis, which is reflected in their first ability: Over/Underclock. This ability allows you to debuff an enemy mechanical unit's (i.e. turret or drone) accuracy and initiative. You can also provide the same buff to a friendly unit.
Quality of Life:
Combat dialogue can now be set to occur frequently, infrequently, or be completely disabled. (Thanks, Mr Majestic!)
The option to incapacitate the insane fisherman in The Drag now moves your ally, who is a melee character, into take down range. This prevents a potentially firearms-focused player character being moved into a very bad position in the first encounter. (Thanks, Willsama!)
Removed overlaps between quest tracker and notification UI elements(Thanks, Vlodril!)
Improved legibility of the area map.
Added a brief tutorial to highlight the highlight function when you enter the Drag.
Added an icon to show if a character has unspent stat, skill or stat points.
Balance & Bug Squashing:
Reduced crafting requirements for ammo. (Thanks, Vlodril!)
Fixed a number of doors in Hec8 Labs, which appeared closed when they were open.(Thanks, Vlodril!)
Fixed a pathing issue in Empyrean Prospect.(Thanks, Vlodril!)
As always, feedback, questions and suggestions are most welcome, and will guide future updates :) Have a nice day!
Daithi
Source
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