Full notes
Full Revulsion update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
Revulsion changes
So this patch is meant to address a few issues I promised to address earlier this month. Sorry for the delay. Eloquencia and lack of internet has been extremely distracting. This patch also makes some design changes as well.
Doors should no longer cause huge lag spikes when they open or close. This was a super silly issue where it forced the game to recompile the entire nav mesh when a door changed its state. This SHOULD be 100% fixed now.
The speed that everything slows down while near death has been nerfed considerably. When you are about to die the game would slow down a huge amount before but now it only slows down about 20%. It used to slow down by 75%.
I reinforced the random world generation system to make sure there are no locked doors or unbeatable levels in the world. I am not 100% sure if this solution solves the problem but after making changes I was unable to reproduce the bug.
Scout class loses experience points on death. The scout class is going to slowly be transformed into a difficulty that sits somewhere between deprived and soldier.
There are still things I have been told to look at as well as other issues I need to solve. This is not as much as I wanted to have done for this month but the good news is that I will have an entirely new game ready to play very soon at the rate I am going. This wont be the only patch I put out this month so keep the feedback coming!
Source
Changelog.gg summarizes and formats this update. How we read updates.
