In this update5
Full notes
Full Trifox update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Performance
Trifox changes
The first Trifox update is a thing!
Thank you to everyone who provided us with feedback regarding the game so far. It has been a tremendous help in pinpointing any potential issues and painpoints within the game that our team might have missed along the way.
Below you can find the full and detailed list of the changes that have been made for this update. As always feel free to join our Discord (http://discord.trifox-game.com/ ) and let us know what you think of the game so far and/or the changes made within this patch.
Take care and have fun :)
General Changes
Added support to the save file verification to ensure the registered chest order can be updated based on the save file template. This is required in order to ensure parity and to make sure the gem unlock order tracking will function correctly.
Added a new tracker in the save file to allow the visualization of the new gems being unlocked in the correct order as they can be found in the levels.
Fixed issue where the player was pushed around when interacting with complex, multi collision moving objects.
HUD and UI
Adjusted the level completed gem unlocking to visualize which gems are and were unlocked based on their order in the level.
Adjusted the level exit gem unlocking to visualize which gems are and were unlocked based on their order in the level.
Adjusted the level selection screen gem visualization to show what gems you are still missing based on their order in the level.
Increased the height of the ability unlock tooltip so it’s no longer intersecting with the player while standing on the button.
Added equipt button tooltips for the movement abilities to help players understand how the movement ability assignment works and to improve the clarity during the tutorial.
Changed the restart option in the pause menu so it restarts the level from the start. This behavior could be achieved by returning to the hub and restarting the level, but this button will allow players to do this faster. (Progress in the level will be lost.)
Added a quick retry option in the pause menu which has the behavior of the old restart. It will load the level at the last achieved checkpoint. (Progress beyond that checkpoint will be lost.)
Fixed an issue where the hub pause screen stats display was showing the wrong information. The hub pause screen will now show how many total gems you have collected instead of how many you have found in the current level and the total combined checkpointed playtime instead of the current level checkpointed playtime.
Design and Balance Changes
Player
Reduced the sprint start time by half.
Player abilities
Memory Shards
Inverted the movement of the homing target effect so it’s even more obvious to the player.
Adjusted the color of the homing target effect to tie it more to the ability.
Added additional SFX to the homing target beacon.
Increased the damage output from 4 to 5.
Added a safety check to avoid the possibility of hitting yourself with the memory shards and setting a beacon when spinning around very quickly. You can still trick target yourself but only if you actually intend to do so.
Essence whip
Damage will now no longer be dependent on the speed at which you whip the enemies and always apply the full damage.
Spikeslam
[PERFORMANCE] Removed the collision detection from some of the spawn particle
Source
Changelog.gg summarizes and formats this update. How we read updates.
