In this update8
Full notes
Full Twins of Olus update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Fixes
- Performance
Twins of Olus changes
One of the biggest requests we got after launching the demo was making it so the game can be played in co-op from the very beginning. Previously you had to play through the prologue solo and then enable co-op at the first observatory but not anymore! Any save file can be loaded up solo or local co-op and then enabled or disabled from any observatory if you decide to change your mind during a play session.
Not only that but the entire tutorial has been completely redesigned to better teach the controls to both players rather than relying on the pause menu tutorials to learn. We hope this introduces a much smoother and enjoyable experience for anyone who wants to play Twins of Olus!
Lastly, thank you to everyone who has been sending us feedback and posting videos of their playthroughs online. It's really fun to see everyone having fun with something that we've been working on for so long so, cheers!
Demo Update v00.05.03 Notes
General
Start playing local multiplayer from the Main Menu
Can still be activated from any observatory
Cleaned up Main Menu listings
Prologue
Now supports solo & local multiplayer
New separated training scenarios for clearer understanding of mechanics
Minigames
Additional UI to make minigames more easily understandable
Vilas
Trigger animation when their function is triggered
Permanent cooldown reduction buff on Alacrity has been reworked
After defeating an enemy, Lion's dash cooldown is reduced by 50% [1x Charge]
Settings
New camera sway toggle in options
Fixed camera shake option which did not apply correctly in some instances
Gameplay
Loosened restrictions of valid grapple/pull states for Lions
Launching Wandering Spirits while Lions is at full health will spawn additional currency drops
Bug Fixes
Fixed game softlock when player died in specific states
Fixed game softlock during non-player controlled events because characters could receive damage
Fixed interaction with certain objects (chests, etc.) would suddenly become inoperable or function incorrectly under certain circumstances
Fixed player move speed calculation being inconsistent with other characters
Fixed pulling Lions towards Creo sometimes triggering spike trap damage when it shouldn't have
General performance optimizations
Source
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