Beta Update 0.32-0.34

February 18, 2020

Woah, a dev blog! I should write here more often!

 

Before we get to the changelog, I just want to say once more: thank you. I've never had a community of players engage with my games like this before, and it feels amazing. I love the livestreams, the GIFs, the discussions, the competitions, all of it! The fact that you're reading this right now honestly means so much to me.  :)

 

[EDIT: The kind testers on Discord found a few critical bugs, so I pushed a hotfix to fix some of those! The latest version should now be 0.33 on PC and 0.34 on Quest.)

 

Without further ado, I present Ironlights v0.32!

 

FEATURES:

- Replays have been made more accurate. (Sadly, this required us to wipe previous replay files. Very sorry about that!)

- Damage numbers can now be toggled on/off in the Options menu. As an experiment, they are turned off by default in this version.

- Both players must now select Rematch before a multiplayer rematch can occur.

- When searching for a Quickmatch, the total number of people currently playing online quickmatches is shown.

 

BUG FIXES: 

- Attempted a fix for the failure-to-sync bug, which caused extremely laggy gameplay in some multiplayer matches.

- Menus should no longer remain open after joining a multiplayer match from single-player.

- Fixed an issue that caused one or both players to remain stuck in the multiplayer menu instead of loading into the match.

- You no longer lose coins after losing a multiplayer match.

- You can no longer become invulnerable or get infinite energy by joining a multiplayer match from the tutorial.

 

GAMEPLAY:

- Ranged attacks are now totally disabled during melee attacks. 

- Passive energy regeneration is slightly faster.

- Charging up energy now incurs a slightly larger vulnerability cost.

- The movement radius for each player has been reduced to an oval (1m x 0.75m), further limiting forward and backward movement.

- When leaving the allowed movement radius, damage now scales up with distance.

- Players will now also take damage for moving very high or very low.

- Monk AIs will are now able to block ranged attacks.

- Damage particles have been made more chonky.

 

BALANCE:

 

Knight:

- Spammy stabby attacks have been made less viable. (They're slower, and there is now a minimum distance that you must pull back the sword to reload it.)

- Increased the grab radius for a two-handed grip on the greatsword.

- Slightly increased greatsword swing speed (and slightly decreased damage multiplier to compensate).

- Made it harder to fire short spammy ranged attacks with the greatsword.

 

Duelist:

- Spammy stabby attacks have been made less viable. (Same as above.)

- Slightly increased rapier swing speed.

- Slightly decreased rapier ranged attack damage.

- Reduced shield health and made shield regenerate linearly (instead of following an asymptotic curve).

 

Monk:

- Slightly decreased staff melee damage.

- Slightly decreased staff ranged projectile speed / damage.

- Passing the staff through your body will now cause the staff to slow down dramatically.

 

Ninja:

- Slightly increased katar melee damage.

- Increased katar ranged projectile speed, especially after charging it up.

 

Crusader:

- Reworked flail physics to feel tighter.

- Flail ranged attacks now break if they hit the floor.

- Flail ranged attacks now seek toward a wider target area.

- Reduced shield health and made shield regenerate linearly.

 

 

FUTURE PLANS:

 

Unfortunately, our schedule is tight in the next few weeks, so don't get used to seeing a new build every few days! Some of our time will need to be spent on Oculus QA requirements, but even more daunting is our upcoming showing at PAX East! There's a lot to prepare, and there's not much time to do it.

 

With that said, we already have a pretty long list of things that we want to tweak or add in future beta updates. Just to mention a few:

- A handicapping system (so that new players to enjoy a fair fight against the experts in multiplayer)

- Multiplayer skill-tracking

- A "tips" section in the menu to help explain non-obvious game mechanics that aren't explained in the tutorial

- A recenter button for non-Quest users

- Revamping the AI blocking algorithm 

- Lots of other AI tweaks

- Adding new AI characters and rearranging the single-player campaign

- Making a proper list of known issues

- Making a proper list of post-launch update plans

- Proofreading this blog post

 

There's a lot more I could write, but it's 3am and I still have work to do. I hope you like these changes, and please join us on Discord or Reddit to share your thoughts on the new build!

 

 

 

 


 

Please reload

Featured Posts

Ironlights will be launching on Oculus Quest, Rift, and SteamVR on April 9th, 2020 for $19.99, with cross-buy for Quest and Rift, and with cross-play...

Launch Date: April 9th!

March 27, 2020

1/1
Please reload

Recent Posts

February 22, 2020

February 18, 2020

Please reload

A game by E McNeill.