





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Nothing major in the backend, just quality of life stuff here and some improvements to dodge mode. - Dodge - Improved general behavior when jumping then teleporting, previously it would push the character back as it contained air velocity/gravity, now instead it'll behave as expected, actually landing you in front of the enemy if the enemy is grounded, reducing the chances of player accidentally starting mid-air combo animations instead of the grounded ones. (This doesn't affect the bosses if you jump then teleport, as some of the bosses are larger than player their teleportation point can be used greatly in gameplay for quick ins and outs.) - General - Model LOD distance is now affected by Quality Settings, so ultra is the highest as expected. - General - In Audio Settings, added visible sound percentages for each slider to make it easier to fine tune for your preferences. - Arch. Needles - Added like 3 small floating orbs behind the character's back when active, to make it more obvious that they are currently equipped. - UI - In gameplay settings - fixed Combat Camera Distance skipping Camera Fov option on the gamepad and going straight to Auto Camera Focus Power instead. - Input - Added an option to disable mouse smoothing. (This will make it feel a bit more static, but more responsive. Up to you if you want to use it.) - Mission 10 - added same text regarding skipping the "cutscene" as in Mission 01. - Mission 11 - You can no longer get the Master Of Dodging achievement just for beating Mission 11. Known issues and requests, feel free to provide your feedback either via an email or the steam discussions. https://trello.com/b/suviZn7g/known-issues-and-bug-tracking
[ 5653 ]
[ 1481 ]
[ 4227 ]