Since the last news update we’ve managed to get quite a lot of new improvements and changes to the demo. Today we’ve also uploaded a newer version, fixing some issues that have popped up and added more new skills to try out.
Parallel with working on the main game we’re continuously working with updating our demo and so we’d love to hear your feedback and suggestions here on the forums or on our Discord!
✨Changes in today's demo update:
- Support for rebinding to move to cursor on mouse and keyboard
- Added a manual save button in game tab
- New active & passive skills (Rapid Aim, Flame Strike, Hurl Healing Ball, Weapon Masteries, Gouge, Combustible Hit, Lethal Weapon, Durable traps, Shade Away, The Elementalist and more)
- Removed energy cost from melee weapons
- Updated/added new active skills, passive skills and skill levels
- Lowered the cooldowns of most skills
- Store now looks like inventory and you can sort the items by category
- Updated multiple active & passive skills (Flame Jet, Shock Bolt, Leap Attack, Homing Bolt, Explosive Trap and more)
- Hunter class can now place up to 3 traps simultaneously
- Improved aiming with bow/crossbow feels more precise with controller
- Tweaked object interaction responsiveness
????Fixes
- Remap setting are now be saved when using a Player Profile
- Fixed a bug where the player didn’t start at the right location when loading a game in online multiplayer
- Fixed a bug that made the quest progression go out of sync in online multiplayer
- Fixed a bug where the skills was not saved/loaded correctly
- Fixed so chests aren’t empty when looted
- Fixed bug where it sometimes was possible to talk to Ira in the middle of the first wave, triggering the boss too early
????Earlier demo improvements this month:
- MKB Aim & Controls: Player character now turns towards mouse position when in combat. Standard control scheme for Keyboard & Mouse is changed to make it easier to dodge + cast skills, (dodge bu taping the right mouse button)
- MKB Ability casting: Using an active ability that shoots a projectile is changed so that pressing the ability button (number 1, 2, 3, or 4) starts to aim the ability and is then fired by pressing the left mouse button
- Controller ability casting: Using an abilities that shoots a projectile is now fired by releasing the aim ability button (LB)
- Class UX: UI/UX for Human Class skills now have a skill-tree style structure with multiple Skill Tabs (2 for now per Human Class).
- Playable Creatures: Scaptor and Ramox creatures can now be played in the demo, if found and defeated in “Guard Missions”.
- Skills: New and improved (VFX, balancing) skills for humans and beasts to try out!
- Inventory Overview: Player can now view items in inventory by category, and items are automatically sorted by level (highest to lowest)
- Inventory Tabs: The inventory is now expanded with two tabs/boxes that can be switched between (more tabs/boxes can be added later on if needed).
- Saving: It’s now possible to save the game and character progress.
- Map look: New VFX shader for the map
- Video Tutorials: Tutorial pop-ups now also have a video that shows how the player should do certain things. The tutorials are now closed with the button it wants you to press instead of E on keyboard and Y on controller.
- Difficulty: Now higher difficulty also gives higher chance for rare drops (description in-game updated as well)
????Fixes
- Worked on making it more responsive to perform active abilities for Human Class skills and Beast Mastery skills
- Moved tutorials to the side, not to obstruct the player too much
- Fixed issue where character choice in main menu can be ignored
- Moved Chief Arjun (Guard mission quest giver) so the guard missions primarily are found if exploring the city
- When host ends a multiplayer session, the joined in players no longer get stuck in a loading screen
- Players can no longer move while equipping gauntlets cutscene plays
- Fixed a bug where the aiming behaved weird. This was very annoying
????️In progress/Known Issues
- Issue where players can get stuck in loading screen when defeated in a Guard Mission (hard to replicate)
- Issue where the game gets very slow when too many enemies are engaged in Guard Mission, that can disconnect an online game session
- Map VFX can sometimes not work on certain computers, only UI is visible
- Class Skill Tabs still being worked on, some of them now have very few skills
- Working on changing so Passive Skills have circular frames while Active Skills have rectangular frames to make them more distinct from each other