Devlogs
DEMO 1.6
Moulder DEMO 1.6 Version
This version reworks parts of the combat system to be more interesting, as well as fixing or mitigating other issues.
Changes:
GAMEPLAY:
- New "guts" mechanic; enemies will spill their intestines, which become special temporary weak points. Hit them with maggots to pop them.
- Heavy attacks reworked to use a "charge" mechanic; fully charged heavy attacks knock off maggots and spill the enemy's guts.
- Offensive impact maggots (Teeth, Daggers) can spill guts with their effects.
- Cleaver moveset completely reworked and rebalanced. Light attacks can be used while moving; heavy attacks are now charged up by holding the button.
- Leuce now faces the enemies if attacking while lock-on is engaged.
- Lock-on is now less strict while aiming.
- The "swarm attack" (previously mapped to heavy attack button + aim) now happens automatically when the player stops throwing maggots.
- The "Lake" monster spawn location in Windmills has been moved to the center of the lake.
MISCELLANEOUS:
- The introduction text has been shortened.
- The tutorial has been updated and generally touched up.
- Now selecting a mission plays an UI animation.
- Certain equipment descriptions have been updated.
- A number of interactions that previously had no feedback now cause a message to appear.
- A sign in Windmills now explicitly teaches that blue projectiles can be blocked.
- Added a new sign in Windmills to explain the Rage mechanic.
- Added a glow around idle or panicking maggots.
- Added new maggot sounds and retouched Leuce's sounds.
- Revamped healthbars to show a lot more information: now they also display the creature's posture and guts buildup; certain bosses get an additional resource bar tied to their unique powers. Some of these features can be turned off by disabling the new "Advanced Healthbars" option.
- Added a new "Auto Lock-On" option, which automatically locks the camera on the last enemy hit. On by default.
- Added various graphical changes.
BUG FIXES:
- Maggot masks and the "ball maggot" model now correctly fade away when close to the camera.
- Remapping your controls to Mouse4 and above now correctly displays the assigned input rather than <null>. Beware that the way Godot assigns numbers to mouse inputs is different from the traditional numbering.
- Various issues related to performance should be fixed, though the overall hardware requirements haven't changed.
If your save file corrupts as a result of this update, go to (%appdata% > Roaming > Godot > app_userdata > Moulder) and delete your save file and settings file; also leave a comment / community post to let me know, please.