Posted September 25, 2022 by ChickenHat
#dev post #patch
-Added weapon hot swapping via the lens menu.
-A few bugs involving lens swapping/targeting with Emil's alt-forms have been fixed.
-Status afflictions are now shown in the menu.
-Some weapons now change color according to Emil's element.
-Upon booting up, the game should now auto generate a .config file in the "Data" folder that can be used to toggle certain post effects.
-Buffing items (Like the power shroom) should now display a timer for individual characters correctly.
-Raven entrances are now always marked regardless of current Emil form.
-Inventory will auto select the active player when double selecting a consumable item.
-Nero's save game menu now remembers the last slot you saved in.
-Items now heal via percentage of max health versus static numbers, making items such as earth fruits more viable in the end-game.
-Certain items have had their healing potency increased/decreased for balance.
-Rolling iframes have been adjusted for balance
-The price of mandrakes have been decreased.
-Adjusted how Annie's altfire energy is calculated.
-Lowered the damage sentinels do to Lydia a bit.
(NOTE: Vampire patrols haven't been touched but are on my list for Ch. 5)
-Homing projectiles can now be parried.
-Enemies now get stunned more often when hit by a parried attack.
-Garmr's explosions now are bigger.
-Garmr's explosions now ignore blocking.
-Garmr's explosions now explode only when the player is in the "charging" animation.
-Garmr's ice projectiles now auto detonate if they don't hit a wall and fly off screen.
-Garmr's max on screen bullet count has gone from 3 to 1.
-While targeting, Emil's default wing roll is replaced with a short vampire dash.
-In addition, targeting cancels his default wing roll.
-The vampire dash has very little iframes but is fast and short.
-Rolling iframes have been adjusted on both characters in general.
-Most items have a base spoil rate 2% per minute.
-If humidity is over 80%, most items spoil at 4% per minute instead. Under 40% then it's 1% per minute.
-The exception to the above are "common sense" items like soups and popcicles.
-If an item has a descriptor that says "spoils faster in..." the rate is added or subtracted by 1% depending on the weather.
-If an item is to spoil quickly/slowly in current weather, the spoil meter is marked as red/green in the inventory menu.
-Items that are to spoil more quickly in current weather are given a discount at shops. Items that are to spoil very slowly have their prices jacked up.
-There was previously a bug where having multiple of the same item in your inventory made it spoil more quickly. This has been fixed.
-Jobim's story text has been rewritten for clarity and his VO has been updated.
-The hitboxes for the Terra City conduits have been adjusted.
-Changed how the "lazer run" puzzle works in Terra City.
-Patience's Dungeon and the Lunar Forest both have teleporters now.
-The dog puzzle in the manor dungeon is now optional, certain tiny details have been shifted around for clarity's sake.
-But the boss of the above dungeon has been beefed up :3
-Some bits of the navmesh around the starting ghost town area have been cleaned up a little due to janky AI.
-Fixed a performance issue happening during Ch. 4 San Miguel.
-The Dark City Square merchant now always sells Durians.
-The vorn summon now drops whatever item's currently in its mouth when unsummoned.
-Emil's yo-yo no longer ignores walls.
-Zed's quest no longer locks the game if you destroy all the Undead in the Aqueducts
If you reported a bug that hasn't been acknowledged on the list above, it's either because I don't want to fix it or because I'm planning on doing a larger pass for Chapter 5.