Devlogs
UPDATE 1.02 !!!!
1.02 Update
UPDATE 2 electric boogaloo. This is a smaller one, I think. Ok maybe not really? This is largely an audio update with some additional fixes/tweaks. Big thanks to Hat Hobbit for assisting me with updating the environment ambience!!
-> Also you unlock something new if you find all 4 secret items!
This is probably the last update I will do for this game for the time being. There are more things I wish to do but honestly, I should save it for when I can eventually develop the full vision I had for this project. Until then, I hope any of you who enjoyed look forward to my future projects and continue supporting maybe someday I can finally make Lys' Reverie!
Thanks for your support!!
PATCH NOTES
=Additions=
- If you found all the secrets and beat the game, a new room will be accessible in the prison on your next playthrough
- Blood Flask has a sound effect + particle effect on use
- Improved Ambience and Spacialization throughout the prison
- Killed bosses are saved during the active playthrough, if you die after defeating a boss it is marked as dead
=Balancing Tweaks or Adjustments=
- Inventory mini menu removes unused empty button
- Increased Aggro persistence for some enemies
- Made player invulnerable during final cutscene lol
- Enemy’s have more opportunity to escape from repeated stagger during bleed state
- Rifle was buffed, or was that the last update? can’t remember ngl
=Bug Fixes=
- Player Idle Animation Tweaked
- Imprint could be stacked prior, this has been fixed. Using an imprint whilst one is still active will simply cancel out the previous instance and begin a new one.
- Can now press Cancel to exit the Combine menu
- Cursed doll functions properly after dying still
- Can no longer riposte with the rifle lmaooo
- Can now perform a parry and riposte without having dealt prior damage, basically values update correctly now
- Additional failsafe measure added for falling into the void
=Known Issues That Persist=
- The falling and grounding system is still not as refined as I’d like, several solutions I’ve tried tend to diminish the player’s behaviour going up or down slopes. However, this issue does not really occur if your game is running smoothly. It tends to be more disruptive if you are running below 30fps.