Changelog 1.0.35b v7
With a little bit of time to think and tuckling some of the issues reported in previous iteration, here is the list of changes for the new version 1.0.35b v7
Let's start off with a few bug fixes and general improvements:
- Fixed a bug that caused game to unpause and hide the mouse while on the level up screen when player hit escape
- Enemy health scaling for later waves have been increased, with that I also implemented myself an ability to easily scale enemies depending on current clock time
- Last wave before the boss was way too hard, it got replaced by a wave of normal (aka. non-boss) enemies
- Changed Scythe weapon damage reduction to 100% vulnerability for 2 seconds as it could easily make enemies deal no damage, since the damage reduction could stack infinitely, I also think that at this stage of the game, damage reduction doesn't really mean anything
- Fixed description of Scythe DoT upgrade, it scales off of player's DoT and not flat 6 damage per second
- Changed the way shards are optimized, shards will only merge outside of player's view since it could be quite annoying to run for them as they disappear in front of you
- Adjusted cool-down reduction item, 20% -> 10%, 10% -> 5%, replaced flat 0.2s reduction with 5% reduction
- Removed duplicator upgrades, one more projectile is enough, really
- With recently added elemental affinities of weapons, character skills also got the same treatment and will deal damage of their respective type
- Nobody wants to remember type of each weapon in the game as such, icons have been added to level up screen, indicating the element affinity of each weapon
- A simple version disaply have been added to the title screen of the game, just so you know if it updated or not
- People found it weird that you could walk through trees, that will no longer be possible as colliders have been added to the environment
- Some character have abilities that have some lasting effect, such as damage buff or shield, unfortunately with particles flying around you could not really see if the buff is still active, a bar indicating remaining buff duration have been added under the skill icon
- I also got to know, that apparently being able to scroll the list of character stats wasn't obvious enough, a scroll bar have been added to indicate that yes, you can in fact, scroll the stat list
- Borders in the character selection screen have been improved, let's be honest, that black border juest didn't look good (more UI improvements are currently being planned)
- Upgraded in game pixel art of Amelia, Arika, Chitose and Eliza, since they still used the old AI workflow that didn't produce as good result as newer characters
With this version, two new characters join the playable crew:
Natalie - Bearer of Wind, specializing in dealing and amplifing damage over time from all sources. Her skill pushes enemies away and applies a wind DoT as well as reduces wind resistance of everyone hit. With her appearance, a new weapon "Tornado" becomes available after surviving 15 minutes with her. Summon a wirling tornado, dealing wind damage as it travels through the arena towards randomly chosen targets.
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Requiem for a Lost World
A free 3D vampire survivors-like game in anime style with rich story and a co-op mode!
Status | In development |
Author | Nishi |
Genre | Action |
Tags | Anime, Casual, Co-op, Fantasy, Multiplayer, Roguelite, Singleplayer, Sprites, Story Rich, Tactical |
Languages | English |
More posts
- Update 1.7.123 days ago
- Available to wishlist now + quick content update!50 days ago
- Trailer out!61 days ago
- Update 1.7.069 days ago
- Progress report on the next update!Aug 10, 2024
- Fix for co-opJul 07, 2024
- Update 1.6.1bMay 30, 2024
- Update 1.6.0 HF2May 09, 2024
- 1.6.0 Complete UI overhaulMay 05, 2024
- 2nd progress updateApr 21, 2024
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