Update 1.5.0 aka. CO-OP update


Hi!

I'm super excited to finally announce the 1.5.0 update that introduces online CO-OP into our vampire survivor's like game!

It was a great undertaking and I'm sure there will be a lot of things to fix that I haven't caught yet but here it is anyway.  First time networking was not a fun experience but the one I set off to achieve regardless as I wanted to really bring something that other survivor-likes don't have. I hope you can at least have some fun with one or a few friends even!

Either way these are not the only changes in this version so lets go over them:

Multiplayer implementation

As a starting note I would like you to notice that there is no public server available, so if you want to host your own game, you need a public IP address with configured port forwarding, be in the same network or use other solution like playit or hamachi

You can hide other player's projectiles by turning them off in the settings menu, you can also change your display name in there too.

Shrines will spawn in random locations around the map, they serve no purpose in single player but in multiplayer these structures allow you to revive fallen teammates.

While on the topic of reviving, in co-op players will drop tears that can be picked up and delivered to a shrine to bring them back to life.

Each player has their own shard drops and crate spawns which means players cannot steal each other's stuff. (unless boss drops, boss drops are shared)

Known issues to be addressed in future versions:

  • Character abilities VFX are currently not synchronized between players
  • Projectiles spawned from projectiles are not synchronized between players
  • Enemies only scale off of host's stats
  • Weapons that stack on kills (so about 1 weapon) works only on host
  • Enemy elemental resistances/vulnerability/DoT application/VFX/element applications are not shared between clients

Added difficulty settings

If you found the game too easy at some point, an option to change the difficulty have been added to the game (only increase, you can't lower the difficulty settings). It affects EXP gain, enemy health, quantity, speed and so on!


Improved game finish badge

With new difficulties the need for new indicator arose (but I really hated the previous one so I wanted to do it)

Now for each finished difficulty, players will accumulate stars on character cards like so: 


One star means completed on normal difficulty, two on harder and so on

Added status effect display on the HUD

There aren't many status effects in the game but things like revives and or Amelia's shards could be hard to keep track of so these kind of information is now displayed on the UI


Skill points display 

Characters accumulate skill points that you can spend on minor upgrades but their accumulated amount was not visible anywhere. It now shows in the menu

Fixed tree LOD

There was an issue with where trees of different level of detail had different leaf colors which meant that the closer you got to trees they often changed colors, it should no longer be a prominent issue 

Minor fixes and improvements

  • Fixed Lucy's skill targeting only bosses when she had no rank ups unlocked
  • Improved Bubble Universe VFX
  • Improved Ice Wave VFX
  • Fixed Amelia's shard not always negating damage upon breaking
  • Added Corina's physical damage increase (25%)
  • Lowered damage increase from shop damage upgrade (20% -> 15%) and increase it's price (600 -> 800) per level
  • On screen controls for touch screens
  • Adjusted materials so that far LODs don't cast shadows or animate leaves when far away
  • Added a few console commands and console display to pause menu (available after pressing F5)
  • Upgraded to Unity 2023.2.11f1
  • Fixed David's skill not correctly affecting his HP 
  • Fixed bosses dropping EXP gems twice
  • Added default graphic preset for android devices
  • Added setting to control texture quality
  • Fixed dark orb orbiting behavior
  • Increased spawn area of Pillars Of Despair and Light Pillars (3 -> 4)
  • Fixed Lightning Strike's discharge scaling incorrectly and reduced the max amount of it's targets (5 -> 2)

The early build for android devices will be available tomorrow  so look forward to that (if your device can handle this rather unoptimized game). 

Over the coming days/weeks I will focus on stabilizing both android and multiplayer version so it might get a little dry. In the meantime I also plan on focusing a bit on the story, if you noticed the story entries are gone (which was an accident that I could not revert) and I will use this opportunity to try making it a bit better.

New map is also somewhere on the horizon but the amount of work needed will be pretty huge so I make no promises yet, just know it is somewhere in the I am mentally preparing for it category.

And that's it for today, if you at least gave my game a try - thank you! If you haven't, thank you anyway for the view :)

I also encourage anyone who finds an issue with my game to report it either in the comment, on my github page or via discord!

Until next time!

Files

requiem-for-a-lost-world-windows-beta.zip 530 MB
Version 26 80 days ago

Get Requiem for a Lost World

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.