Alpha 0.0.4 Patch Notes


Change Notes v0.0.4 (Prototype Playtest #2)


General

  • Improved Hit VFX and Hit Feedback

  • Hitting Enemies should not feel laggy anymore

  • Reduced cluttering from Damage Numbers and Healthbars

  • Improved Level Up VFX

  • Improved Selection Screen to contain more info about each Weapon and its Abilities

  • Primary Ability can now be chained together by holding its Keybind down

  • Secondary Ability will queue and execute after the current Attack if the Ability is not on Cooldown

  • Improved Screenshake Effect to be directional and feel more intentional

  • Added Resource and Health Regen Stats (barely noticeable at first but allows further Upgrades)

  • Added a Stat Screen (press Tab) to review current Player Stats and chosen Upgrades

  • Player Character should now slide on Walls when not walking straight towards it (e.g., Wall is in Front and W + either A or D is pressed as well)

  • Added a new Radiant Step Ability that lets you dodge (press Space)

  • Added a new In-Game Menu to Resume, Quit, or go back to Menu (press Escape)

  • Health Pickups now heal independent from Weapon Damage

Weapons

  • Adjusted Stats of all Weapons to be more in line with each other and have more interesting Strengths/Weaknesses

  • Added new Mechanics to Weapons

    • Greatsword

      • Resolve Stacks mechanic added

      • Added Forward Motion to Spin

    • Sword and Shield

      • Fortitude Stacks mechanic added

      • Shield now correctly applies more Shield when Bulwark Trait is chosen

      • While your Shield is active, getting hit can now trigger reactive AOE Damage

  • Improved Sword and Shield Animation Chaining

  • Improved Greatsword Animations to now go both ways

  • Improved Dual Blade Animation Chaining

Minions

  • New Mage Minions that shoot Fireballs

  • New Attack Indicator for better visibility

  • Changed Minion Spawnrate to increase drastically slower over Time

  • Undamaged Minions Health Bars are now disabled

  • Minions now move a bit slower

  • Minions now spawn around the Player instead of fixed Spawn locations

  • Minions should now wait with Attacking while there are already 3 Minions of the same Type attacking

  • Minions should not spawn in unintended Areas where they can’t reach the Player

  • Minions can now spawn as Rare/Elite Versions (more HP, increased Damage, and Movement Speed)

Oaths

  • All Oaths now have a Procc Chance of 20%, increasing by 1% per Level Up

  • Oath of Mercy

    • Doesn’t scale with Weapon Damage anymore

    • Proccs for each Swing instead of each Enemy Hit

    • Each Enemy Hit still increases the healing amount if it proccs

  • Oath of the Fallen

    • New Visual Effect when Player Health is reduced

    • New subtle Visual Effect when Damaging Minions

Environment

  • Map is now endless

  • Starter Camp added (always the same)

  • Multiple different Chunks added that can randomly connect with each other

  • Same Seeds should produce the same Level

  • Chests, Statues, and Puzzles can now randomly spawn on the Map

Blessings

  • Added many new Blessings, most of them Common Rarity with rather basic Effects

Files

Oathguard_Windows_v0.0.4-alpha.zip 53 MB
14 days ago

Get Oathguard Playtest #3

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