Patch Notes: v0.13 "Pumice"


version 0.13 - 06.11.2019

1. Fixed an issue where the exposure and contrast weren't reset after death and loading a game. Unsure if that completely fixed it though, so keep an eye out for it.

2. Completely removed the additional force applied to the player when hit by a pillbug roll attack. Normal physics interactions still apply.

3. Fixed an issue where jump attacks could hit many times in a row. Now they can only hit the same enemy once while midair (multiple enemies can still be hit, but only once each).

4. Fix the issue where boulders can kill already dead enemies. Also made it so the boulder should ignore collisions with corpses. Decreased the speed threshold for dealing damage, so boulders should "crush" living things (including the player) so long as the boulder is moving a little bit. Previously this threshold was a little too high and the boulder could get stuck on living things. Still may happen.

5. Added a 5s immunity to rag-dolling after getting up (player is already immune while ragdolled). Also added an automatic recovery of 5s from being ragdolled (pressing any key already recovers from ragdoll, once the player body has settled down. Will add a UI indicator to make this more obvious).

6. Added several invulnerability frames upon taking damage. Applies to enemies as well. Prevents scenarios where excessive damage could be dealt by certain attacks.

7. Added speed (i.e. agility) based animation speed for pillbug bite and spit attacks while reducing the base attack animation speeds. In general, pillbug attacks should be slower and pillbugs with high agilities should be slightly faster.

8. Enabled the death message promised in v0.12.

9. Added a confirmation menu for deleting old saves.

10. Worked on the fade bug. Waiting to see if it still exists. Tightened up direction check to use the camera forward vector rather than the vector from the player to the camera, which improves temporal accuracy (since the script runs way after the physics timestep, upon which player position depends). Removed some redundant conditional checks.

11. Fixed a bug where interaction indicators would not disappear properly for single-use interactables (player corpse, obelisks, chests, etc.). Still happens for chests. Looking into the reason.

12. Work on controller debouncing issues (e.g. sticky commands)

13. Added a critical damage state to the player. Damage that doesn't do enough overkill (50% max health) brings you to the brink of death (1 hp with a few sec invulnerability) instead of killing you outright. The invulnerability duration increases from 2s to 10s with survival (affected by both vitality and intelligence).

14. Increased hit-pause duration and intensity for critical hits to make them stand out more. Also added extra text to crit popups. Removed hit pause from hits vs props (e.g. urns, stalagmites, etc.)

15. Fixed an issue where pillbug spitballs could hit the trigger volume for boulder traps.

16. Boulder trap trigger volumes are disabled after being triggered. No need for them to be around anymore since they are a one-shot trap.

17. Fixed a bug where exiting the death menu would enable the stats HUD.

18. Fixed a bug where one of my UI helpers couldn't find something when in the main menu screen.

19. Fixed an issue where rapidly closing & opening the in-game menu would break it. Now there's a 1s debounce delay on the menu controller "pause" command, which will give it time to finish doing everything it needs to do on closing. 

20. Fixed a bug where opening the in-game menu in the first second after loading a new scene could break the hud and menu ui.

21. Fixed a bug where the player could still complete the tutorial after death. Now the tutorial disappears and no experience is awarded.

22. Made the teleporter interaction text formatting consistent with other messages.

23. Increased physics interaction fidelity even more, in the hopes this will reduce the chance to get pushed through the dungeon walls and generally improve other physics interactions. Doing so comes at the cost of performance.

24. Fixed a bug where there was no transition from the jump attack state to the death (ragdoll) state, and the player would be stuck in the jump attack animation while dead.

25. Might have fixed an issue contributing to very small dungeons not generating properly.

26. Removed the light from super-sprint footsteps. Despite efficient pooling methods, the extra lights were severely impacting performance. Also toned down the particle effects a bit.

27. Added a debounce to attack and blocking inputs, to prevent unwanted attacks & blocks. Combos still work as intended (will eventually add more animations to flesh out the combo system). Let me know if attacks stop working. This is probably the cause, if that's the case.

28. Fixed a bug where the player could attack and block while ragdolled.

29. Fixed an animation transition for Backflips to the grounded state. It was getting stuck.

30. Fixed an issue with backflips turning the player away from the selected target. Working on a better solution for jumping with a target selected (strafing jumps are also goofy). 

Performance:

If you have performance concerns, please provide us with the relevant details of your computer (Graphics card, Memory, and Processor) as well as the settings that you were running the game at (Quality, Resolution, if any post processing effects were enabled along with their values), and the approximate dungeon depth (this is indicated in the menu when you have loaded a game). To provide an honest benchmark, please ensure your system is up to date (drivers, etc) and that you aren't running a ton of programs in the background (screen capture programs included!), aside from Fraps or your framerate monitoring program of choice. Any help for improving performance is greatly appreciated!

Files

rite-of-tephra-win-beta.zip 653 MB
Version 5 Jun 12, 2019

Get Rite of Tephra

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.