Hi everyone, Update #5 is now live on Steam! This time we are bringing lots of changes, and some of the highlights are the new weapon system, and melee! We even changed gamepad controls and camera, so some of you might need some time to adjust, but we are hoping all this changes will allow us to keep evolving Tormental in good direction! We look forward to hearing your feedback! [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31398110/b6919ff8c5e92a480ed9b6137bc59bb6d7c23d9e.gif[/img] v0.17 Major bugs fixes: - Fixed bug in tutorial co-op mode that would send players back to Egypt after finishing Tomb - Quests “Eye Larva Good Fight” - eyeball will now keep appearing in the hallway till fully charged once - Fixed bug where Bombheads would spawn on player when entering Bull boss room - Fix co-op camera follow when player is dead - Stats screen: it will now show correct values New weapon system: - Main gun (primary weapon) now has limited ammo - You need to press special key to shoot with primary weapon when using gamepad instead of just moving right thumbstick - When out of ammo, you will now be able to use your gun in melee combat - Some weapon evolution perks will now change the ammo cost - Each Serious weapon now has its own ammo and capacity - Variability in ammo cost, capacity, and reload times enabled us to create more variety in Serious weapons - You will now be able to use Serious weapons more often - Ammo pickup recharges ammo by 50% of weapon’s capacity, if weapon is equipped, or by 25% of weapon’s capacity if it’s not equipped Controls: - You must press shooting button to shoot with primary weapon, it will not activate anymore when just moving right thumbstick - Aim angle will not change anymore when moving character, you need to use mouse / right thumbstick to change the aim angle - Camera : changed zoom from 80% to 75%, and reduced aim offset from 2 tiles to 1 tile - hopefully this will make the aiming control feel more smooth, let us know is it better now - Controls: Quick switch weapons if you just tap weapon wheel button once (instead of pressing and holding) - Added gamepad deadzone settings Changes: - New weapon evolution perks: Burst Lvl1 and Lvl2, Exploding Bullets, Shotgun Lvl3, Sniper Lvl2, Minigun Lvl3 - Minigun perk will now only increase the firerate without reducing the bullet damage - Shotgun Lvl1 and Lvl2 will now add 1 additional bullet each and increase the cost by 1 as well - Changed around many serious weapons (more details below) - Changed status effects system (more details below) - Added flags to non-moveable interactive objects so they cannot be attracted by vortex - At Game Over screen, there is now text that lets you know what killed you - Added temporary names to all enemies - Perks bought in shop or found in weapon evolution chests will be automatically added to player without requiring him to pick them up - By default all perks now have cap set to 3 - Perks that didn’t have stacking implemented have cap set to 1. Once collected they will not appear anymore. - Max health, damage, and ammo drop rate don’t have cap limit. - Minefield will now warn you by ticking faster and faster as you come more near, coming too near will result in a certain explosion. There is always one hidden mine for each minefield sign. Minefield is also triggered by enemies. It’s possible now to fly over mines without triggering the explosion. - Added loop counter to overworld map (it will show up only after you complete first loop) - Changed This Is Bull**** quest - now you need to kill X Bombheads at once In co-op player revives now with half HP if revived with ankh pieces (instead of just 10 as before) - Added models for new weapon evolution perks - Tutorial: all damage received in tutorial is limited to 20, ammo pickups can now spawn in tutorial Minor bugs fixes: - In Forest, last level, enemies will not appear in one corner anymore - Shops should now show correct titles and descriptions - Coin buddies can now collect coins - Fix cursor flickering when in shop - System cursor is now visible if application is not in focus, to prevent accidental clicks when focusing app window Minor changes: - You can now jump over teleport to avoid the teleportation triggering - Fire barrels will now explode from 1 hit - Spikes on / off duration is now equal to make them more predictable - Enemy knockback now builds over time so it’s beneficial to continue hitting the enemy to increase the strength of knockback force, but there are also max knockback limits that are defined per weapon - Enemy lasers will stop firing when the enemy that’s releasing them is killed - Changed projectiles deflect mechanic, by default it will not increase the range of deflected bullets - Bull boss arena is now smaller, Bulls and Bombheads have less health, Bombheads spawn ammo more often, Bombheads will not longer spawn around the entrance while player is entering the arena - Changed This Is Bull**** quest minefield hallway - HUD: weapon icon is greyed out if cost is higher than current ammo - Create scrollable dropdown when there are lots of option (eg lots of resolution settings) - Vortex will now kill you instantly even if you have ankhs - Reduced trails size for fire and freeze bullet - Fixed “Hello to Arms” text and flamethrower icon - Cosmetic fix for mindmap locked icons - Ammo chests now contains 2 ammo pickups - Weapon trigger buffer is now reduced to 0.3s (if you press shoot while the weapon is still reloading and the time left to reload is less than 0.3s, the weapon will fire once it’s ready) Serious weapons changes: - Flamethrower - increases the heat of enemies gradually over time, the flames it unleashes have piercing so it’s more efficient for burning groups of enemies - Rocket - bigger explosions, lower fire rate, and lower ammo capacity - Bomber - you can now set bombs quickly and cause chain explosions - Bounceballs - instead of shooting balls in random directions, it releases a cluster that explodes after reaching certain range, most efficient when used against enemies trapped in small spaces - Ghostgun - low reload time to enable releasing many bullets at once (more bullets, more dangerous it becomes too), increased damage making it worth the risk, higher wall ricochet count and range will make sure the bullet stays longer in the arena, reduced speed to make it easier to avoid - Disc - reduced number of discs to 1, the discs now have infinite range and will keep deflecting from walls and enemies, it cannot damage the player anymore. The idea behind this weapon is to release discs in the room and watch them deal damage to enemies over time - Crossbow - more arrows hit the enemy, more will enemy be pushed back - Homing Missiles - really powerful, but takes long time to reload - Circlefire - removed burst, it will keep firing as long as you hold the button, and it now has 60 ammo capacity Changed status effects system: - Added “heat” bar on top of enemy health bar - it will show you how far is the enemy from freezing or overheating - Fire damage will increase the heat, while freeze damage will decrease the heat - If the heat reaches 1, the enemy will start burning - If the heat reaches -1, the enemy will freeze - After status effect expires, the heat is set to 0 - Smaller enemies are more weak to fire and freeze status effects - If you use flame on enemy that’s frozen, the enemy will unfreeze - If you use freeze on enemy that’s burning, the ice will melt, and the enemy will be free to move again - Freeze duration increased by 200% - If the enemy is inside of water, the heat will drop over time till it reaches 0 v0.17.48 - Hotfix We reverted changes to the core shooting controls, now its back as it was before. Which means your control bindings will be reset to defaults after the update. Very sorry for that inconvenience!