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- Do not restart the adventure, just reload it - don't know whether this is common knowledge. While rooms with undiscovered assets will still run (mostly) normally, rooms with assets you have already seen will have misplaced offsets or will otherwise be missing.
- The camera is a little janky when receiving knockback, and parrying doesn't seem to work outside of the laser-firing enemy.
- If you walk ahead of the guide at the beginning of the adventure, their dialogue will be overlapped by the new dialogue once you enter Hallowflame.
- Due to slight gaps in the wall at the edge of the Meadows area, you are able to scale it and leave -- causes no adverse effects, but seems unintentional seeing as other areas are entirely walled off.
I respawned at the start of the aqueduct. But when I tried to retrace my steps, there was a killbox in the way, preventing me from being able to continue.
- can no longer get killed by a light while transitioning rooms - and if you do get killed the same frame as a room transition happens, it should spit you in
- you can no longer hit a certain someone before they monologue
- respawn points raised so invisible respawns shouldn't happen??
- fixed various terrain errors
- various fixes to multiplayer functionality, should be slightly more stable
- clarified and fixed some spelling errors in dialogs
I'll take a look at the next batch soon, ty everyone for your feedback :)
Yep it doesn't like loading into the stage editor, what you want to do is go into vs mode and select it as a map - don't worry about an extra cpu player, the map will take them out of the picture :)
not sure if this is a thing with my computer or the level, but i just thought i'd punch it in here regardless!
Bug reports:
-you need to be in first port, I was in port 4 by habit and it sent me into an endless death loop at the beginning of the game. Same with 2&3 when I tested them. Not sure if that was explained anywhere
-probably intentional since it's so funny, but the guards don't have jumping or death animations and they keep giving their polite greetings even as you're beating the hell out of them
-alerted searchlight guards stay aggro'd even after you die and respawn (at least in the one hallway with the records room), so you need to leave the room and come back or they'll stay mad
-in the records room, I read the letter while jumping through the platform from below, so I was in midair. I feel like it should make sure I'm grounded to be able to read it, shouldn't it?
-some terrain has stray pixels that will stop your run (a particular box-shaped rock on the far right of the meadows) or provide tiny single-pixel outcroppings you can stand on
-sometimes the searchlight guards appear to be invisible when coming on screen (only the searchlight is visible). Not sure what causes it
-dashing into the door inside the scientist's home won't let you go through it - you have to release the control stick and stand up straight. Doesn't seem to be a problem with any other doors. I was playing as zetterburn so maybe it has to do with his dash animation being too low for this one loading zone?
-at one point I was killed by a searchlight on the far right side of town and respawned next to a searchlight guard on the left side of town, and there were 2 guards overlapping - pretty sure it was a duplication glitch
- fixed a bug which caused all non-player 1 slots to not function
- fixed Lucid Dream output - press tilda (`) to access the console!
- multiplayer deaths should no longer cause a desync
- fixed `hit_player_event` on_hit simulations crashing upon clash
- walljump now only depletes on the first frame of PS_WALLJUMP
- stage depths widened for vfx to render correctly for custom characters
- fixed various guard article offsets
- various camera improvements
- various typo fixes
- guard blood rage can be satisfied with a sacrifice of a stock now
- debug mode features now behind debug being enabled
Continue to supply me with your bug reports! They've been very helpful in improving the mod :)