1.02: The Number of the Update

Infernax

Infernax is the adventures of a great knight who returns to his homeland only to find it plagued with unholy magic. Uncover the mysteries of the curse and face the consequences of your actions.

Hey again, that’s right. When we said [url=https://store.steampowered.com/news/app/374190/view/3359140658313352523]in the last post[/url] that the update was coming soon, we meant it. The QoL and Accessibility patch launched a bit earlier today, and should be available now on all platforms. For a nice general list of updates, here’s a TL;DR re-run of the greatest hits: [u]Major accessibility features:[/u] [list] [*] Accessibility options are no longer linked to the Game Wizard, and are now a menu available from the very start [*] Element contrast: Add distinct color tints to enemies, projectiles, traps, etc. to make it easier to read a scene visually [*] User controllable color saturation and contrast [*] Ability to disable ambient particles and animated backgrounds to reduce visual noise [*] Further improved the ability to greatly reduce both screen shake and camera flashes [/list] [u]SOME of the patched fixes/changes:[/u] [list] [*] In Casual mode, “dying” to a pitfall or drowning will now respawn the player on the edge they fell from if the player has enough remaining health points, instead of instant death. [*] Minor UX changes like making it harder to accidentally steal from the church [*] Fixed some issues with doors being unresponsive [*] Improved V-Sync support [*]...tons more, the full patch notes are below [/list] [img]{STEAM_CLAN_IMAGE}/35741385/b000a00216d5cae04488aef635351dd65d0f8c01.gif[/img] As promised, for those of you who would like more exhaustive patch notes, here they are. Contained in here are some spoilers for various story points, and variant play modes, so keep that in mind if you haven’t played through the entire game yet! [u][b]Patch Notes (V.1.02.004)[/b][/u] - Accessibility features have been greatly enhanced and overhauled and now have their own dedicated menu. -Added option to adjust saturation and contrast in-game to accessibility menu. -Added option to remove particle animation to accessibility menu. -Added option to remove background animation to accessibility menu -Added option to add distinct color tints to game elements to accessibility menu. -Further improved reduction of both screen shake and flash animations when set to ‘minimal’ via accessibility menu. -Added option to swap control joysticks and adjust deadzone to advanced controller settings. - In Casual mode, “dying” to a pitfall or drowning will now respawn the player on the edge they fell from if the player has enough remaining health points, instead of instant death. - Multiple text and localization fixes. - Improved V-Sync support. - Fixed some instances where Door collisions could become unresponsive. - Fixed possibility to steal from the Church more than once during night time. - Donation chest now requires multiple hits to make sure the choice isn't accidental. - Fixed possibility of losing first key if dying at the same time as the Red Aberration by changing logical checks linked to the event start and key obtention. - Reward for performing a successful exorcism increased to 300 gold. - Added auto-save upon exiting Castles 1 to 5 to prevent progress loss if dying after finishing a Castle without having saved. - Fixed being able to trigger Paimon resurrection from other corpses then his. - Fixed soft-lock if trying to start a new game as Maxime Gunn with maximum save slots already filled. - Player will now properly collide with Spike Boxes while on Moving Platforms. - Every dialog triggered through input should now check for nearby enemies before allowing interaction. - Fixed Shield Spell being able to despawn when killing one of the dual bosses in Castle 6. - Fixed Shield Spell despawning when switching day-time or reloading the same level. - The lever at the gallows will now only be there during the execution event. - Fixed mis-aligned Evil Save Shrine in front of Castle 3. - Fixed possibility to hit Crocell during her eye closed animation cycle. - Fixed possibility to softlock during the initial Darsov Fight by having the monster push NPCs out of bounds. - Added ability to back out of difficulty Select Screen. - Removed Block VFX spawning while attempting to drain life on some enemies during their invisible states. - Fixed incorrect corpse visual in Katska Hideout. - Fixed missing Jetpack helmet on some Evil Alcedor frames. - Fixed missing default dialog handling with incompatible morality values for James and one of the Vagabonds at the nearby camp. - Fixed Tancred colliding and blocking the Hero’s Projectiles during his Protect Quest. - Reduced camera bounds during the Attack Tancred event. - Fixed possibilities for Tancred to cancel out of his "finish him" stance at the end of Darsov Assault. - Fixed wrong portrait for Cultist Dialog during the Defend the Bridge event. - Fixed Hero projectiles getting despawned during Boss Death, especially for fights with multiple bosses. - Fixed possibility to trigger Gregor exorcism more than once. - Fixed Death Screen music not looping. - Revised Drain Life casting rules to minimize the possibility of wasting the spell. Improved visual feedback when Drain Life cannot be cast. - Multiple fixes for Blood VFX color, both from hits and Drain Life spell. - Fixed some instances of Down Strike's hit VFX not having the proper color. - Fixed Background color in a cave environment during night on the way to Robert's Hideout. - Fixed Evil Ending artwork displaying Alcedor with his Good Tabard. - Fixed Mayor's Goon not awarding experience. - Fixed Demon Form Alcedor having Mace during Evil Credits. - The range at which the Castle 3 event can be triggered is now more generous. - Fixed being able to Drain Life from invisible Sorcerers. - Fixed Nightbeasts not dropping coins. - Fixed being able to skip the initial zombie encounter by flying / infinite jumping over it. - Fixed Null Ref if dying in Darsov Battle room with the Gate. - Fixed Null Ref if using Drain Life on Scorpion during Darsov Battle. - Fixed Boss Reveal music still playing if skipping intro for Castle 5 and Future Bosses. - Fixed Robert not being registered in Demonology when dying during his stand-off event. - Fixed Drowning animation flickering while playing with non-regular Heroes. - Fixed Thunder flash looping if cast right before a scripted dialog would occur. - Fixed Darsov Protect scripted events triggering after Player death. - Fixed hit SFX during Destroy Relic event with Axcedor. - Fixed wrong portrait for alternate Heroes during both fights against Tancred. - Fixed possibility to trigger Ram Hideout Door animations twice. - Fixed Lord of Maggot's corpse collision so it cannot clip walls. - Added quotation marks to Kickstarter Grave Messages. - Fixed quest update display when meeting Julius outside Darsov during exorcism questline. - Fixed quest update display after picking up the Necronomicon in Robert's Hideout. - Fixed possibility to farm xp by re-entering Castle 1 Boss room after defeating him. - Fixed two seperate NPCs having the name "Christopher". - Fixed floating eye spawning under a water wheel on the way to Castle 3. - Fixed instances of scripted jumps not properly supporting Infinite Jump. - Fixed a platform collision in Castle 4's top room that was too generous and problematic when navigating on the way back. - Fixed a corner collision on the way to Castle 3 that was prone to clipping through regular navigation. - Fixed a corner collision on the way to Kadjanto that was prone to clipping through regular navigation. - Fixed a corner collision in the Castle 5 room with multiple spear launchers that was prone to clipping through regular navigation. - Fixed a corner collision in the first room of the eastern caves that was prone to clipping through regular navigation. - Fixed a corner collision in the Castle 4 room that requires charge skill through a tunnel formation that was prone to clipping through regular navigation. - Fixed a corner collision in Darsov Keep that was prone to clipping through regular navigation. - Fixed possibility to trigger screen edge travel without activating bridge by clipping the rocks on the way to Skeleton Neighbor House. - Fixed possibility to get soft-locked during scripted events by hopping on and off Bike. - You can now drop-down through platforms while staying on Bike. - Unmounted Bike now properly interacts with water. - Fixed loss of control after dashing with the Bike right after activating it through manually entering the code from the Kickstarter Mausoleum shrine. - Fixed possibility for Bike Controls to remain stuck during Castle Clear animation. - Added proper handling for picking-up chest items while riding Bike. - Fixed Last Weapon VFX still appearing when dashing on Bike while having them equipped. - Fixed animation when being kicked by the Red Aberration in Darsov while on Bike. - Added a block in a corner of Castle 4 to prevent Bike from staying perma-hit-stunned in between two spikes. - You can now destroy the Dam with the Chainsaw. - You can now perform Holy Charge with the Chainsaw. - Fixed collision length of the Chainsaw Attack. - Fixed Chainsaw SFX looping if started mid-air. - Removed an invisible platform in Castle 6. - Fixed a floor collision in Castle 4 that allowed Sorcerers to warp inside walls. We hope these additions make the game easier to play for anyone who would like to use them, and that the fixes polish up some of the stuff we saw recurring post-launch. While waiting for this patch to make it through approvals, the team has already been working on what comes next. We think everyone will enjoy what we have planned, so stay tuned for updates when we've got more info to share. Take it Easy, -Berzerk Team