We are delighted to share with you the exciting news of our most highly anticipated update of the year.
[i]The Events at Unity Farm[/i] [b]Patch 2.0 - Magic & Melee Update,[/b] is NOW AVAILABLE, just in time for STEAM VR Fest and the festive season!
[img]{STEAM_CLAN_IMAGE}/42917385/2eb384731f3fcae717edc7d8fd81591d534cf698.jpg[/img]
Our team has worked tirelessly to bring you a plethora of new features and improvements, but none more significant than our unique take on melee combat.
[h3][b]Melee Combat[/b][/h3]
After months of intensive work, we are proud to unveil our first pass of melee combat. Our internal testing has yielded overwhelmingly positive feedback, and we are eager to see how you will explore and utilize this feature. Discover what objects you can use and how you can wield them to your advantage. We also value your input, so feel free to suggest any objects you would like to see in future updates.
Other exciting features to look out for:
[h3][b]Spell Wheel & Magic Circle Enhancements[/b][/h3]
Following the release of the Spell Wheel during October's Steam Scream: Revenge Patch Update 1.3, we have made improvements to its functionality. By holding down the grip buttons on either hand, the spell wheel pops up, allowing for faster spell reload times. While we recognize that other magic games use wands or conjuring with gestures, our combat is more akin to Bullet Heaven; where players release spells rapidly to defeat oncoming hordes of enemies. Thus, we aim to make the spell shooting experience as efficient and effective as possible during combat.
That said, we understand that players have different preferences, and for those who prefer using Liv's Journal to swap and reload spells, we have retained the book hover feature and spell selection page.
We have also updated our Magic Circles with new animations and effects to enhance the spell shooting experience. Your feedback is vital in helping us to refine and perfect these mechanics.
[h3][b]Shrines[/b][/h3]
We are excited to announce that a time trial shine has been activated! We understand your curiosity regarding our plans for shrines, and we are pleased to offer a glimpse into what's to come. Keep an eye out for an active shrine located in close proximity to the [b]Corn Maze[/b] after you have completed the [b]Lady of Straw[/b] boss battle. Place your hand on the handprint to activate.
We have multiple types of shrines in the pipeline, including various combat and puzzle shrines that will provide you with additional XP and aid you in upgrading your spells and skills.
[h3][b]Optimization & Stability Improvements[/b][/h3]
As we continue to transition our VFX from the Particle System to VFX Graph in Unity, we are consistently seeking ways to improve performance. This process is ongoing, and we appreciate all feedback from our community.
[h3][b]And more ...[/b][/h3]
[list]
[*] Added some missing page flip animations to the book
[*] Update some main menu visuals
[*] Fixed an interaction where the spell wheel was blocking projectiles
[*] Improved the performance of objects casting light
[*] Fixed an issue where the player would sometimes be spawned in an incorrect location in the settings map and be unable to progress
[*] Fixed a bug where grass was confusing enemies and causing them to get stuck in corners
[*] Fixed an issue where the spell wheel was moving with the players head instead of hands
[*] Fixed an error causing a soft lock in the In-Between Place
[*] Fixed an issue where each crystal on the Brute had a separate health pool
[*] Fixed a bug where combining two Fire spells resulted in an attack that would ignore walls
[*] Tweaked the ice spell damage, range, and performance
[*] Improved the vfx of the Root Creature
[*] Added Smooth Rotation (you can swap to this setting in the pause menu)
[*] Updated Snap Rotation to allow for players to set the degree of rotation (you can find this option in the pause menu)
[*] Remove some repetitive sounds from enemies
[*] Fixed a bug where the Charged Lightning spell could shoot more projectiles than the player had energy
[*] Added credits to the game
[*] Fixed vfx clipping with the book
[*] Fixed a bug where enemies would start sliding if they tried to make too many attacks in a row
[*] Added a side quest for collecting and listening to Audio Cylinders
[*] Fixed a bug where the Lady of Straw clones would get stuck after spawning
[*] Fixed a bug causing the music in The In-Between Place
[*] Updated Quest UI to turn green on completion
[*] Update the VFX of crystals in The In-Between Place
[*] Added new attacks to the Brute
[*] Updated the visuals of the Death Scene
[*] Reduced the Fire-Fire combo range by 25%
[*] Fix Aliss lightning falloff
[*] Main Menu scene's Grass update
[*] Remove Brute charge VFX once running
[*] Tutorial Scene's Grass update
[*] Add ray cast check to put the Brute on the ground at the end of the charge attack
[*] Implement Melee Weapon Durability Feature
[*] Set other melee weapon hit count max to high value
[*] Use boolean to prevent other melee weapons to be destroyed after max hit
[*] Cornmaze Scene's Grass update
[*] MagicCircle model added to library
[*] Fix missing subtitle settings
[*] Fixed sound /subtitle option not interactable
[*] Add Fire-Ice spell attraction combo feature
[*] Fix Brute not dropping damage reduction on crystal break
[*] Implement Cornmaze burn away flames VFX
[*] MeleeTorch Asset added to library + WIP Main Scene's grass update
[*] Update magic circle animations
[*] Implemented breakable torch weapon
[*] Main Scene's Grass update B
[*] Main Scene's Grass update - Small position fixes
[*] Player Settings scene Grass update - Fixes and lightbake
[*] Tweak/spell vfx updates
[*] Tweak/spell wheel effects
[*] Fix/audio cylinders
[*] Implement torch drop
[*] Speed up activation
[*] Tweak torch rigid body
[*] Put torch weapon in front of the house
[*] Melee torches size variants place around sharing tree
[*] Fix/performance review
[*] Implement Torch lighting by Torch/Hand/Shoot
[*] MainScene's Lightbake - LightProbe correction
[*] Fixed torch not always dealing damage
[*] Implement torch break vfx
[*] Removed torch outline
[*] Fixed null references error on torch grab
[*] Tweak/combat shrine
[*] Torch weapon fixes
[*] Reduce texture resolutions
[*] Tweak/time trial visuals
[*] Fixed torch uncleared on death scene and duplicated after reload
[*] Fix/performance review
[*] Update GW Plasma Orbs/Thorns projectiles
[*] Fix/melee fire damage
[*] Reduce texture resolutions
[*] Fix/player death
[*] Fix/performance review
[*] Update magic circle animation
[*] Update melee hit detection
[*] Remove spawn vfx and sound from persistent enemies
[*] Fixed having GW intro sequence after ice page sequence
[*] Fixed poem lines too loud
[*] Update Root creature crystal break VFX
[*] Reduced Risen groaning start sound dB
[*] Activate torch ring helper visual based on distance to remove artifacts
[*] Update charged effect sounds on fireball
[*] Update melee hit sounds
[*] Tweak/after maze performance
[*] Implement enemies fire ignite sounds
[*] Reduced crawl frequency
[*] Fix/spell behaviour
[*] Tweak/shrines
[*] Made Horde Mode Tweaks
[*] Update/GW vfx
[*] ShrineTimeTrialScene Light update
[*] Update breakable torch locations in Main/Cornmaze scene + melee sounds update
[*] GW teleport VFX (improved)
[*] ShrineTimeTrialScene Pillars Idle Animation added
[*] Update torch hit sound and torch break sound
[*] Tweak/spider tweaks
[*] Update torch speed to hit from 0.5 to 4
[*] Reduce player stun duration by AOE from 4 to 2s
[*] Fix/shrine dodge distance
[*] Tweak/ice vfx
[*] Improve GW teleport
[/list]
We express our gratitude to our community for your continued support, and we hope you relish the experience of our [b]Magic & Melee Update[/b]!
Warm regards,
The Events at Unity Farm
Development Team