Hands On with some bug (New Patch!)

[img]https://thumbs.gfycat.com/GaseousWearyChrysalis-size_restricted.gif[/img] [h1]What's New?[/h1] While the support for Valve Index Controllers has been in for a while before their release, the hands themselves have been stationary. [url=https://gfycat.com/gaseouswearychrysalis]Now the fingers should move around in response to your own fingers! Fancy.[/url] Aside from that, there've been a few adjustments to gameplay and a few bugfixes. Adjustments: [list] [*] Your own health has been increased to about 2.5 times as much as it was before. [*] Damage by golem lasers increased, and lasers stop bouncing (disappear) after they've dealt damage. [*] The double air spell shouldn't launch things miles away anymore. [*] The health circle above your head is now more transparent, and doesn't have the cubes in it. It also only appears from below. Views from above (like from the secondary camera) won't see it. [*] Lighting and fog in the Phylactery defense level have been tweaked. [*] Fog in general has been reduced everywhere as it was causing framerate drops. [*] Killing also spawners in Phylactery defense will also now kill all the units they've spawned (so this doesn't include the golem). Hunting down the stragglers was frustrating and un-fun. [*] The airship balloons now have less health. It wasn't obvious they were taking damage to begin with. [*] Adjusted the position and angle of the secondary cameras to better capture what the player is seeing. [*] Made it so that Toggle-Grab Off only lets you grab the harness if you've started the grab nearby. Less accidental grabs if you're holding onto something else and happen to move your hand near the harness. [/list] Fixes (there's lots of them): [list] [*] General: Fix for weird rainbow reflections (especially in the level select). Reflection probes set to update only once in level load were misbehaving, so now they're just baked. [*] General: Fix for harness behaving oddly (spinning around 180 or 360 degrees) when grabbed using the "Toggle Grab Off" setting. [*] General: Fix for the golem being vulnerable to his own eye lasers. [*] General: Fix for being unable to grab the lance (Iron-Iron Spell). [*] Level Select: Fix for odd audio doppler effect when starting the game. [*] Factory Assault: Fixing level terrain where units were falling into the void. [*] Airship Takedown: Fix for parts of the level disappearing depending on camera angle. [*] Sky Navy: Fix for toggling spawners not working quite right. [*] Sky Navy: Fix for golem not walking towards enemies that are flying. [*] Sky Navy: Fix for pathfinding using the cache from the wrong level. [*] Tortoise Takedown: Fix for the most of the leaves being invincible. [*] Tortoise Level: Fix for shield ships repeatedly giving of their "I've just been summoned" particles long after being summoned. [*] Phylactery Defense: Fix for victory circle not showing up even when victory conditions were fulfilled. [*] General: Fix for collisions happening where they shouldn't (Things were 'landing on' the 'floor' of the sky levels, where they should fall forever). [/list] Told you there were a lot of them. [h1]What's Next?[/h1] More bugfixes and game balance adjustments as I go through everything to get more footage for the final trailer and the final versions of the tutorial video. I might loosen up a bit on how accurate you need to be for drawing the magic symbols. Eventually, that new tutorial video set will be ready to go, too! There's still some other dialogue for the phylactery defense level and other places that needs to be put in the game, but the framework of the story is all there now. I might add some of the fog and cloud effects back in under a system that's a bit smarter about quality settings and such.