Holomento is an Indie Permadeath Action-RPG focusing on the dangerous quest of passing through the mysterious Eventide Hollow – and rebuilding it step by step.
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Hail, Travelers!
Abdominals abound in this rework of Eventide Hollow's central valley region in Holomento Early Access 0.6.3 - The Evenfall Update!
We've really brought some new life into the Hollow with local denizens in hiding from the Hollow's plentiful monsters, and the very beginnings of a collection of Travelers who have their sights set on rebuilding the ruins!
Join the Travelers' Guild with new gameplay features for rebuilding Evenfall:
[list]
[*] A totally reworked Central Valley Region
[*] Evenfall received a complete facelift, now with a size befitting its central location!
[*] The Travelers' Guild added, along with a new mini-dungeon to join it
[*] Additional quests to unravel the mystery of the Holomento
[*] Reworked upgrade and building system
[*] UI updates
[*] And lots more blood, sweat, and tears!
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You can read the full patch notes below!
For more information on planned features coming in future patches, check out the [url=https://trello.com/b/H2yIX1ZG/holomento-roadmap]Holomento Roadmap[/url]!
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[img]{STEAM_CLAN_IMAGE}/38168200/247816fb55194bd27bf7a51454de9b7f9a017a39.png[/img][h3]Central Valley Updates[/h3]
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[list]
[*] Complete rework of the Central Valley Region to include the newly expanded town of Evenfall, Travelers' Guild, mountainside mini-dungeon, and hideaway camps for local denizens.
[*] Added audio to new zones created
[/list][h3]Evenfall Updates[/h3]
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[list]
[*] Expanded Evenfall to cover more of the Central Valley region
[*] Added a quest to retake the ruins of Evenfall
[*] Added a town leveling system, based on shop upgrades
[*] Added new upgradable shop locations, with several new upgrades to improve the shops further
[*] Added new UI for town and shop upgrades
[*] Added new camera to display shop, and upgrade chains
[*] Each shop gives bonuses to its own stock, and some shops give passive bonuses to resources gained each run
[*] Added new jingles for when shop or town is upgraded
[/list][h3]Travelers' Guild[/h3]
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[list]
[*] Expanded The Mysterious Book quest
[*] Added new mountainside mini-dungeon to the Central Valley region
[*] Added new Travelers' Guild location overlooking the Central Valley and Evenfall
[*] Moved Coast Start to new Travelers' Guild Start
[*] Added Guild Reputation to level up the Travelers' Guild
[*] Added a guild menu button once the guild has been unlocked to view guild levels on the title screen
[/list][h3]Guild Levels[/h3]
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Added 15 guild levels that require various amounts of Guild Reputation to level up.
[olist]
[*] Repairs the Evenfall bridge
[*] Unlocks contract boards
[*] Adds a guaranteed potion chest with 5 potions to the guild
[*] Adds a guaranteed item chest to the guild
[*] Unlocks the guild as a new journey starting location (replaces the old coast starting location)
[*] Unlocks the Guild Master Gloves item
[*] Adds an item shop tent to the guild
[*] Unlocks fast travel via horses at travel encampments
[*] Unlocks the Guild Master Boots item
[*] Repairs the Greatwood Crossing Bridge
[*] Adds a potions shop tent to the guild
[*] Builds grind rails in the desert
[*] Unlocks the Guild Master Pants item
[*] Adds the guild bank to the guild
[*] Unlocks the Guild Master Coat item
[/olist]More guild levels with new rewards and mechanics will be released with most major updates until full release.
[h3]Guild XP[/h3]
[list]
[*] Added guild xp for defeating enemies
[*] Added guild xp for dungeon gem collection
[*] Added guild xp for items when picked up (not swapped)
[*] Added guild xp for completing journeys
[/list]
[h3]Central Valley Camps and Forts[/h3]
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[list]
[*] Added Eventide Estate above the town of Evenfall
[*] Added Fort Farrador in the shadow of the Chateau mountain
[*] Added the Coast Tower Fort looking out over the Endless Sea
[*] Added the Greatwood Camp hidden below the dark boughs
[*] Added the Coastal Camp nestled in the clefts of the sandy beaches
[*] Added quests to help each group of denizens to expand Evenfall
[/list][h3]New Denizen and Traveler NPCs[/h3]
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[list]
[*] Added new male and female denizen NPCs to populate Evenfall, and the Central Valley's camps and forts.
[*] Added Guildmaster Jerrick, and Vice-Commander Catarine
[*] Added Mayor Bankerton
[*] Added Jii and Kii, brewers of potions
[*] Added new passive dialogue and active dialogue trees providing more lore on the Eventide Hollow
[/list][h3]New Items[/h3]
[list]
[*] Added the Guild Master (Level 5) armor set. Includes chest, legs, boots and gloves. Unlocked via guild levels.
[*] Added "Tech 1/2" - Adds a chance to shoot a laser from the traveler's forehead when ranged attacking. Laser does 25% of traveler damage. Chance to shoot the laser scales with the luck stat.
[*] Added the Rifle Scope - Increases rifle accuracy by +50% and rifle damage by +10% (appears visually only on rifles)
[*] Added the Silencer - Increases gun damage by +1%, accuracy by +25%, range -10% and knockback -25%
[*] Added the Gun Enchantments item - Increases gun damage by +2%
[/list][h3]Combat Updates[/h3]
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[list]
[*] Updated hitscan VFX
[*] Added homing for hitscan
[*] Added homing for beams
[*] Fixed shielded projectiles for multishot
[/list]
[h3]New Enemy System[/h3]
Replaced the enemy spawning system with a new static enemy spawning system. Enemies are now placed in the world (semi-randomly) and can be attacked at range. Added new enemy types and variants
[b][u]New Enemy Features[/u][/b]
[list]
[*] Added new enemy death animations
[*] Added new enemy hit reactions
[*] Updated enemy death + mesh despawning
[*] Added new enemy death VFX
[*] Added new enemy death item drop animations
[*] Added new gap closing behaviours for some enemy types at distance
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[b][u]New Enemies[/u][/b]
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[list]
[*] New Necromancer Skeles - spawn regular skele enemies (up to 5 at once)
[*] New elementals with new projectiles, VFX and visual meshes
[*] New Plant Spitter Enemies - Burrows under the ground and then resurfaces to bite or spit at the traveler
[*] New Plant Root Enemies - Burrows under the ground and then resurfaces to slame or swing at the traveler
[*] Explosive Barrel Skele + Dark Knight + Royal Knight - Approaches the traveler and self-destructs when nearby
[*] Archer Dark Knight + Royal Knight - More powerful variants of the Archer Skeles
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[b][u]Updated Existing Enemies[/u][/b]
[list]
[*] Sword+Shield Skele
[*] Twinsword Skele
[*] Spear Skele
[*] Greatsword Skele
[*] Archer Skele
[*] Sword+Shield Dark Knight
[*] Twinsword Dark Knight
[*] Spear Dark Knight
[*] Greatsword Royal Knight
[*] Sword+Shield Royal Knight
[*] Twinsword Royal Knight
[*] Spear Royal Knight
[*] Greatsword Royal Knight
[*] Drake Hunter
[*] Warden of Illyn
[*] Slimes
[*] Rats
[*] Desert Rats
[*] Wolves
[*] Giant Skele
[*] Armored Wyrm
[*] Watcher Beetle
[*] Scorpic Stone
[*] Bees
[*] Hornets
[*] Spirebones Enemy variant (with new laser attack)
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[h3]Other Features[/h3]
[list]
[*] Added yellow progress bar to player health to better indicate amount of damage taken
[*] Block off the sewers procedural dungeon sections and add signs saying "under construction".
[*] Allowed the Rat King to be accessed with two keys and have 5 spawn in the sewers main area
[*] "Toggle Advanced Stats": Made $ and resource per hour stats toggleable in the options menu (Default off)
[*] Updated visuals, SFX and notification when an item (or items) level up
[*] Added a donation box in front of the lighthouse to replace the puzzle to unlock the Witch Broom item
[*] Added a donation box to upgrade the desert bridge near the Dragonbone Desert start
[*] Updated the dungeon entry UI to replace the key with a description of the dungeon, the bosses name and description.
[/list][h3]Feature Preview Mode[/h3]
[list]
[*] Added "Feature Preview Mode" which allows testing of features that may be added in a future patch.
[*] No features have been added to this mode for this update, however the option is still available in the options menu in preparation for future updates.
[/list]
[h3]Audio Updates and Fixes[/h3]
[b][u]Event Jingles[/u][/b]
[list]
[*] Added a jingle for when the guild levels up
[*] Added a jingle for when a quest (main/side) is accepted
[*] Added a jingle for when a quest (main/side) task is completed
[*] Added a jingle for when a quest (main/side) is completed
[*] Added a jingle for when armor or weapons level up
[*] Added a jingle for when a shop is upgraded
[/list]
[b][u]New Enemy Sounds[/u][/b]
[list]
[*] Added enemy plant hit SFX
[*] Added enemy plant bite SFX
[*] Added enemy plant impact SFX
[*] Added enemy plant growl SFX
[*] Added enemy plant spit SFX
[*] Added enemy bow fire SFX
[*] Added giant unearth boulder SFX
[*] Added giant footstep SFX
[*] Added dark knight grunt SFX
[*] Added dark knight attack grunt SFX
[*] Added skeleton grunt SFX
[*] Added skeleton bone rattle SFX
[*] Added generic ground impact SFX
[/list]
[b][u]New Ambient Sounds[/u][/b]
[list]
[*] Added weapon falling on the ground SFX
[*] Added SFX for when an item is dropped
[*] Added start/stop SFX for items on the ground
[*] Added leaf rustle SFX
[*] Added grass rustle SFX
[/list]
[b][u]"The Watcher" Audio Fixes[/u][/b]
[list]
[*] Added new attack sounds for The Watcher
[*] Added new wing flutter sounds for The Watcher
[*] Added new sounds of recieving damage for The Watcher
[/list]
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[list]
[*] Most friendly campfires now recover health when a traveler is nearby
[*] Changed Enemy scaling to scale with the number of items (and item level) a traveler has rather than the traveler's damage and health
[*] If a traveler's health is > 50% then an enemy cannot do more than 90% of the remaining health of that traveler.
[*] Clamped luck stat to -10 and +10
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[list]
[*] Moved shortcuts from the persistant world to their own level to improve performance
[*] Updated journey seeds to have sub-seeds for each procedural task (vase spawns, obelisk spawns, item rolls, etc.)
[*] Updated vase system to establish empty vases in a map at journey start/load save then use that as a reference to update the currently loaded ones in their respected level
[*] Updated bee hives to new system similar to vases
[*] Updated shortcut system to establish opened shortcuts in a map at journey start/load save then used that as a reference to update the currently loaded ones in their respected level
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[list]
[*] Reskinned all traveler armor sets with new rigging to reduce and prevent mesh clipping
[*] Fixed a bug where elevator audio would play repeatedly
[*] Elevator buttons now stay pressed until the elevator has reached its destination
[*] Renamed "Oasis" to "Desert Oasis"
[*] Fixed a bug where items would give multiple of the same passive
[*] Fixed a bug where projectile launchers could be blocked by projectile shields
[*] Fixed a bug where the Watcher Beetle followers would not attack enemies
[*] Fixed a bug where an enemy was spawning underground near XYZ 2623/-6252/-28698.
[*] Fixed a bug where an enemy was spawning in the wall at XYZ 13341/7366/-23163.
[*] Fixed a bug where walking toward the edge of the matermill´s house at XYZ -5960/1890/2530 would make you glitch and slide along the edge.
[*] Fixed a floating tree at XYZ 45849/-42415/7667.
[*] Fixed the visuals for the pyro item flame
[*] Fixed a floating wood pile at XYZ -154484/46548/-6820.
[*] Fixed a bug where there were two Campfires on top of each other at Cerenobia's boss entrance
[*] Fixed a bug where you could shoot through the wall and enemies can pass through the wall at XYZ -13014/-84811/7425
[*] Fixed a bug where you could get stuck by the river at XYZ 37345/-22054/843 , 35364/-18835/960 and 27620/-15327/2434.
[*] Fixed a bug where if you exit and reloaded your game at the statue for the "Dark Wizard Hat", the puzzle to open the door to it would reset and close the door soft-locking you.
[*] Fixed the holes in the rocks at XYZ 6271/9220/2664.
[*] Fixed a bug where you could fish in a wall at XYZ 19702/31240/148.
[*] Fixed a bug where you could only catch unnamed/unfinished fish in the small river at XYZ 65910/-24641/6219.
[*] Fixed a bug where you could slip onto the platform with the chest at XYZ -79822/77057/1267 from below by running up the small dune to the left of the platform.
[*] Fixed inaccuracy of player health bar to actual health remaining
[*] Fixed the bug with slime enemies clipping and floating
[*] Fixed rat hitboxes
[*] Fixed a bug where enemies would spawn underneath the desert maze
[*] Fixed archers spawning in edge rocks of the Autumn Forest
[*] Fixed a bug where triple shot projectiles would despawn immediately on spawn
[/list]
[h3][url=http://discord.gg/FbaQ8zJ]Discord[/url] | [url=https://trello.com/b/H2yIX1ZG/holomento-roadmap]Roadmap[/url] | [url=https://holomento.com/holomento-issue-tracking/]Report Bugs[/url][/h3]
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