Batora: Lost Haven® is a choice-driven isometric action adventure with RPG elements and a unique duality system affecting combat, story, dialogues, puzzles, and endings, that will make you question the meaning of sacrifice.
The combat system, together with the multi-branching narrative, is certainly the heart of the Batora: Lost Haven experience. Many of you appreciated the idea of dual nature, but we listened to your feedback in this case too by making changes to some aspects, so as to make the whole gameplay more dynamic and also more visually spectacular. Here are the major details regarding the changes made with the latest patch on December 21st.
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[*][b]Intensity Feedback Impact [/b]- Visually we wanted to improve the impact that Avril's sword, or any other blow from her, inflicts on an opponent. Thanks to the Freeze Hit, once a mob is hit, it will suffer a backlash that will lead it to freeze on itself and interrupt the animation, as if it were, in fact, frozen. This aspect, already present in the game, has been enhanced to have a greater visual and more realistic impact.
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To make all of this have an even higher value from a visual point of view, we added a more present camera shake: a VFX effect that is generated both in the zoom-in and in the zoom-out view, attacking both physically and mentally. At the same time, the SFX for physical and mental hits has been improved.
[*][b]Attack Queue[/b] - We've already talked about how we implemented a memory system for the combos you're going to perform, but we'll talk about it in more detail now. This means introducing a memory system that remembers the keys you press, no matter what strokes Avril is making.
Pressing a key, on the other hand, is much faster than the action performed by Avril herself, so you will find yourself making combos with your key combinations that will go faster than how Avril can make her animations. For this reason we have ensured that the system can keep the next action in memory and loop all the animations following your instructions, without losing anything.
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A practical example: if after dodging we want to hit immediately, the system will remember that you pressed the hit button immediately after the dodge button and will perform the animations in sequence.
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In the next few days we will provide you with more details regarding the main innovations listed in our last patch notes, so that we can accompany you on a journey to discover Batora: Lost Haven!
In the meantime, remember that Batora: Lost Haven is listed in the [b]Steam Winter Sale [/b]and is available with a [b]20% discount on the final price[/b]. One more chance to try out all the changes we've made with this latest patch!
Then, if your support has been invaluable for all the feedback we received that prompted us to make these changes, it will be equally important if [b]you leave a review for Batora: Lost Haven[/b] here on Steam! A welcome gesture that will continue to support our work. With the aim of continuing to improve thanks to your feedback!