Sprint on the walls with a unique 2D movement, flowing seamlessly into fast-paced acrobatic combat as you tear through an army invading your capital city, in this action-platformer roguelite installment in the Prince of Persia series.
Hello everyone!
After a bit of a misfire of an update last week which we had to rollback, we've returned with the same update but with extra stuff! Hopefully it works this time ^^
Also we'll have 20% off for the Summer Sale when it starts, so if you know someone you've been trying to convince to play, give em a nudge!
[u][b]Update TLDR:[/b][/u][list][*] New mob, it will spawn in Aqueduct and Garden
[*] Adjustments to wall climbing to make it less "magnet-ish"
[*] New skill tree perk: Moksha Altar
[*] New end zone (foundation for an End Game system)
[*] Level design adjustments to Temple of Atar
[*] Tweaks to weapons SFX
[*] Adjustments to the loot distribution in biomes (less rewards)
[*] Polished water slides
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[u][b]New mob[/b][/u]
[img]{STEAM_CLAN_IMAGE}/44971889/47b87713017d2df73b5682e0ade3b69d5ec77f8c.gif[/img]
This tricky guy summons a pillar of spikes that can hurt you (of course!) but also has the effect of 'trapping' you for a couple of seconds if you're not careful with where you're running to. Should be killed immediately.
[u][b]Moksha Altar[/b][/u]
[img]{STEAM_CLAN_IMAGE}/44971889/30f2fd1760723fe9c2a975bee59baaebf8ec5069.png[/img]
If you've made a mistake with your medallion placement you can now pay a modest fee to remove your medallions at the Moksha Altar, where you can the re-equip them. You'll need to buy the upgrade first, but once you do it will appear in your runs!
[u][b]Adjustments to wall climbing to make it less "magnet-ish"[/b][/u]
The wall climb had some annoying quirks, such as where you'd automatically do a wall climb if you got too close to a wall while platforming. This could mess up your rhythm and just generally be annoying AF. So we've tweaked it to make it much more smooth - try it out!
[u][b]New end zone[/b][/u]
If you manage to beat the second boss you'll find a mysterious new end zone which will be the foundation for a new End Game system.
At the moment it's just a sneak peek but more content for this will be coming in the next couple of weeks...
[u][b]Bugfixes:[/b][/u][list][*] Fixed an issue with interact prompt being offset on controller
[*] Fixed an issue with camera focus on some interactable items
[*] Fixed an issue with elevator gears in Academy
[*] Fixed Astara sometimes not spawning
[*] Fixed an issue with Falcata's damage scaling
[*] Fixed an issue with some mobs not being able to grab ledges
[*] Fixed Bloody Spoils triggering on summoned mobs
[*] Fixed Pocket Money perk sometimes not triggering
[*] Fixed vines in Garden sometimes not spawning
[*] Fixed an issue that caused shields to not take any damage
[*] Fixed achievements not tracking
[*] Fixed Astara dialog in Garden displaying a white box
[*] Fixed glimmer tutorial not triggering in certain instances
[*] Fixed multiple localization issues
[*] Fixed exit doors in Zagros village missing from level generation
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[u][b]Changes to updates[/b][/u]
So, in other news we have closed the 'test branch' and will only be updating the main game. It was giving us too many problems to manage both the test branch and the main game and this should help us streamline the production process.
Updates might not come [i][b]every week[/b][/i] from now on as we need to be sure of their quality, and will more likely come every 2-3 weeks, but don't worry you'll still be getting regular new content :)
That's it for now, we'll be back soon!
Cheers,
Matt and the EE team