Here's our second patch for Double Cross, with some adjustments to combat, an option to skip dialogue in levels you've already beaten, and several other minor improvements and bug fixes.
[b]Combat and Movement[/b]
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[*] We adjusted combat inputs to make performing more advanced moves easier.
[*] We made Zahra’s wall jump a bit more forgiving.
[*] Combat damage is now better communicated by having characters flash red when hurt.
[*] We reduced how much Zahra can push enemies by walking into them.
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[b]Levels[/b]
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[*] Using the Double Jump upgrade in the Firebrand Factory will no longer break the camera or certain monster closets.
[*] Falling out of the caravan during the last second before an explosion in Bonecrackle Canyon no longer respawns you surrounded by invisible walls.
[*] We fixed a spawn point in Bonecrackle Canyon where players could get stuck inside a truck upon respawning.
[*] We fixed a bug with the camera at the beginning of Kaneda Boulevard.
[*] We added visual guides to the moving platforms in the Bowhemoth in Funky’s Arcadium.
[*] We fixed some camera jitter in RIFT HQ.
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[b]Boss Levels[/b]
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[*] We simplified the final challenge before the boss fight in Gootopia, and removed the jitter that was happening in it.
[*] We adjusted the beginning of the Funderdome boss fight so that players can’t get pushed into the floor.
[*] We fixed an issue where the Hanchobot’s hands would not explode properly.
[*] We added a new intro to the final boss fight, which includes a terminal that lets you change upgrades if you die during the fight.
[*] We added a better telegraph to one of the final boss’s attacks.
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[b]Menus and Case Log[/b]
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[*] We added a button to access the Manual on the pause menu.
[*] Replaying boss levels no longer shows red exclamation marks on Case Log items you unlocked the first time.
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[b]Dialogue[/b]
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[*] We added an option to skip dialogue by pressing Escape (or Start, on most controllers) while watching dialogue in levels you’ve already beaten.
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[b]Visuals[/b]
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[*] We adjusted the goo shader to properly reflect intended visuals.
[*] We fixed an issue where Sprout would look really aliased after being shown certain clue.
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[b]Sound[/b]
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[*] We raised the overall volume of the game.
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[b]Other stuff[/b]
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[*] We added a combat tutorial pop-up to the training level.
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[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32533556/98e757f7e226ea169492385dc77d80063d95b649.png[/img]