Patch Notes v1.0.7

Death of a Wish

THE NEO-SANCTUM SHALL FALL. Claim retribution against the theocratic Faiths as you master vicious hack-and-slash combat in this action-RPG where style is salvation.

Hello all! [i]Death of a Wish[/i] has now been out for three weeks, and it's been wild seeing the game grow and reach new audiences. We've also gotten a ton of great feedback from our reviews, comments, and watching people stream/let's play, and this latest update focuses mostly on addressing these notes. Here's a quick rundown of the biggest changes: [b]Features[/b] [list] [*]Added a new setting in the options menu called [b]Combat Contrast[/b]. When this setting is on, the game will further contrast the player/enemy characters from the background, as well as reduce background visual noise during combat. There are four settings with this option, each with a more exaggerated effect: [b]Off, On, Extra, and Max[/b]. If you're having trouble distinguishing enemy movement from the background, give one of these increased settings a try! [*]Chris can now [b]Rewind out of hitstun[/b]. You can even cancel the big knockback hitstun with a Rewind use! We hope this will encourage players to experiment with using the Rewind, and prevent frustration caused by taking a lethal hit right as you're trying to input a Rewind. [*]Altered the [b]sound cue[/b] when an enemy starts an [b]unparryable[/b] attack, to better distinguish the sound from the parryable attack. [/list] [b]Balances[/b] [list] [*]Enemies will now be less likely to [b]overlap[/b] their attacks patterns when fighting in groups, particularly on the [b]Easy and Normal SIN difficulties[/b]. [i]This change is intentionally lessened on the harder SIN difficulties, but still has some effect compared to previous versions.[/i] [*]Altered the timing on the visual enemy attack cue so that it more closely signals the beginning of the parry/perfect dodge timing. [*]Chris no longer loses his brief period of invincibility from parrying when immediately cancelling the parry animation into a counterattack. The grace period for a successful parry should now last about one second from the moment the parry was triggered, regardless of whether the animation gets cancelled or not. [*]Further tweaked the health values and damage type weakness/resistances of various boss encounters (including [i]Crusade Engine Uriel[/i]). [/list] [b]Fixes[/b] [list] [*]Fixed a bug that caused certain parryable enemy attacks to be marked as unparryable. [/list] If you haven't started the game yet or were waiting for some concerns to be addressed, this is a great time to play and leave a review! [i]Death of a Wish[/i] has already garnered 60+ positive reviews at the time of writing, and it'd be so cool to see the game get to 100 Steam reviews! With your help, I think we can do it. Thanks again and talk soon, - Colin