The first Afterimage patch is here

Afterimage

Afterimage is a hand-drawn 2D action adventure that emphasizes fast-paced combat with diversified character builds, non-linear levels, and a gripping story set in the ruins of a fantasy world.

Greetings all players! Since the launch of Afterimage, we have received a lot of feedback and suggestions from you, our community, streamers, your Steam reviews, and discussions on other social media platforms. After a whole day of gathering, analyzing, and discussing your feedback, we made the decision to improve the early game experience and several convenience mechanics while retaining the core gameplay of Afterimage. Our first patch contains multiple adjustments, improvements, and fixes. And it's now available to download. Please update the game to the latest version for the best possible experience. At a high level, this patch includes improvements to the fast travel system (now available at the beginning of the game), the map (locations are now automatically revealed after visiting them for the first time), and adjustments to the number of HP and MP potions you can carry. Full patch notes are listed below: [b]Adjustments:[/b] [list] [*] Adjusted the way the Map System updates – it will now update when players access it. [*] Adjusted the place of "Flower of Confluence", it will now be gained in Resting Town. (Players that have progressed past this point will automatically receive it). [*] Adjusted the hitboxes of some enemies’ attacks. [*] Adjusted the hitbox of some enemies’ contact damage. [*] Adjusted some enemy distribution in some areas with foreground to improve visibility. [*] Adjusted the Shop of NPC Alice - deleted the item “Windwalker’s Anklet” and added the item “Resting Potion” in Alice’s Shop at a reduced price. [*] Adjusted the buy price of all HP and MP potions and added 1 to the max carry limit of each HP and MP potion. [*] Adjusted the requirements to obtain the item “Emblem of Windwalker”. Now players obtain this item at the beginning of the game. [*] Adjusted the acquirement of item “Windwalker’s Anklet”. Now players will obtain this item initially after picking up the item “Left-wing Feather of Windwalker”. [*] Adjusted the trigger area for the end of the double-jump and downkick tutorial after obtaining the item “Left-wing Feather of Windwalker”. [*] Adjusted the location of item “Scavenger” to allow earlier access to it. [*] Adjusted the level requirements of some talents in the Talent Tree. Players will now be able to learn the first and second weapon skill of all weapons at an earlier stage. [*] Adjusted the description of weapons “Phantom”, “Moonlight”, “Bleak Moon”, “Soulhunt” and “Prism Gale” and added combo instructions to their unique weapon skills. [*] Adjusted the display of the unique skill “Mining Chant” of weapon “The Survived” [*] Adjusted the casting requirement of the unique skill “Soul Ignite” of the weapon “Evil Jade”. Now it requires at least 20 MP to cast. [*] Adjusted the effect upon kill of skill “Midas Touch” of sub-weapon “Scroll of Pillage”. [*] Adjusted the passive effect value of the accessory “Shade”. [*] Adjusted certain parts of the map “Rubiwood Forest” and the map “Sky Palace”. [*] Adjusted some enemy distributions on the map “Resting Road” [*] Adjusted some improper enemy distributions as well as deleted some of the map “Emerald Falls”. [*] Adjusted the visuals of sailing on the map “Misty Waters”. [*] Adjusted the visuals of one secret area of the map “Field of Pyro”. [*] Adjusted the MAX HP of the enemy “Lushwolf” and “??? (masked swordswoman)” [*] Adjusted some skill hitboxes of enemy “Loss, the Galefeather” [*] Adjusted skill cooldowns for the enemy “Aqil, the Goliath of Pyro” to improve the combat experience. [*] Adjusted the trigger timing of one certain mechanism and altered it to be triggered during dialogue. [*] Adjusted the visuals of one certain mechanism. [*] Adjusted the visuals during the dialogue in one specific ending. [*] Adjusted the spacing in the level display of several languages. [*] Removed the level listed next to the map name. [*] Removed the hit-stagger time of some immobile enemies. [*] Removed two breakable one-way barriers in two maps. [*] Removed incorrect consumption effects of some food items. [/list] [b]Bug fixes:[/b] [list] [*] Fixed an issue where after being hit by spikes or other mechanisms player will reset from invisible temporary savepoints too far. Added some invisible temporary savepoints during several platforming challenges. We will keep improving this in further updates [*] Improved enemy pathfinding. [*] Fixed an issue where the HP and MP do not decrease even with negative regeneration values once the player has full HP or MP. [*] Fixed an issue where successful parrying with the skill “Iron Bastion” still causes the player to receive contact damage. [*] Fixed an issue where using the right stick of a controller to scroll lines also moves the camera upwards or downwards. [*] Fixed an issue where the effect of the item “Mystic Coin” does not work properly if critical damage killed an enemy. [*] Fixed an issue where the effect and display of the item “Bless of Guardian” break the limit of HP bar. [*] Fixed an issue where enhancing the weapon “Prisma” decreases its attack and passive value. [*] Fixed an issue where the unique skill “Blinking Wyvern” of weapon “Celestial Remains” could cause the player to get stuck in walls. [*] Fixed an issue where the Magic Shield gained from the skill “Mystic Transformation” of sub-weapon “Scroll of Otherworld” did not properly remove the visual effect. [*] Fixed an issue where the accessory “Hollow Vessel” only worked with swords. [*] Fixed an issue where there are some Z-fightings on the map “Rubiwood Forest”. [*] Fixed an issue where some visuals of the map “Rubiwoord Forest”, “Silent Coast” and “Goliathfall” did not appear properly. [*] Fixed an issue where some platforms of the map “Resting Road” limit the jump height in platforming [*] Fix an issue where the hit time and water column mechanism displayed in the map "Silent Coast" did not line up properly [*] Fixed an issue where the collision of some moving platforms in the map “Albedo Tower” did not work properly. [*] Fixed an issue where the explode hitbox of the enemy “Explosive Meowling” did not work properly. [*] Fixed an issue where the blink skill of the enemy “Hideous Researcher” did not work properly. [*] Fixed an issue where the skills of the enemy “Failure” caused it to run into spikes. [*] Fixed an issue where the attack visuals of the enemy “Runic Guardian” remained after its death. [*] Fixed an issue where the Japanese dialogue scripts of NPC Alice were out of order. [*] Fixed an issue where the NPC Stanley's dialogue at Emerald Falls did not work properly [*] Fixed an issue where sometimes the screen flashes to white and does not return to normal. [*] Fixed an issue where some fonts did not work properly. [*] Fixed an issue where some battle rooms had the wrong BGM. [*] Fixed an issue where the cutscenes will be automatically skipped after inserting a DualShock 5 controller [/list] Although the patchnotes end here, but we will continue collecting your feedback to further improve the game. Furthermore, these issues are to be fixed in upcoming patches: [list] [*] Add some special visual effects for enemies with a much stronger power level than Renee's for players to recognize when they are under-levelled. [*] All NPCs' locations will be immediately recorded on the map after players encounter them initially [*] Add more proper invisible temporary savepoints during platforming challenges [*] Extend the i-frame time after interactions, such as when the acquisition interface pops up after players pick up an object (in the current version, players aren't attacked either while interacting) [/list] Thank you for all of your comments and suggestions! We'll keep working to improve Afterimage and provide you with a better game experience as well as new content in the coming days! - Afterimage Team