Update #4 - Eye Candy, First Map Balancing, and more - v0.5.6

[h3]Greetings, Loners! [/h3]While deep in the production of the first Major Update, we are continuing our streak of constant releases with various improvements based on your feedback! Some highlights are: [b]Revamped visuals[/b] with a polished [b]City of Sands[/b], new [b]VFXs[/b], and finalized models for [b]Area Hold[/b] and [b]Taka-chan[/b]. We’ve also refined the gameplay experience with [b]quality-of-life upgrades[/b], such as improved curio stat displays, thicker strikethroughs in the UI, and capped size increases for those big [b]Snowbros[/b]. As for gameplay balance, [b]Train Plateau[/b] and [b]Twilight Dam[/b] feature smarter enemy adjustments, rebalanced objectives, and updated Memento unlock costs for a fairer challenge. Newer players who find the First Map a bit challenging will feel this change the most. Oh, and placeholder green cubes? They’re officially out. 😉 [h3]What's New [/h3][b]Visual Improvements[/b] [list] [*] Revamped visuals for [b]City of Sands[/b]. [/list] Old City of Sands [img]{STEAM_CLAN_IMAGE}/43314424/b97bc6c6883618e374287df7a568a84782bd5565.jpg[/img] Revamped [b]City of Sands[/b] [img]{STEAM_CLAN_IMAGE}/43314424/3a725c2a44858f65e8d507d82af7d4bd1444037f.jpg[/img][img]{STEAM_CLAN_IMAGE}/43314424/7bf6f8bad10c095100eb8db2dff3e17057b6529e.jpg[/img] [list] [*] Reduced shine on [b]Icy Orbs[/b] when increasing in size. [*] New [b]Hani Galvanized (Active Skill buff)[/b] Icon. [*] Final models for [b]Area Hold[/b] and Reward Chest ([b]"Taka-chan"[/b]). [*] New VFX for: [list] [*] [b]Bitter Barking Brew[/b] safeguard. [*] [b]Bonnie's Unstable Debuff.[/b] [/list][*] Removed placeholder green cubes from visuals. [*] Polished [b]Loadout UI[/b] for a cleaner look. [*] XP drop color adjustments for better clarity. [*] New animations [b]added to Objectives UI[/b].[/list] [b]Quality of Life Improvements[/b] [list] [*] Thicker [b]strikethrough[/b] in the UI for improved readability. [*] Positive curio stat changes are now displayed on top of negative changes. [*] "Alternate Actuality" [b]Snowbro[/b] Model now has a capped size increase. [list] [*] Although the Area can still increase, Snowbro won't be huge now if you focus your build on Area Size 🤣 [/list] [/list][h3]Gameplay Changes[/h3] [b]Balance Updates[/b] We’ve made adjustments to keep gameplay challenging but fair: [list] [*] [b]Friaca[/b] is slightly nerfed to improve fairness. [*] [b]Memento Changes:[/b] You now need to unlock [b]Banish and Purify[/b] Mementos before use. [list][*] (Previous cost: 470 / 1250 / 2020). [*] Banish: 920 / 2010 / 4000. [*] Purify: 920 / 2010 / 5000.[/list] [/list][b]Tutorial Enhancements[/b] [list] [*] Every Loner starts somewhere, and now our [b]tutorials[/b] make learning the ropes more intuitive [*] Devices now [b]reset automatically[/b] in learning areas. [*] Arrows were added so that paths could be readable better. [*] Healing shrines now feature [b]target signs[/b], letting you know they can (and should) be shot for recovery. [/list][b]Combat[/b] [list] [*] Increased all [b]enemy spawn distances.[/b] [*] Adjusted [b]miniboss and boss HP[/b] for solo play.[/list] [b]Explosives Rebalance[/b] [list] [*] Updated spawn behavior and damage for explosive interactions.[/list] [b]Map-Specific Tweaks:[/b] [b]Train Plateau:[/b] [list] [*]Reduced [b]elite snacks[/b] required as objectives (from 4 to 2). [*] Replaced [b]snacks with gunners[/b] for certain objectives. [*]Rebalanced [b]gunners[/b]: they now take longer to increase the max number of enemies.[/list] [b]Twilight Dam:[/b] [list][*] Swapped [b]gunners for snacks[/b] in objectives. [*] Balanced [b]snacks[/b] to better-fit gameplay.[/list] [h3]Fixes to keep the action flowing[/h3] Here’s what’s been patched up: [list] [*] Resolved [b]Loadout character animation freezes[/b] when navigating back from skills. [*] Fixed [b]Purify and Banish buttons[/b] becoming unresponsive on the first level-up. [*] [b]Nightmode Octavio[/b] now correctly takes damage when hit in the eye. [*] Curios are now only selectable [b]after completing their animations.[/b] [*] [b]ESC Menu[/b] no longer fails to open during Purify/Banish selections. [*] Prevented players from walking over water in camp. [*] [b]The timer now displays the total run length[/b], including pauses and level-ups. [/list] [h3]Known Issues[/h3] [list] [*] Gold Goblin can get stuck in specific places in Twilight Dam [*] There are some missing textures on Loner's Camp and Twilight Dam [*] The game starts stuttering, freezes, and clients are disconnected [*] Dead ally might be invisible to other players [*] Safeguard while downed blocks the user from continuing playing [*] Inviting through Steam makes friends join random people [*] Ash's Ultimate and Gear Dash Combo Allows Unintended High-Flying Out of the Playable Area [*] Placeholder Cubes are Being Used as Debuff Indicators [*] Incorrect Prompt for Curios Screen: "TouchPad" is Shown Instead of "Share" on the DualSense Controller [*] The player can get stuck in a gap and fall out of the map area [*] Selecting 'Unlock Skills' on an unlocked character and then switching to a locked one allows purchasing skills for a locked character [*] The game starts stuttering during the transition to the Final Boss stage [*] Opening Taka-chan and then instantly leveling up might cause the Taka-chan screen to freeze [*] Music starts stuttering and stops playing until the game crashes or the user returns to Camp in co-op [/list] [h3]Director's Note[/h3] Hey everyone! We're right in the thick of development for the next Major Update, and it's progressing very nicely! I wanted to come here and tease you a bit of what's to come ;) [img]{STEAM_CLAN_IMAGE}/43314424/398c18637fd11dff8ac8ff3f07bd20464a40e8d4.gif[/img] I'll leave you all to figure that one out. 😛 See you guys in the next update!