Oooooooohhhhh man. Biggest update yet.
It's been a long while since I last updated this game; about 5 months, I believe, so I've broken the silence. Today I've released Oneiro 0.8.5! This update covers a whole lot of additions and changes, so I'm gonna get to the changelog real quick. Many things listed here have already been mentioned in my previous Youtube Video, that you can find here.
Major Changes:
A new Labyrinth follows upon defeating Terror in the 1st Labyrinth. Important info:
It is now required to defeat both of these Labyrinths in order to complete the game. The time limit is still put into place, so you must complete it all within 20 minutes. This was a tight timer for even me, so I've adjusted Terrors fight a little bit to make it easier.
7 new enemies; including a miniboss; as well as a boss.
The Siren - The new final boss; She'll swim between several rocks throughout the battle, and will sing songs that'll cast thunder clouds and geysers to attack the player. The water level will rise up as the fight continues, which slows the player down severely.
Minotaur - The 2nd Labyrinth's Miniboss; Found at the peak of the labyrinth. He is fought within an enclosed room with indestructible walls and will rush towards the player to damage them.
Nature Bulb - A strange organism that hides within a protective plant shell. It has high defense, and it shoots out homing projectiles that pack a punch.
Angry Plant - A plant that spawns within bogs. When the player goes near them, they will launch many leaves towards the player.
Nature Giant - A giant that hibernates within the labyrinth until it's awoken by the player. It can cause a shockwave similar to the Golem enemy, and surround the player within a several tree roots that sprout from beneath them.
Forest Imp - An imp-like creature that will teleport behind the player and toss a projectile towards the player.
Poison Wisp - Practically identical to the red wisps in the first labyrinth. They shoot out more projectiles, but now poison instead of burning.
6 new accessible items. As well as a new Gear that can be dropped by the Minotaur.
Pocket Bonfire - Grants the ability to dodge roll. Double tapping a directional key will move the player quickly and even grant additional height to your grounded jump if you perform a jump while rolling.
Fish Scale - Lowers the harmful status infliction durations by 20%. Collecting 5 of these will effectively make you immune to all status effects such as burn, ice, poison, and curse
Bag of Sand - Boosts a random base stat upon killing an enemy. Collecting duplicates will increase the number of stats being raised; not the potency of the stat boosts.
Sapling - An item dropped by the new Elite enemy; upon being damaged, the player'll emit a spore cloud which damages enemies and heals you.
Medicinal Pack - An item that will grant extra healing bonuses through any healing means.
Headband - An item that will increase both velocity and damage of Throwable Gear and Spear Throwing alike.
Minotaur Horn - An infinite-use gear dropped by the Minotaur. Upon using, it will launch the player forward a great distance while destroying any structure, and dealing damage to enemies. This will only work while grounded.
5 new weapons specific to the labyrinth.
3rd tier weapons; the Ancient Blade, Hunters Knife, Glaive, and Waraxe.
The Minotaur Blade is a drop from the Minotaur miniboss. This is a Sword motion, which grants the player extra distance when using the alternative attack.
2 new Music Tracks; exploration and boss music.
You can listen to these tracks on the my bandcamp; The Second Layer is Revealed and The Siren's Audience respectively.
New Generation
New center patterns; as well as special pre-made patterns.
Mushrooms will generate along the walls sometimes, and these can be used to bounce on and get higher jumps.
The player will now start their nightmare off Unarmed; a new "weapon", which allows for attacking with their fists. This weapon is weak and has little range, but it also has more attack options than any other weapon by utilizing a light/heavy attack combo system.
Keybindings are in place. They will accept practically any input and I'm extremely proud of this addition. Hopefully some people will utilize this feature more than I do.
Minor Changes:
Several new models for items such as Fiery Essence, Scarf, Unstable Aura, and more.
Every enemy will now have a health bar above them. In addition to this, damage numbers will appear whenever they are damaged. This was put into place to help clarify how much damage the player was doing with each attack and item/gear.
Some enemies will now have dynamic hitboxes; What this means for the player is that when the enemy animation bends down, your attacks will no longer hit right above them. This is most noticeable when you impale enemies with a spear throw.
You can now immediately use gear off the ground by pressing the Gear Usage key, as opposed to the interact key. This is one of the best Quality of Life changes the game has received in my opinion.
The Antidote will now grant 60 seconds of status immunity upon drinking.
New gear: Duplicator
Upon using this gear, the inventory screen will immediately appear and you'll be forced to duplicate one of your current items/gear.
The Dice gear also has a possibility to do this effect.
The notification for picking up items has been improved.
Several changes to previous items; some were nerfed, some work as intended now; and some, like the Broken Fang, can now only be found within the 2nd Layer.
Weapons now have a description. Does nothing functionally, just a little flavor text.
Spike Traps can now spawn even without land. This means that spike traps have a chance to spawn in the narrow Weapon Chambers.
The Labyrinth will now become disturbed and fall apart piece by piece once the boss fight is initiated.
The menus have been tweaked a little, and the Display options work better (ie. Resolution/Quality settings as well as other settings).
In addition to the menus; the controller detection should hopefully work better. From what i personally tested, it's miles better than the previous controller detection.
Internal Changes:
Fixed several potential exploits that players could use to gain unfair advantages.
Some more work was done with optimization.
The treasure chest spawning algorithm has been reworked; They should be more spread out than before, and the contents inside the chests will hopefully be a little more balanced (ie. no more collecting so many duplicates of the same item)
Fixed a countless number of bugs I came across.
Some more work done to get a head-start development on the future labyrinths.
Alright. I think that was mostly everything. It's a ton of new stuff, and I hope you all find it enjoyable to play. The game is a bit difficult for even myself sometimes and I'm the developer, so perhaps I'll need to lower the difficulty in a future patch.
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