[QUOTE=ColossalSoft;51281134]11 hours is [I]not[/I] short.[/QUOTE]
For this type of game it is. For something like call of duty or a puzzle game it would be really long
I really wish the game had more enviroments/set pieces, so far there are only 4 different enviroments and are all reused too often.. when the game before had so many different set pieces and all looked gorgeous (that giant graveyard and castle on the hillside OOMPH)
patch 1.1.5.0 is out
[url]http://steamcommunity.com/app/324800/discussions/0/333656722983201079/[/url]
[quote]Grasshoppers!
Thanks for getting back to us with all the feedback and emails - we are working hard to address all the issues and requests submitted.
Please keep the emails and discussions going!
Patch 1.1.5.0
Balance and gameplay changes:
Boss spider: on higher difficulty HP will be restored only up to phase-related tiers.
Boss spider: fix for lack of stomps during movement.
UI changes:
- Added Multiplayer Chat
- Browsing a list in the equipment menu will now stop when reaching topmost or bottommost item on the list.
- Added an option to skip prologue when starting New Game Plus
- Orbs of Masamune count will be displayed only after picking them up for the first time
- Fixed a crash with entering the inventory while dropping a turret weapon
- Weapon Selection Circle now supports inverted mouse, improved mouse selection acuracy
- 'Resume game' will no longer be grayed out when using controller
- Normalized aim responsiveness for controller
Engine fixes:
- Fixed refraction
- Compressed audio files / sound stutter fix
- Fixed shadow flickering
Photo mode:
- Editable text boxes
- Fixed screenshot saving issue for non-unicode languages in Windows.
- Fixed slow-mo effect and mouse speed when entering photo mode while performing Vortex attack
- Added 'Sharpen' option in photo mode
- Added 'DoF strength' option in photo mode
- Added 'Lock first person camera' option in photo mode
Multiplayer fixes:
- Fixed being stuck on menu screen when dying
- Fixed Marvin special rabbit proc
- Fixed Second Chance perk
- Fixed a blocker when players sometimes got stuck when using a vendor and teleported to a boss fight.
- Fixed Vanish being cast on host when a client used Blade of Exile
- Fixed interacting with vendors for co-op partners
- Fixed a situation in which client could lose a deployed turret weapon after disconnection / leaving the game
- Fixed host crashing when a client leaves game after using a turret weapon
- Fixed recovering multiple turrets in multiplayer mode
- Fixed a cutscene for clients in "Ninja'd Scrolls - Part 1" quest
- Client turret will now consume ammo
- Fixed the disappearing portal for co-op partners in "Big Trouble in Calamity" quest
- Fixed lack of music in main menu after disconnecting from co-op game
- Fixed gates for co-op partners in "Big Trouble in Calamity" quest
- Fixed several stability issues
- Fixed players gaining/losing movement speed
- Fixed acquiring Blade of Exile by co-op partners
- Fixed rotation of quest items for co-op partners
- Fixed disappearing minimap icon of shrines
Gameplay fixes:
- Fixed XP gain after reaching character level 95
- Fixed potential blocker while fighting Belly
- Fixed places in the Hub where player could get stuck
- Fixed weapon being transparent after it was used as a turret during Vanish and later picked up after Vanish ended
- Fixed hold RMB to channel healing
- Fixed auto weapon change when out of ammo.
- Fixed client climbing cancel on cutscene launch
- Fixed weapon autochange after running out of ammo for manual detonator and laser guidance gems
- Fixed places where player can get stuck (mountains_9)
- Fixed a rare issue with katana force slash crashing the game.
- Fixed places where player can get stuck (science_1)
- Fixed door opening in Yakuza Mansion
- Fixed enemy Herculon not attacking after loosing an arm
- Enemy navigation fixes
- Fixed enemy Hammerhead behavior after losing left arm
- Fixed weak spot achievement for melee weapons
- Fixed issues with enemies using 'harpoon'
- Fixed Ancient Goddess Ameonna hp bar on death
- Fixed sending sound signal from explosions
[/quote]
at this point I am just waiting for new enviroments, chi-powers to be useful in insanity and above (every monster is superior that also have powers immune??????) and the end-game to come out
I really want to see a skill modifier that draws those shadow spikes into eachother like a black hole ability.
The game says I'm about 70% of the way through and it's fun so far.
To address complaints from reviewers like TB, I think the upgrades system could simply be tweaked a little on the menu side to help you get everything sorted out faster.
Pausing to equip upgrades DOES interrupt the flow of the game but the stat increases you'll get from doing it that often is not worth it. I intentionally don't bother checking my loot at least until after the mission's over. If you're one of those people who has to constantly check their new stuff, I don't know what to tell you because it's fine if you just go crazy and play it like a shooter.
There could definitely be more tilesets. It would be cool to see a developer do something where assets that show up more than once in a game would be more or less likely to appear depending on stuff like playtime. This would be a huge help for things like ambient dialog and would give a game like this a sense of progression even though there is no linear order for the maps.
I haven't heard anything that blows my mind in the soundtrack except I looooove the pause screen music ([URL]https://www.youtube.com/watch?v=ixEPSLXmEXQ[/URL])
When I went to find it in a complete OST video I was actually kind of amazed to see a youtube comment reference one of my favorite parts:
[IMG]http://i.imgur.com/yMLesMz.jpg[/IMG]
because it's such a subtle moment in the track.
I think that the way the 2013 theme is used in it is really good, which is weird because it's way overused in the ambient level music. Honestly I usually just have Hotline Miami on in the background.
I have armor upgrades that in total give me +60% extra melee damage. I also have that medal equipped that give me +60% melee damage. All my melee weapons are elemental, meaning I always have 4 of them in my inventory. All those melee weapons have at 3 +20% <status> damage.
All my ranged weapons are weapons that shoot once. I have the autoreload skill maxed. All my ranged weapons have at least 2 +20% damage on them, with most of them having 3.
I also maxed my Vanish skill, and have some upgrades equipped to give +40% melee damage. I also have my forward thrust skill maxed.
Superior enemies that are vulnerable to say, ice, lose 60% of their health with just one fully charged stab if I do this forward stab.
None of the enemies feel like bullet sponges anymore.
Looks like we are going to get new content soon™
[t]https://my.mixtape.moe/owbqvm.JPG[/t]
[img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9032124/1f0b3465fcc4a363096244e00243d56591eb1c71.jpg[/img]
[url]http://steamcommunity.com/games/324800/announcements/detail/289751074100062934[/url]
[quote]
[media]https://www.youtube.com/watch?v=ymNewPny5x4[/media]
The Way of The Wang DLC includes:
* Seven Brutal Trials
* New Crafting Modes
Infuse Gem - merge gem with weapon, available after finishing two Trials of Infusion
Purify Gem - remove negative stats from gem, available after finishing two Trials of Purification
Embed Gem - upgrade base weapon stats, available after finishing two Trials of Embedding
* New Weapon: Fist of Gozu. Finish Trial of the Ancient God to receive this powerful weapon
* Five New Achievements
* Three new difficulty Tiers for Insane difficulty
Updates Include:
Photo mode:
- Fixed photo mode camera orientation reset when changing fov
Engine fixes:
- Fixed 'Saved Games' relocation
- Corrected blade intersection test
- Fixed missing shadows after changing a map or weather
- Gamepad sensitivity curve adjustments
Gameplay fixes:
- Fixed blob transformation when he is electrocuted
- Fixed Warlord force slash bug
- Fixed incorrect Vanish behavior
- 'Plasmoid' camera clipping fixed
- Pickup item disappearing on hard landing fixed
- Alt weapon ammo counter fixed
- Mech: fix for minigun and grenades killing other enemies
- Fixes for places where player could get stuck
- Added missing minimaps
- Fixed 'Second Chance' skill trigger on Blob transformation
- Various audio fixes
Multiplayer fixes:
- Fixed rotation of some quest items
- Fixed damage caused effects for other co-op players
- Fixed a bug where co-op partners get level up while still in loading process
- Fixed disappearing weapon after cutscenes in some circumstances
- Some optimizations
- Fixed quest sword not showing up for clients
- Fixed barrier not spawning when fighting the last boss
- Fixed a situation in which client is blocked in hub after he is teleported to a cutscene from active mission
- Fixed chi and health not regenerating while in hub for client that teleporting to a cutscene
- Fixed client spawning outside of temple when dying during the fight with acolytes
- Fixed a possibility for a client to be forcibly teleported to a level from hub
- Fixed quest giver Kamiko not spawning for clients in hub area
- Fixed client block on 018kmh after last cutscene
- Fixed door sigil for clients
- Fixed taking damage from neutral opponents
- Fixed anvil not showing for clients
- Fixed Kamiko's spikes remaining on map for clients
- Fixed an issue with client seeing closed vault doors after he joined during a cutscene
UI:
- Levels of other players are visible on their avatars
- Players will get notifications via multiplayer chat about teammate's death, level up, connecting and disconnecting [/quote]
end game is here!
-snip-
You can get the Nobitsura Kage sword now by doing the timed christmas quest
[QUOTE=Dr.Cola;51579561]You can get the Nobitsura Kage sword now by doing the timed christmas quest[/QUOTE]
They spelled its name wrong.
It's spelled wrong on purpose
lol the music that plays in the gun store every time you walk in is from the original 90's Shadow Warrior.
Sorry, you need to Log In to post a reply to this thread.