Today's update further refines the games difficulty and also improves the player defense system.
Additionally, your top score in Survival is now displayed in Survival menu! Old scores won't be displayed, you will need to get new scores.
Features & Updates
•Hero Block Breakable
•New Hero Blocking Animation
•Survival Top Score
Fixes & balancing
•Boss Battle balancing in Futile
•Various bugs and fixes
[Update 0.8.21] Futile Difficulty in Survival!
The last few updates have focused on upgrading enemy difficulty for Futile Mode/Super Enemies. Build 0.8.21 brings all the elements together...
Razor can now block, parry and dodge.
New Survival Map - Holy Grounds!
You can now play Survival on Futile Difficulty!
Check out the full change log below:
Features & Updates
New Survival Map 'Holy Grounds'
Holy Grounds - new camera motion
Survival Difficulty Select
Razor block, parry, dodge in futile
Fixes & balancing
Enemy difficulty adjustments
Level 27 changes
Player control refinement
[Update 0.8.19] Elite Solder improvements
Build 0.8.19 further improves Futile Mode by adding extra abilities to the Elite Soldiers. Elites can now block and counter and attack, they can even perform a new forward dodge. Be careful! Elites are more dangerous than ever!
Below is the update log:
Change Notes Elite Solider changes only apply to Futile Mode.
Features & Updates
Elite Soldiers can block and parry
Elite Soldiers can forward jump
Fixes & balancing
Level 34 layout changes
[Update 0.8.18] Enemy Soldier and Futile Mode!
I am VERY happy to release build 0.8.18! I've crafted something interesting, maybe the most interesting addition in a while... you players will be the judge.
I've added defensive abilities to the Soldier enemy. The Soldier can now block your attacks, counter attack and even dodge backwards. This will only apply in Futile and AND for Super Soldiers.
Take a look:
Notice the enemies blocking and avoiding danger! I'd love to get some feedback on this new enemy behavior. Eventually, I be adding the same functionality to the other enemies.
Here's the full update breakdown:
Features & Updates
Soldiers can block
Soldiers can counter attack
Soldiers can dodge backwards
New Eagle animations
Fixes & balancing
Level 26 difficulty adjustments
Soldier enemy difficulty
Various minor changes
[Update 0.8.17] Fixes
Stress no more, here's a wave of fixes:
Fixes & balancing
Survival Level fixes
Dodge out from Power Strike
Level 37 changes
Level 17 spawn fix
Level 25 environment art
Minor bugs and fixes
Some known issues
So it looks like there are a couple of bugs that I would like players to be aware of, as I wasn't able to fix them as quickly as I liked.
I'll have an update this weekend that will solve the issues, but until then:
- Level 17 sometimes will not load. This happens when going from level 16 > level 17. Level 17 will work if you access it directly from the Level Select.
- Level 9 and Level 26, both are Survival levels. Sometimes, enemies don't spawn, which leaves you stuck without any way to progress. Try restarting the level, or access it directly from the Level select.
For now, those are the issues. Expect the fix soon :) Thank you for your understanding.
[Update 0.8.16] Levels!!!
Rearmed now has a grand total of 40 LEVELS!!
Fact, Rearmed launched into Early Access with 20 levels.
0.8.16 brings 8 new levels into the mix - Castle, Cave, Survival levels, jumping levels...
Here's the breakdown:
Features & Updates
x8 New levels
Level 9
Level 16
Level 17
Level 25
Level 26
Level 34
Level 37
Level 38
Fixes & balancing
1st Boss New Attack
1st Boss AntiFlinch during attack spin
Pausing refreshes Booster Cooldown bug
Surivival boss spawning bug
Enemy Collision bugs
Booster Sets not saving
[Update 0.8.15] Refinment
The last update introduced a brand new weapon system. Tons of code was rewritten to accommodate the new feature. Sadly, a few issues slipped through my fingers.
0.8.15 is a much more refined build. Far fewer bugs, more unlocks, better weapons and overall performance enhancements.
Changes
Update and have fun!
Feedback on Game Performance
v0.8.15 is nearly ready to go Live on Steam. This update will be fixing a whole lot of bugs introduced into 0.8.14 around the new weapon and perk back-end.
Expect that update to land on Steam soon.
In the meantime, I'd REALLY like to get some feedback in regards to the games overall performance. I've put some extensive work into optimizing the game, code routines and vector art - the game is running very smoothly in full screen for me.
When v0.8.15 lands, I'd like to know if there are any noticeable improvements to the Final Boss sequence, which is one of the more laggy areas in the game.
[Update 0.8.14] Rearmed Redefined
Rearmed Reinvented
The Rearmed Armoury has been Reenvision, Reinvented if you will - completely Revamped and now Released. Rediscover the fully Realized Range of arms in Rearmed.
Before this update...
Rearmed launched into early access with a small selection of Weapons and Boosters. I always felt that the system was lacking in quantity, and in weapon choice. Rearmed only offers the choice of a better weapon, and in my opinion that is not enough choice.
Weapons should be competing against each other for the players attention. Different weapons should be better suited for certain tasks. There should be no Single Ultimate Sword that will forever eclipse any other choice.
There now, until now I have finally solved this!
What's new in 0.8.14?
A brand new weapon system with 50+ weapons!
Weapons now define your booster set. Each and every weapon has a different configuration of available booster slots as well as linked boosters that cannot be changed. Some weapons even have Ability Booster slots, with 2 maximum. Ability boosters are linked to [Q] and [W] on keyboard, or [X] and [Y] on controller.
Full Change Log
Features & Updates
+50 weapons
More Unlocks
New Weapon/Booster system
New Booster - Speed Boost
New Booster - Extra Range
New Booster - Fire Ball
New Booster - Attack Lunge
Fixes & balancing
Can use two Ability Boosters
Performance optimization
Apologies for this long waited update, I fell sick twice during the last month. Development has been incredibly challenging. Most of the work involved reworking the menus to accommodate the new weapon system. I also developed a new 'Weapon Designer' application to help me customize weapons quickly and feed the changes into the game engine.
The difficult part is now over - the game has never run more smoothly. Feedback on this update would be hugely appreciate! Please leave a comment in the forums :)