* Added some aim assist to make the grappling skulls easier to hit.
* Fixed an issue in the Sunken Temple level where you could soft lock the game.
* Fixed an issue in the Glacier level where the game would crash when dying to the boss.
* Added a shortcut portal in the glacier part of the final stage, at the section with dragon orbs & moving platforms.
* Shortened the duration of the floor fires in the final boss fight to make failed grapples less punishing on Easy & Normal mode.
Everblade v1.06 Update!
* Fixed an issue where status ailments would still be active after respawn.
* The lids of the horizontal sarcophagi leading to crypts in the graveyard now stay destroyed again if destroyed as in v.1.04.
* Fixed a rare issue where the player sprite would get stuck in idle state until you attacked after respawn.
* Balanced the challenge of some parkour sequences in the game between the different difficulty settings.
* Changed some of the graphics of the map in the final stage which could be somewhat confusing.
* Fixed a rare issue where you would fall off the flying skull platform when getting struck by lightning.
* Fixed a rare issue where the final boss would become invisible.
Everblade 1.05 Update!
* New game mode: "Easy" In this mode you don't lose lives when dying, bosses have less health and there is no "treasure loss" when exiting a stage.
* The "no-hit from boss achievements" doesn't count in easy difficulty.
* You now lose only half the treasures found in a level when exiting a level in normal difficulty. (You still lose all treasures found in hard difficulty).
* Added a warning message (regarding an achievement) when changing from hard to easier difficulty for the first time.
* The underwater air meter has been rebalanced in the three different difficulties.
* You now sink faster when swimming underwater if pressing down.
* The "magic particles" when aiming have been removed (to stop players from thinking it's gonna make the throw do more damage).
* Overall audio volume has been reduced.
* Fixed an issue where the "exit stage" function got disabled wrongly.
* Made some tricky parts where you wall jump between walls with moss a little bit easier (Also fixed in the demo).
* Fixed an issue where players didn't get the correct amount of treasure back when buying the portal key and then entering a stage without actually using the key.
* Skill Totem now only costs 500 treasures.
* Made the secret wall to the bonus level in the first stage easier to spot.
* The shortcut in the castle level has been altered and can now be opened without having to find the bronze key.
* The "Mirror puzzles" in the levels of the second floor now stay solved if you already have solved the puzzle and taken the reward.
* The heat meter in the desert has been balanced in the three different difficulties.
* The swarm in the desert boss fight has been nerfed in normal and easy mode.
* Changed the graphics of the Rock Turtle's bombs for more visibility.
* Made the Rock Turtle's hitbox bigger.
* You no longer respawn directly into the boss fight again after dying to the mini-boss in the mines level.
* Made a tricky jump with the minecart a bit easier in the mines.
* Changed the timing of the "Miner enemies's" ranged attacks.
* Items in the final stage's hidden shop now have the same prices as the shop in the hub area.
Everblade 1.05 Update! Easy mode is live!
* New game mode: "Easy" In this mode you don't lose lives when dying, bosses have less health and there is no "treasure loss" when exiting a stage.
* The "no-hit from boss achievements" doesn't count in easy difficulty.
* You now lose only half the treasures found in a level when exiting a level in normal difficulty. (You still lose all treasures found in hard difficulty).
* Added a warning message (regarding an achievement) when changing from hard to easier difficulty for the first time.
* The underwater air meter has been rebalanced in the three different difficulties.
* You now sink faster when swimming underwater if pressing down.
* The "magic particles" when aiming have been removed (to stop players from thinking it's gonna make the throw do more damage).
* Overall audio volume has been reduced.
* Fixed an issue where the "exit stage" function got disabled wrongly.
* Made some tricky parts where you wall jump between walls with moss a little bit easier (Also fixed in the demo).
* Fixed an issue where players didn't get the correct amount of treasure back when buying the portal key and then entering a stage without actually using the key.
* Skill Totem now only costs 500 treasures.
* Made the secret wall to the bonus level in the first stage easier to spot.
* The shortcut in the castle level has been altered and can now be opened without having to find the bronze key.
* The "Mirror puzzles" in the levels of the second floor now stay solved if you already have solved the puzzle and taken the reward.
* The heat meter in the desert has been balanced in the three different difficulties.
* The swarm in the desert boss fight has been nerfed in normal and easy mode.
* Changed the graphics of the Rock Turtle's bombs for more visibility.
* Made the Rock Turtle's hitbox bigger.
* You no longer respawn directly into the boss fight again after dying to the mini-boss in the mines level.
* Made a tricky jump with the minecart a bit easier in the mines.
* Changed the timing of the "Miner enemies's" ranged attacks.
* Items in the final stage's hidden shop now have the same prices as the shop in the hub area.
Easy Mode is On the Way
A new easier mode makes Everblade more approachable for kids and casual players. This new mode will feature the following distinctions: -Infinite lives -Weaker bosses -No loss of treasure when leaving an area
Devstream!
https://www.twitch.tv/everbladedevteam
Come hang out with the devs of Everblade on twitch - Friday the 27th of May. We will be playing Everblade while talking about the development of the game.
Tune in and ask questions directly to the devs or just hang out with us!
Hope to see you there!
/Elion Games
Everblade 1.04 Update!
* Made a ladder in the church longer/more visible so players won't miss it.
* Fixed so you can't retake the extra life in the church after each boss fight.
* Changed a misleading "fallthrough-platform" in the mines into a solid one.
* You no longer lose your treasure when exiting a stage/exiting game to menu if you have beaten the game.
* Minor bug fixes and misplaced tiles.
* Fixed some minor issues with the final boss when going into new phases of the fight.
Added May 16th:
* Changed sprite on the exploding rocks to make it more obvious that they're dangerous. * Map controls info is now only visible when in the final stage where you actually have a map.
Everblade 1.03 update!
A new patch again!? Well, we, the devs at Elion Games want our players to get the best experience possible when playing Everblade.
* Fixed an issue when using special abilities on certain breakable objects. * Changed a sprite on a breakable wall in the first level that was to hard to find. * Added a button icon that pops up to show you what to do if you haven't figured out how to beat the first fireball-spitting skeleton. * Changed one of the respawn positions when sliding down the ice slope and falling into the void. * Changed the hitbox of the dragon boss. No more crouching under it while it's lunging at you! * Added more info about the antivenom in the item shop. You also no longer lose the antivenom when exiting a stage from the pause menu. * Fixed an issue where the player would respawn in the wrong place in the desert temple. * Moved a shortcut portal so players won't miss it. * Fixed an issue where the game occasionally crashed in the game over screen.
Everblade 1.02 Update!
* Fixed an issue with the sound when changing the waterlevel. * Fixed the hitbox size of the lanterns and the boss in the bossfight in the mines. * Fixed an issue where you could get stuck in the water temple if choosing the wrong route. * Added outline to the hierophant at fade in/fade out to clarify immunity. * The falling "freeze-blocks" at the snow level bossfight breaks when hitting the floor or the boss rather than breaking after a certain amount of time. * Fixed an issue where buying the "Plaques" tip from the druid opened the wrong tip. * Fixed some misplaced tiles in the castle level. * Removed an enemy that spawned in an unfair position making you take damage when entering a room in the graveyard. * Moved a "climbing spot" so it doesn't interfere with throwing. * Added a message how to use your first skill after acquiring it for the first time.
--Final Stage spoilers ahead!-- * Added a portal so you can reach the final boss directly after reaching it for the first time. * Adjusted the first phase of the final boss fight so that the boss can be damaged during the "bubble-prison" in the first stage of the final boss fight. (The first stage of the boss fight is now less drawn out). * Shortened the time you are stunned when being electrified at the beginning of each stage of the flight scene. * Changed the speed of the orbs in the last phase of the final bossfight. * Changed where you get the map of the final stage so that players won't miss it.
Update!
* Fixed an issue where you didn't get your tokens back after leaving the bonus room without playing, after handing over the payment. * Some minor bug fixes.