Lots of fixes, balance changes and improvements based on your feedback!
Changelog:
GAMEPLAY CHANGES
Spells
Shield Spell: Duration increased from 10 to 15 seconds.
Eldritch Vision Spell: Duration increased from 10 to 15 seconds.
Player
Eldritch Energy Regen: increased from 1 to 3.
Weapons
Reworked fire lights for all weapons and projectiles.
Enemies
General Enemy Improvements
Improved fire light animation to increase readability.
Small tweaks on audio.
Fenrir General:
HP from 90 to 70.
Projectile Eldritch Energy burn: 20 to 10.
Fenrir Light Soldier:
HP from 70 to 60.
Slowed projectile speed.
Fenrir Heavy Soldier:
Ranged Damage decreased: 25 to 20.
Melee Damage decreased: 30 to 18.
Level
Landmines light is now more visually noticeable.
Improved triggers for encounters based on player's feedback.
Reworked lighting in different parts of the level.
Added pickups in multiple parts of the level.
Reworked first Eldritch Seal tutorial to be more clear (thanks Max!)
Reworked Shotgun tutorial for Destructible Walls to be more clear.
Eldrich Vision Spell - Rework
The Shield Spell has been reworked to avoid players constantly having it on, and creating an interesting tradeoff.
The Eldritch Vision Spell visuals and audio have been reworked.
The Eldritch Vision Spell now has a Duration and a Cooldown.
All hidden actors now animate once they're hidden or shown.
Player Weapons
Shotgun: Now has 25% less effective range.
Obrez now does 70 damage when fully enchanted
BUG FIXES
Performance
Some performance work was done and in some cases you might get better framerate.
Settings
Fixed Inverted Mouse not working properly.
Spells
Shield Spell: Fixed a bug where the Shield explosion would trigger a Landmine or Explosive Barrell and would not protect the player.
Weapons
Fixed a bug where enemy projectiles could collide with player weapons fire, making enemies feel tougher than what they were suppose to/seem like weapons did less damage.
Fixed a bug related to weapon enchanting where it was automatically giving full bonus.
Enemies
Fixed a bug related to enemies hitting player through walls.
Fixed a bug where Heavy Fenrir Soldier was trying to fire without Line of Sight.
Level
Fixed a collision issue of a platforming part at the end of the Necropolis.
Fixed trails not disappearing after solving a Seal puzzle.
Fixed an unintentional blind spot where Exposed enemies (Zombies) couldn't attack the player
Fixed moving trap not re-triggering correctly
Fixed incorrect material for destructible wood planks
Also if you're into social media and wanna know more about KVLT's development, follow us on Twitter
Yours truly, The Evil Guinea Pigs
KVLT Demo Update 7: 'The Key'
FELLOW KVLTISTS!
KVLT's Demo Update 7: 'The Key' is now LIVE!
This is a major overhaul on the game, we did rework a good bunch of the gameplay systems in the game, added and reworked content on the level and improved settings by adding new options like FOV, Subtitles, etc.
Changelog:
GAMEPLAY
Obrez - Weapon Rework
Now the Obrez has an ancient artifact attached to it called 'The Key'.
The Key will react to nearby Hidden Objects, you will be able to interact with some of them as well, in order to do so, focus your sight while wielding the Obrez on them and Enchant the weapon (Right Mouse Button by default). Some Hidden Objects will require the Eldritch Vision Spell to be ON to interact with them.
Added new SFX / Reworked old ones.
SMG
Added new SFX / Reworked old ones.
Seals - Rework
Seals now require The Key to be interacted with, instead of shooting an enchanted Obrez shot as it was previously.
Some Seals might open more than one Gate now.
Gates - Rework
Improved visuals.
Some gates might require more than one Seal to be open.
Shield Spell - Rework
The Shield Spell has been reworked to be both a defensive and offensive ability.
The Shield Spell visuals and audio have been reworked.
The Shield Spell now only has an upfront of 25 Eldritch Energy.
The Shield Spell now has a Duration and a Cooldown.
The Shield Spell has its own HP now.
Once the Duration its met, or HP gets to 0, the Shield will be destroyed.
Once a Shield is destroyed it will explode, causing damage to nearby enemies or objects in the world.
The Shield has a base damage, but for every point of damage it has taken, it will do a bonus damage point.
Eldrich Vision Spell - Rework
The Shield Spell has been reworked to avoid players constantly having it on, and creating an interesting tradeoff.
The Eldritch Vision Spell visuals and audio have been reworked.
The Eldritch Vision Spell now has a Duration and a Cooldown.
All hidden actors now animate once they're hidden or shown.
Energy Altar - Rework
Charge Stations require interaction from The Key to be activated.
Charge Stations have limited amount of Eldritch Energy to give to players (AKA they can be depleted)
Charge Stations visuals and audio have been reworked
Movement - Rework
Players can now Run and Slide
Visuals, audio and feedback for all Movement Modes has been reworked
Players now have Stamine Points. Stamina Points get consumed while players Run and they replenish over time if you're not running.
You can now destroy boxes while sliding.
Footstep Audio has been reworked.
Death - Rework
Death now has an animation to improve feedback
Death now doesn't move players to a menu, instead allows players to go retry directly.
Player HUD/UI - Rework
Player HUD has been reworked to accomodate new mechanics but also old UI has been improved.
Player HUD has animations to improve readability when player is damaged, spends ammo or Eldritch Energy.
Player's Crosshair now animates when succesfully hitting an enemy to improve readability.
Added Eldritch Vision and Shield icons with Cooldown and Duration.
Events log now has animations
ENEMIES
General Changes
All Enemies now drop ammo pickups
Light Fenrir Trooper
Light Soldiers are now a projectile based enemy.
Light Soldiers now commit to all their cartridge ammo, unless the lose line of sight with player, before reloading.
Fixed some animation bugs, still a full rework expected for full game but it should look a bit better
Increased damage.
Heavy Fenrir Trooper
Reworked AI to now be more aggressive and try to fight players in close combat.
Increased damage.
Fenrir General
Projectile now only burns Player's Eldritch Energy if they don't have the Shield activated.
Increased damage.
Fenrir Zombie
Fixed a bug where Fenrir Zombies didn't face moving direction, instead always looked at target.
Added new audio when Fenrir Zombie is triggered, to improve positional feedback.
LEVEL
Level has now been reworked, it's about 30% bigger than before.
Added Destructible Walls to the level, these are only destroyable using the Enchanted Fire mode of the Combat Shotgun.
Initial Tutorial section of the level has been completely reworked to be longer and feel more natural.
Tutorials are now reworked to be animated notifications that can be closed with the expected tutorial input.
Encounters now have increased enemy amount.
Added 2 new encounters/rooms to the Necropolis section of the level.
Added 2 new encounters/rooms to the Trenches section of the level.
Reworked the Forest section of the level.
Reworked the Minefields section of the level.
There's now new 3D models and textures for some parts of the levels and objects.
Minor lighting changes to improve readability
A bug related to Trap Walls in the Necropolis area has been fixed, thanks FELLOW KVLTIST Bassem for reporting it!
Fixed lots of collision issues in the level.
SETTINGS
Subtitles have been added to the game.
Subtitles can turned ON/OFF.
Subtitles background can be turned ON/OFF for increased readability.
Fixed Master Volume not working.
FOV Setting has now been added to the game.
Some bugs related to sliders have been fixed in the Settings menu.
- A new popup message has been added when clicking on the 'Start Demo' button in the Main Menu if there's a save game, by clicking 'YES' progress will be deleted and a new save state will be created. This behavior will be corrected for the full game when multiple levels are in the build. - Submited a possible solution for a FELLOW KVLTIST where when trying to run the game the error 'CreateProcess() returned 570' is yield. - Added a new 'Log Message' on the Top Right, to give feedback when any picking any Pick Up.
Thanks for your feedback!
Evil Guinea Pig
KVLT Demo Update 6(66)!
KVLTISTS!
KVLT's Demo Update 6(66) is now LIVE!
New Checkpoint-based Save System: You will find checkpoints scattered around the level, they will trigger once you're nearby by animating and emitting a sound. Additionally, every time you beat an encounter that progress will be saved as well.
New Gore System: Enemies will now be dismembered once killed, you can also "play" with the enemy bodies while they last ;)
New Input Rebinding: New options for rebinding inputs for Keyboard + Mouse and Controller are available!
New improved AI: Now enemies will only try to shot you when on actual line of sight of the player, they also should find better positions near you. This is still WIP so please let us know of any bugs you find.
New Combat Shotgun 3D Model, textures and animations!
New placeholder Voicelines for each Nazi enemy in the game.
New: SFX for SMG and Obrez, although we're in the middle of a completely audio overhaul for the game.
New: Enemies now have footstep sounds.
Fix: Now pickups have physics, and pickup boxes spawn physics-based pickups.
Fix: There's a smooth transition in camera between walking and crouch now.
Fix: Fixed some weird issue with Mouse sensitivity being set at max value when starting the game.
Fix: Fixed some UI issues with the Settings menues.
Fix: Eldritch Shield should now deactivate properly when not enough Eldritch Energy.
Fix: Now when attacking an enemy that's part of an encounter, this will alert all other enemies that are part of the same encounter, in order to avoid "enemy kiting".
Fix: Tutorials are now only gonna shown once.
Tweak: Lighting has been slightly tweaked to improve readability.
We still have another update planned out for the Demo, which will focus in gameplay improvements and fixes, as well as some changes on the Demo level.
Please do leave any feedback or issues you find!
Thanks, Evil Guinea Pig
KVLT Demo Update 5!
KVLTISTS!
KVLT's Demo Update 5 is now LIVE!
Added Controller support, now all player mechanics are available by using a Game Controller.
Controller scheme:
Move: Left Stick
Move: Left Stick
Look: Right Stick
Fire: Right Trigger
Enchant Fire: Left Trigger
Reload: Right Shoulder/RB/R1
Jump: Face Button Down/A/X
Crouch: Face Button Right/B/Circle
Melee: Face Button Left/X/Square
Flashlight: Right Stick Press
Interact: Face Button Top/Y/Triangle
Eldritch Shield: Left Shoulder/LB/L1
Eldritch Vision: D-Pad Up
Pause: Start
Obrez: DPad Left
SMG: DPad Down
Shotgun: DPad Right
Added new Keyboard and Mouse in Settings menu
Can change Mouse Sensitivity in-game
Can toggle Mouse Invert
Added new Controller in Settings menu
Can change Controller Look Sensitivity in-game
Can toggle Controller Look Invert
Added Controller default control scheme to the Controls Submenu of Pause Menu
Fixed a bug where a volume was blocking players shot after falling into the Necropolis area.
Some minor UI fixes.
We will keep working on all the amazing feedback submited so far.
We plan on adding input binding, save games, difficulty modes, bug fixing and also some new features to the demo!
More updates to follow!
Evil Guinea Pig
KVLT Demo Update 4
KVLTISTS!
KVLT Demo Update 4 has been released
- Added Eldritch Energy Regen whenever its value is below 20. This should fix the Necropolis deadlock. - Added new Eldritch Altar in the Shotgun encounter in the Necropolis. This should fix the Necropolis deadlock. - Added new SFX for Melee Attacks - Added new Melee tutorial in the intro area of the level. - Removed unoptimized VFX on Wood Pickup Boxes. - Added SFX when Wood Pickup Boxes are destroyed.
We will keep working on all the amazing feedback submited so far.