MindSeize was just patched to version 1.5.1. The patch brings mainly bug fixes and also a couple of new, more interesting features. Here's patch notes.
Added multiple pieces of failsafe code to some bosses, that could under very rare circumstances soft lock the game.
There was a high possibility, that Valstrike (of The Duo renown) would deal 10 times the intended damage with his special pulse attack. It's fixed now, oops!
Fixed a case that could apparently cause the T-Snout to not leave after the Hornet Hive is destroyed. We could not replicate the issue, but made some changes that will possibly fix the rare issue!
Fixed the purple mushrooms of Verdant Gamma, that used to cause all kinds of wonky physics if they respawned on top of the player...
Visual fixes, mainly some wrong tiles here and there
Other changes:
Added a hidden way to make the H.A.B.A. boss fight (and some parts of the map) easier, by turning off certain electric traps
Made the price scaling of the Nano Bots less harsh
Added a small but neat destructible section on Verdant Gamma, allowing the player to traverse through the area below the Wrecked Ship faster.
Aaaand that would be all, might have missed some smaller bug fixes but anyways... The work continues, even if slower. See you in the future!
Happy Holidays! Winter Sale time, working on a patch:)
Happy Holidays everyone!
MindSeize is taking part in the Steam Winter Sale and you can get the game for all time lowest price. Please note, that it includes also the soundtrack and the artbook:)
While we are now going on a small Christmas and New Year break, work continues immediately next year. There's a new patch we've been working on, which fixes many of the bug reports since the last patch, as well as some older persistent issues. We hope to add a couple of small improvements as well.
Until then, Kamina Crew
MindSeize updated to v. 1.5.0. Boss improvements and bug fixes
Hi! It's once again time to bring you and update to MindSeize. This time we've focused on fixing some issues both big and small, that have plagued the game for a long time. The patch also brings updates to several bosses.
Here's the (mostly) full change list.
Boss balance:
Drifter Hanu will start his second phase a bit earlier now
Annihilator Unit has a much faster turn animation and starts its final barrage attack earlier than before. Added a new homing missile attack for it. Lowered the HP a bit.
You can now destroy the boomerang grenades of Duke Atlas with a melee attack. They are now faster and do more damage. Duke Atlas should never be locked to a wrong animation when starting his run anymore.
Added an earlier unimplemented special attack for the Phantom Parasite
The Assassin now has a projectile attack, improved the calculation of his dash lengths
Added a tell to the hand shake animation of Mimir. Removed the teleporting shield-carrying Defender from the fight, increased the damage of his flamer drones.
Balanced the difficulty level of the Boss Rush a bit
other stuff:
Changed the geometry and/or enemy placement of several rooms, fixing multiple awkward wall jump spots, etc.
Fixed a bug that could sometimes cause the Muckroot Beast enemies to launch upwards to the sky when fighting on a slope
Fixed a bug that could cause Thyr to freeze when fighting him in Boss Rush
Improved the Scrap Magnet
Added more oomph to the destruction of scrap containers and to the scrap collection sfx
Made it impossible to shoot during certain cutscenes
Triggering the elevators of Horizon Ship now works more consistently
Gave Guardian Units more hp and improved their turn speed
Turrets on Takomo 7 now award scrap for destruction
Tweeked the backend for the controller support. Hopefully this will help with the issues a few of you are still experiencing.
And a couple of other small bugfixes as always
Note about the controller tweaks: We have not been able to replicate the issues described to us and every controller works fine in the tests, which makes finding the root of the issues incredibly difficult for me (as of writing this, I'm the only programmer working on the game anymore). I'm now trying a different method for detecting the inputs, let's see if it will help at all... Once again, if you are having controller issues even after the patch, I would ask you to go to the Steam General Controller Settings and uncheck every "Configuration Support" box. You should also turn on the "Controller Only Movement" from the in-game Options menu. Hoping for these to help!
Also, if some of you start having NEW controller issues that you did not have before this update, please let us know!