Murder She Wrote! V0.055 - mini patch update, The Writer has arrived!
We promised you a new playable character for Graveyard Shift but it turned out there were a couple of kinks to iron out so we had to hold back on that - thanks for your patience!
Fortunately The Writer has now arrived at the mansion, searching for the lost pages of her latest manuscript in the 'Paper Trail' quest, and seeking out rare editions in the library for her second quest 'By The Book'.
Her passive ability is 'Writers Block' which affords her extra time to parry enemy attacks giving you a much better chance of blocking melee damage. She's a great character to try if you want to get to grips with that new melee mechanic.
Stay tuned for v0.06, we'll continue to implement your community feedback, add to the enemy behaviours, new characters & quests will be unlocked, and more...
RIP
Patch Notes! v0.05 is now live... Graveyard Shift!
Greetings Gravediggers...
We've kept you waiting a couple of weeks longer than usual but it's a pretty big update this time around. We've introduced the mansion's cemetery to the game which creates an outdoor space with host of new horrors to contend with, and revamped melee combat with improved hit boxes and a parry ability to counter enemy attacks in close quarters. Try not to get buried!
Phantom Halls v0.05 Patch Notes:
<*> Added the ability to deflect melee attacks, which is triggered by pressing the attack button with a melee button just as an enemy's attack is about to strike. Deflecting a melee attack interrupts the enemy's attack and puts them in a stunned state.
<*> Added the cemetery location.
<*> Added a new enemy, the Ghost, to the cemetery, which flies around, hurling ghostly energy at its victims.
<*> Added zombie spawning grave traps.
<*> Added a new quest "Dead Party" to the Nerd.
<*> Added positional damage: headshots will now take more damage.
<*> Zombies now only take damage when shot in the head.
<*> Skeletons are now more vulnerable to blunt weapons.
<*> Insect enemies now dissolve when they are killed, making it more clear that they are dead.
<*> Added some new lootable container styles.
<*> Added skyboxes to areas that allow you to see outdoors.
<*> Removed FXAA due to a rendering glitch which caused the game to become unplayable.
<*> Characters now have more accurate hitboxes.
<*> Fixed a minor issue with projectiles, which would cause the player to be able to "run into" the skeleton's bone throw.
<*> Various optimizations to lessen the CPU usage of enemies and rooms that are far enough away from the player.
<*> Enemies now deaggro if they've lost their targets for long enough.
Badges, Trading Cards, Emoticons!
Greetings, slayers ^v^
For those of you with the strength and smarts to survive our maniacal mansions, we'll reward you with trading cards, and more!
Achievements are coming in a later update, but in the meantime you'll earn badges and trading cards for every 30minutes of playtime in Phantom Halls.
There's 11 trading cards, 6 emoticons, and 5 badges to collect, happy hunting!
RIP
Patch Notes! v0.04 is now live... Headshot!
Welcome to this weeks undead anonymous meeting, I'm Llexi, and I'm a gameaholic :D We've got a pretty chunky update for you today, literally and figuratively speaking... there's blood, there's gore, and there's more!
Phantom Halls v0.04 Patch Notes:
Characters now take more damage from headshots, and character limbs can be gibbed. (Make those bullets count!)
Added blood splatters. The color of a character's blood now varies by race (insect, zombie, human, etc).
The Flashlight and Torch now grant a stackable, party-wide buff that improves the accuracy of guns and increases the maximum damage of melee weapons.
Reworked skeleton trap so that it springs faster and so that skeletons spawned by it are immediately aggroed against the person who sprung the trap.
Reworked the looting system so that you'll generally encounter more ammo for weapons you've found.
Changed the Goth's ammo looting buff to be party wide.
Fixed an issue with a character's Buff list would not properly remove entries.
Fixed an issue with various party-wide buffs, such as the Cheerleader's Pumped Up buff, not properly removing when the granter is killed/removed from the party.
Fixed an issue where the Cheerleader's Pumped Up buff would apply if she was in the level, but not yet in the party.
Added shell casings.
Adjusted enemy health values.
Overhauled character ragdoll system so that enemies such as the Gargoyle and Evil Doll no longer have buggy ragdolls.
The light beam of the Flashlight now properly points towards the crosshair rather than in the direction of the flashlight model.
Patch Notes! v0.03 is now live... It's a trap!
Hey bats & ghouls!
We've just wrapped up a fantastic week at EGX Rezzed, it was an awesome opportunity to get the game in front of new players and as ever we were actively seeking feedback to improve Phantom Halls and prioritize development. We've started to implement frequent (or just plain sensible!) requests from the steam community, and we're parsing through the hundreds of feedback forms we received at Rezzed too.
To that end, this patch features a lot of little changes that we hope will add up to a more rewarding and impactful play experience - of course, there's also a couple of new features to mix things up a bit... Just when you thought you'd mastered avoiding those falling chandeliers!
Phantom Halls v0.03 Patch Notes:
Added skeleton spawn traps.
Added trapdoor spawn traps.
Added tipping bookshelf traps.
Grubs no longer try to attack. They'll explode once they get too close(!).
Characters that have been damaged will now flash red so that it is easy to distinguish who's been damaged. Likewise, they flash green when healed.
Quest items that are dropped/on the floor now have a sparkle effect around them.
Quest items are now displayed in yellow in the tooltip.
Increased the spread of the SMG.
Increased the spread of the Pistol, but also increased the maximum damage by 1 to compensate.
Enemies that drop quest items no longer drop extra quest items if multiple projectiles killed them in the same frame (i.e. a shotgun blast)
Fixed the corpses of insect enemies.
Dead bodies now properly spawn at the character's location.
Added the first pass at conservatory rooms. Currently, they're only available in the mission "Pest Control."
You might find the base difficulty has increased with these new trap spawns and weapon accuracy decreasing at longer range - we are looking at ways to balance this for our next update, stay tuned for v0.04 in a week or so!
Thanks for the great response and awesome feedback we've had to date. Our first update is a continuation of the work that was being done right up until our launch date, and so we're pleased to offer a couple more quests along with a few fixes and improvements to the game feel, the most notable of which are listed below:
- Metalhead character unlocked from character select screen.
- Added quests Head Hunting (for the Jock) and Pitstop (for the Metalhead).
- Interaction icon is now positioned above the character's head, no longer obscuring their face.
- Fixed an issue character lighting which caused a dark shadow to obscure the party leader's face.
- Reworked "You Talkin' To Me" quest so that the clues must be be interacted with, as opposed to automatically triggering the next phase of the quest.
- Ash's head is now scaled more consistently with other characters. (Look at that glorious chin!)
That's all for v0.02, but we're working hard to deliver v0.03 in time for our EGX Rezzed demo in a couple of weeks - with that update we hope to start addressing player feedback directly, including some of your controller input ideas and UI improvements, in addition to unlocking new characters and delivering some more challenging quest content.