Hey everyone! It's been about a week since the last update, but today's is a good one! We have a brand new enemy type, the Void, which is only found at difficulties of 5.0 and above. Aside from that, our focus has been on stability and bug fixing, heading towards our proper launch in just a few months' time. It's the final stretch!
Seraph V0.31
<*>Brand new enemy type: The Void. The void has an aura around it that silences Seraph, preventing the use of ANY Miracle while affected (including Smite!). The Void can also create beams that cross the level and linger for several seconds, causing Unholy damage when touched. Finally, the daemon can spawn large, slow moving Unholy bombs that explode on contact with any surface.
<*>Enemy projectiles now explode when the creator is killed (instead of just disappearing).
<*>Fixed loads of missing text due to localisation implementation. New languages are coming soon.
<*>Fixed several issues to do with Rebirth not clearing the game save correctly.
<*>Smite can no longer be set as an equip-able Miracle. It is always on SQUARE/X button.
<*>Everything is now reset when you 'restart' a challenge.
<*>Fixed an issue where the game didn't fade to black between loading scenes.
<*>Thaumaturge's spells now all cause PHYSICAL damage, rather than Unholy.
<*>Tweaked controller vibration settings and added rumble to when the player takes damage.
<*>And dozens of other bugs, too small and numerous to mention!
Seraph updated: Patch notes for V0.30
Lots and lots of bug-fixes today!
Seraph V0.30
<*>Clarified the tool-tip for Chilling Rounds (Enemies struck with weapon fire are chilled, slowing their movement speed to [percentage]% of normal for [time] seconds.) In addition, increased slow effect for further ranks.
<*>Boosted Origin's Touch to deal 2/3/4/5/6% of initial enemy health.
<*>Fixed rank 5 of Zeal to correctly apply 100 damage, rather than 10!
<*>Several text fixes and typo removals from the story logs.
<*>Fixed an issue where the tutorial hints would not appear! There was no tutorial for the past 3 days.
<*>Final boss can no longer hurt you when due to be Smited.
<*>Damage text no longer uses decimal places if they don't need them. (10 instead of 10.0).
<*>Spamming accept on the continue or new game buttons no longer break the game.
<*>Can now navigate the twitch info entry boxes with D-Pad on a controller.
<*>Fixed an issue where some enemies would be able to cast multiple abilities at the same time. Displaced daemon and teleport/blades was an example.
<*>You must now hold 'confirm' for 5 seconds to wipe save data, rather than just a press!
<*>Ward comparison UI now shows all stats as green if you have no ward equipped currently.
<*>The lockers in the tutorial are now correctly yellow ones.
<*>You can no longer collect metal parts from lockers in daily challenges.
<*>Fixed the Big Game Hunter challenge where enemies would sometimes stop spawning.
<*>Ensured that challenge modes are never 100% melee enemies (else you could hang on a wall forever and never take damage).
<*>Weapon breakdown label now reflects the correct amount of metal to be received based on the ammo of the weapon.
<*>Checkpoint orbs no longer spawn in Survival mode boss levels.
<*>Sector lock-down now cleared if you quit out from a level.
<*>Blessings should have their correct names displayed once again.
Seraph updated: Patch notes for V0.29
Steam achievements! Go get them!
Seraph V0.29
<*>30 steam achievements have been added.
<*>Removed quotation marks from all tooltips.
<*>Re-locked all tier 1 miracles except Orb and Repel. They must now be unlocked with a small amount of Transmutation components. Those who already had them equipped/selected will find they are now automatically unlocked.
<*>Removed a slope that the tutorial boss would occasionally get stuck on.
<*>Fixed bugs with the enemy health bars where they would appear to be empty when the enemy was still alive.
<*>Groundwork for localisation implementation have been put in place.
Seraph updated: Patch notes for V0.28
Added more rooms to the random pool and reduced the difficulty on the Herald a bit for lower difficulties. Oh yeah, and nerfed Embrace! You probably all knew that one was coming! Don't worry, it's still awesome.
Seraph V0.28
<*>Buffed Zeal to deal a maximum of 60/70/80/90/100 damage on hit, up from 50/55/60/65/70
<*>Reduced Herald's health at minimum difficulty from 5,500 to 4,500 (per health bar segment).
<*>Number of purple orbs launched by the Herald now scales from 12-20, based on difficulty. Previously was set at 20 at all difficulties.
<*>Reduced damage of Embrace miracle to 100/150/200 from 175/225/275. It was just a bit too mental.
<*>Reduced the cooldown on Sigil from 15 seconds at all tiers to 10 seconds at all tiers.
<*>Added 9 more room layouts to the random level generation pool. Big rooms, too.
Seraph updated: Patch notes for V0.27
Very small patch today, mainly fixing a stupid decimal place error from yesterday's patch.
Seraph V0.27
<*>Fixed a bug that meant Fleet Oath gave 80% movement speed boost rather than an 8% boost! Gah!
<*>Added a Miracle section to the tutorial level.
Seraph updated: Patch notes for V0.26
Today we fill the gaps in the Oaths menu! No longer do we have 'REMOVE' written in bold, embarrassing capital letters. Instead, shiny new things!
Seraph V0.26
<*>New halo graphics for Rebirth 2-5.
<*>Reduced Terminessence reward amounts from challenges slightly.
<*>New Defensive Oath - Fleet: Seraph gains bonus movement speed.
<*>New Holy Oath - Replenish: Seraph has a chance to gain an instant Blink recharge whenever successfully Smiting a larger enemy.
<*>New Holy Oath - Spark: All Holy damage has a chance to be a Critical Strike.
<*>Added a VFX to the Origin's Touch Oath so you can tell when it procs
<*>Added the cool-down time to the Miracle selection screen
<*> Moving 'down' when hanging on to a corner will now detach you, and you'll slide down the wall.
<*>Improvements to how hard-lock works, now pays much more attention to the direction you move the stick in.
<*>Wards can now be broken down into metal parts. 1 part per 10 durability with a minimum of 1 part.
<*>Lightwell graphic now reaches the ceiling.
<*>Fixed an issue where receiving daily challenge rewards would lock players out from playing another challenge until restarting the game.
Seraph updated: Patch notes for V0.25
Bug fixes are on the menu for today's Seraph update!
Seraph V0.25
<*>Fixed rotation on muzzle flashes
<*>Fixed hang when skipping the text on the tutorial
<*>Can no longer breakdown weapons in challenge mode
<*>Player Miracles handle resetting challenge.
<*>Mashing 'select' when selecting 'quit' on the pause menu no longer causes strange and unnatural things to occur
<*>Can no longer repeatedly start a challenge by mashing the button on the challenge screen
<*>Fixed issue where you could continue last weeks challenge
<*>Fixed issue where going from a campaign game in twitch mode to challenge mode might cause the level to be different
<*>Replaced incorrect VFX on enemies for when struck with the Chilling Rounds Blessing.
Seraph updated: Patch notes for V0.24
Hello all.
Small patch before the weekend begins! We have some important bug fixes and some new Blessings to get stuck into.
Seraph V0.24
<*>Reduced costs of new Miracles to be in-line with all others.
<*>Tweaked minimum difficulty increase per level in Survival mode to be 0.3, up from 0.25. We don't want each run lasting quite as long as they do.
<*>Fixed a bug where the final boss' health was set incredibly low.
<*>New Blessing: Piercing light - Bullets that penetrate a daemon cause 25% more damage to the next enemy they strike.
<*>New Blessing: Zeal - Seraph builds Holy charge by moving. This charge is expended on the next weapon attack, dealing up to 50 additional Holy damage.
<*>New Blessing: Ethereal Barrier - Seraph is protected from a single enemy attack that strikes. The shield will regenerate after 60 seconds.
<*>New Blessing: Chilling Rounds - Enemies struck with weapon fire are chilled, slowing their movement speed by 20% for 2 seconds.
<*>New Blessing: Danger Close - Seraph deals 10% increased damage to enemies within 4 meters.
<*>Several minor performance improvements.
<*>Elite and boss daemons now turn pitch black when they've entered their smite state.
Seraph updated: Patch notes for V0.23
We've got some great fixes and new content in today's patch. You should now no longer be able to get locked out from the Herald boss fight, for a start! 2 new Miracle powers, prettier AA settings and cost reductions on all Transmutations.
Oh yeah, and the game story now has an ending. :)
Seraph V0.23
<*>The bosses now have their own music track.
<*>Reduced metal parts needed for Shotgun MK2 from 375 to 75 (oops).
<*>Reduced all Daemonic Matter required for all ranks of weapons.
<*>Reduced Daemonic Matter and Tainted Blood required for Miracle upgrades.
<*>Reduced Tainted Blood required for all Wards.
<*>Rebirth shard drop chance increase boosted from 10/15/20/25/30 to 20/40/60/80/100
<*>More red X removed from story logs.
<*>Fixed an issue where there were duplicate item lockers on the same spot in the Treasure Hunter daily challenge.
<*>Fixed various bugs in level rooms.
<*>Significantly reduced the amount of Xp required to level up at higher levels.
<*>Altered the material requirements for Transmuting Miracles.
<*>New Miracle: Sigil - All enemies within a large distance of the Seraph are marked with a Sigil for 6 seconds. If the enemy is attacked with a weapon within this time, the Sigil is consumed and the daemon recieves 50 Holy damage.
<*>new Miracle: Embrace - Seraph sends out golden links to nearby daemons. If she maintains the connection for 1 second, the enemy is struck with 175 Holy damage.
<*>Fixed longstanding issue where you can get trapped on the wrong side of the boss doors
<*>More items and elements added to Codex such as boss and elite 'flavours'.
<*>Fixed issue where strange and unusual things would happen if you attempted to break a ward down in-to metal parts
<*>Enemies in some time based challenge modes no longer drop XP
<*> Can now re-start a daily challenge from both the pause screen and the challenge over screen!
<*>Improved Rim Lighting and cleaner, sharper anti-aliasing (AA)
<*> Game now has an ending!
<*> Fixed issues when using rebirth where current runs were not cleared correctly
Seraph updated: Patch notes for V0.22
Hello all!
A special Sunday update has just gone out, including a brand new, semi-secret feature: Rebirth.
Seraph V0.22
<*>Fixed a nasty bug with today's Daily Challenge. We have removed all normal quality enemies from Headhunter so that the objective can now be completed and scores posted!
Players can now access 'Rebirth' through the Upgrades menu. Rebirth costs 5 Supreme shards to perform and gives the following:
+3% damage passive buff forever.
+3% maximum Health passive buff forever.
+10% chance that Shards drop from all enemies (if a Shard has a drop chance of 1%, it will now be 1.1%).
A swanky icon on the Leaderboards, showing your Rebirth level.
A glittering, in-game halo that circles Seraph's head.
However, it's not all good news, as choosing to rebirth will also:
Completely destroy the player's Shard collection.
Re-lock all Transmuted Weapons, Miracles and Wards.
Wipe any Campaign or Survival mode runs of the game currently in progress.
Rebirth offers more potential damage and protection for Seraph players, at the cost of their progress so far. But, if you enjoy unlocking stuff and finding the game trickier once more, we'd suggest you head straight to the Upgrades menu and check out Rebirth today!
So, who's brave enough to Rebirth their character?