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Note: If you're on Bleeding already, there's no need to change to the Uncensored Channel. From now on, Bleeding will always be updated alongside Uncensored. 

This build is targeted at addressing feedback from EA launch. Next build scheduled for end of July.

Featured tweaks and additions:
-New HScene added: Amelia Outside. To trigger, interact with the Hscene trigger after the Rhyme's Square encounter in Chapter 03, or select it from the main menu gallery


-New Style Meter & Style Rank Logic

-enemy death explosions

-Probe's ball shooting attack has been replaced with one where they charge a larger ball that homes in on nearby enemies for 3 seconds after it is shot before traveling in a straight line for the rest of its lifespan

-Probe has a new melee attack

-MP system Framework
-Perfect dodge now replenishes 100MP when executed. It's hardcoded as an ability currently, but players will be able to swap perfect dodge bonuses in the future. 

Additions Since 0.2.931 (Last Bleeding Build):
-Probe and Corrupt OL detect when enemies are in their personal space and act aggressively.
-Probe's ball shooting attack has been replaced with one where they charge a larger ball that homes in on nearby enemies for 3 seconds after it is shot before traveling in a straight line for the rest of its lifespan
-Probe has a new melee attack 

Additions Since 0.2.886  (Last Uncensored/Steam Build) :
-New HScene added: Amelia Outside. To trigger, interact with the Hscene trigger after the Rhyme's Square encounter in Chapter 03, or select it from the main menu gallery
-Tweakable sharpen filter to help remove oversmoothing from temporal antialiasing
-New Style Rank
   -new style rank UI
   -style rank grants points depending on how frequently the last attack has been used. If an attack is used multiple times it will stop gaining points from that attack, so players are encouraged to mix it up
   -Damage multiplier up to 3x depending on style rank
   -tweaks to combo cooldown, point gain parameters
   -rank decay will accelerate if player does not deal damage for 6s
   -getting hit will reduce ranks by up to to 2 rank depending on gameplay difficulty
   -perfect dodge immediately gains a lot of style
-MP system Framework:
   -MP is broken up into bars. Each bar is 100MP. MP will replenish up to 1 bar when empty, but filling more than one bar will require items (in the future) or certain abilities. MP bar will be upgradable in the future.
-Ability System Framework
   -Abilities will be equippable in the future. Currently Scan is hardcode equipped. Note this has no visible UI yet
-Perfect dodge now replenishes 100MP when executed. It's hardcoded as an ability currently, but players will be able to swap perfect dodge bonuses in the future.

 Tweaks since 0.2.931:
-Probe's repositioning between attacks is faster and travels less distance
-Hitbox tweaks Probe, Corrupt OL, Amelia Attacks
-damage and hitstop tweaks
-Corrupt OL's stun animations have been replaced with ones that allow them to be hit when they are stunned
-probe ball explosion effect tweaked
-style meter tweaks
-gun is now automatic when light attack button is held down
-a 25% and 50% damage penalty is applied to damage at Hard and Nightmare difficulty levels
-gun damage now gives the user 6 style points instead of 10
-Autoaim has been toned down a bit
-New player and enemy collision logic (Thanks, Argon!), and better perch and character Pushforce parameters
-enemies have weight classes and it affects how easily they are pulled by weapons and pushed around by the player
-escape button now acts as back button in menus
-hitflash has been added

Tweaks since 0.2.886:
-motion blur dialed down
-renamed "motion blur" to "motion blur quality" for more clarity
-game no longer mutes when focus is lost. Better behavior for streamers playing in windowed or borderless windowed mode
-some UI elements have been scaled up a little and their fonts / styling tweaked a little for better legibility
-Corrupt and Probe's health have been dropped 500 points
-Gun damage adds less style rank points than other attacks but increases the combo delay, making it better for extending combos than other attacks
-Hit effects are more visible (their light influence has been increased)
-Enemies crack and explode when they're defeated
-Enemies can no longer be juggled after they're defeated
-Environment art tweaks / additions
-camera shake tweaks
-Time of Day length doubled
-Scan ability now also shows Save Points & Hscenes
-Some environment props are now destructible
-Save point added to downtown shops area, near the dialogue portion with Piro
-hair fake translucency effect added
-game defaults to 60fps fps cap for more consistent frame timing. User can override in settings
-Lock on now prioritizes closer enemies better

 Fixes & Optimizations since 0.2.931 (Last Bleeding Build):
-tracking lasers should now go through enemies but block on player character
-sound plays and icon disappears during loading: sounds are now muted during loading (music only); can't do much about icon. On most systems the icon only disappears very briefly
-you can open the menu as the end of chapter 3 cutscene starts up, this locks you into the loading screen until you exit out of the menu.
-various out of bounds fixes
-when transformed, it's possible to clip the camera into basically every wall, this can only be done while transformed
-Text for Stay and Leave is very tiny and hard to decipher between the two, had clicked stayed and anticipated to leave too often: font changed, background darkened, and order swapped. hopefully this is more legible
-the dropped guns from dashing while transformed/transforming can clip into the ground and walls making them in red inside of walls or the floor
-The aerial light homes in on the last enemy you hit, rather than whatever you're closest to/targeting. This includes locking on to dead enemies if that's the last thing you've hit.
-Dpad isn't working when trying to confirm changes to graphic settings
-you can still surf on your guns if you do instant-surf (dash -> heavy 1f) while transformed
-if a player launches in normal mode, then the launch animation can be played again after a jump
-DSA fires are being triggered when they shouldn't be, also they block IK traces
-various optimizations in pier and downtown areas
-can dodge certain attacks by just doing the first L attack at a certain timing?: enemies track better now, so this should be fixed...
-The fix that stops you from throwing your guns also disables your ability to chain from a heavy attack into any transformed attack
-zoom is uncapped in manga cutscenes
-amelia spins around in normal mode: more natural spin rate
-health icon wasn't reflecting style input state
-launch01 can occasionally trigger without a weapon
-When locked on, sometimes the camera will flicker back and forth between two positions when an object is between the character and enemy at just the right spot

Fixes & Optimizations since 0.2.886 (Last Uncensored/Steam Build):

-If a player launches in normal mode, then the launch animation can be played again after a jump
-various places where player or enemies can get stuck between containers in ny_pier
-out of bounds in MIS_ST_01 and MIS_ST_03
-can jump over force fields in MIS_ST_03 Rhyme's Square encounter
-mission says new york at the beginning, when it shouldn't
-spamming buttons during load still allows moves to happen while the screen is black
-softlock with pause menu when entering / exiting menus quickly
-out of bounds in downtownstops
-not switching properly between gamepad and kb+mouse
-can pause during loading of MIS_ST_03, which results in black screen without the pause menu showing up
-running to the save point immediately after starting MIS_ST_03 skips receiving the quest altogether and breaks progression
-hitboxes stick around with some cancels
-patched a couple environment art holes in MIS_ST_03 area
-can get stuck in shoulder cam mode
-old runstop still plays in some scenarios
-groundpound decal spawns sideways when floor is set to "no collision"
-normal groundpound does three times the damage
-moonwalk sprint if joystick is gradually returned to center while sprinting
-Various game thread (CPU) optimizations on gameplay actors / AI
-Various UI (CPU) optimizations on ingame HUD widgets
-can throw guns instead of axe in some heavy attacks
-amelia keeps running if bonfire is triggered while input is in a direction
-fillrate optimizations for rain effects and ny_pier area
-running into benches no longer launches them

Files

Comments

Anonymous

Nice work!

Frank Leo

... the new homing attacks really will make the game hard for me.