Cerulean Vault v1.31


Hey everyone!   This is the sister devlog to the Kickstarter post for the Cerulean Vault's new version.   Here you can find the specific patch notes for the update as a whole.   Let's dig in!

Mantra of Life

  • Now has a limited number of charges, replenished by Rejuvenating at a Kin Spire or dying
  • Now slows the player by 50% while channeling
  • Endlag reduced 0.5s -> 0.0s
  • Slight VFX polish to end of ability

Charge System

  • Charge system added to weapons and abilities
    • Used for limited consumables, rechargeable abilities, and similar weapon/ability-specific resource consumption
  • Charge HUD added to Kinfriend Pink
    • Displays remaining shots in the “magazine”
  • Charge HUD added to Mantra of Life
    • Displays remaining uses of Mantra of Life

Bugfixing

  • Fixed issues related to Capboy’s death
    • Dying on a rail no longer keeps Capboy on the rail after respawning
    • Dying during a time trial now properly cancels the time trial
    • Dying and respawning no longer hides the viewmodel
  • Fixed UI issues
    • Long weapon and ability names no longer overlap with the equipped icons in the top-right
    • Retrying a time trial from the pause menu now properly updates the position of the selection cursor
    • Fixed issue where the interaction crosshair would not reset in certain circumstances
  • Fixed issues related to difficulty selection
    • Difficulty selection now works properly
    • Being on Predecessor now properly scales damage (including one-hit-kill fall damage)
      • Previously, Capboy’s own defense would increase along with the rest of the enemies in the game, causing issues with damage scaling.
  • Fixed misc. visual issues
    • Fixed z-fighting on slipspace regen fields
    • Fixed slight hiccup on Claws Idle animation.
    • Fixed slight hiccup on Vault Chest closed idle animation
    • KFB icicles no longer arbitrarily change size based on the surface they embed into
      • The Cerulean Vault had an especially severe instance of this, where the icicles expanded to 100x their normal size after several seconds.
    • Fixed oddly panning textures on Vault Chest
  • Fixed misc. issues related to save/load
    • Collected weapons and abilities now properly save and load
    • Kelfos values now properly save/load
  • Fixed misc. collision issues
    • Fixed collision error on Vault Chest button
    • Added missing collision to pillars in the Cerulean Vault
  • Fixed misc. other bugs
    • Footstep SFX have been re-implemented
    • Mantra of Release is now properly classified as a Mantra, rather than a generic Ability
    • Accessories can now only be equipped in their proper slots
    • Fixed issue where Kelfos/Sausage values in the bottom left did not properly update until save/load

Missing Menu Options

  • Re-enabled Map submenu
    • Map submenu now features a controls guide at the bottom
  • Re-enabled Status screen
    • Massively reformatted status screen, featuring a more legible layout and a properly filled out “General Stats” submenu
  • Enabled Pause screen

Polish and Optimization

  • Improved footstep SFX
    • Improved footstep SFX selection to be more efficient and consistent
    • Footstep SFX now change based on the surface Capboy is walking on, defaulting to Stone when not specified.
  • Created new model for Kinfriend Blue icicles with lower polycount
  • Weapon Properties’ Sprites are now driven by an indexed solution, which should marginally improve memory performance.
  • Massively improved the performance of saving and loading - the performance impact of save/load is now nearly completely negligible.
  • Removed directional indicator arrows from the level geometry of the Vault

Misc. Details

  • Retrying a time trial from the pause menu no longer cancels the trial, allowing players to immediately resume the attempt without interacting with the brazier again
  • Capboy can now die from pit damage on Elder difficulty, though it is not an instant kill
  • Post-death animation duration reduced 6s -> 4s
  • Sausages and Kelfos can now be collected from a distance via interaction
    • These items can still be collected by walking into them
  • Began implementation of new “Ichorburn” condition
  • Added indicators to Slipdash bar
    • Up-arrow indicator to show where the double-jump threshold is
    • Side-arrow indicator to show where the slipdash threshold is
  • Adjusted Slipdash consumption 0.33333 -> 0.33
    • This was done to make it slightly easier to properly display the cost where applicable

Files

CeruleanVault-V1.31.zip 112 MB
Jun 19, 2021

Get Fantaria: The First Cerulean Vault

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