v0.1.3 uploaded!


Hey everyone!  This build focuses on optimization, further movement changes, and balancing to make the game more accessible for lower-skilled players, along with a major rework of the ammunition system.  The changes are as follows:

Features

  • Every weapon now regenerates Friendship over time.  Regeneration rates vary, and SFY remains the only one with upgradable regeneration, but this will increase weapon diversity as opposed to locking players into one Spherefriend.
    • SFY:
      • Base rate: 2/s
      • Acceleration: .5/s
      • Cap: 10/s
      • Cap + overall rate scale with upgrade still
    • SFR:
      • Base rate: 1/s
      • Acceleration: 1/s
      • Cap: 0.025/s (1/40s)
      • SFR's cap forces a static ammo regen rate to keep its abilities in check
    • SFB:
      • Base rate: 5/s
      • Acceleration: 0.1/s
      • Cap: 7.5/s
  • New options:
    • Graphics
      • Shader Quality - Adjust the quality of the game's object shaders, reducing graphical quality + impact.  More shaders will be given scaling quality in the near future.
    • Controls and Gameplay


      • Difficulty modes added, found in the renamed Controls and Gameplay menu 
        • Hatchling - Very Easy.  Damage taken reduced by 33%, damage dealt increased by 50%
        • Child - Easy.  Damage taken reduced by ~17%, damage dealt increased by 20%.
        • Kin - Normal.  Default.  No changes.
      • Toggle Crouch option added
      • Quick-ability option added
  • Rewritten Tattle dialogue
    • Capboy's Spherefriends have been rewritten in a new, more coherent version of Spherespeak, making it easier to understand the information they provide.
      • Spherespeak overhaul will come to Engineers soon.

Adjustments

  • Player speed and friction adjusted to tighten "floatiness" even more.
  • Player now retains near-complete air control when moving in the air.
  • Crouch airspeed reduced significantly

Balancing

  • Vineborn snatcher HP reduced 40 -> 20
  • Vineborn spitter HP reduced 30 -> 15
  • Vineborn can now be frozen, instantly killing them
  • Ammo pickup hitbox and visual size increased by 50%.
  • SFB ammo pickup amount increased 40 -> 50
  • Health pickup hitbox and visual size increased by 100%.
  • Added checkpoint after Battle Room 2, right before the poison pool
  • Battle Room 1 waves adjusted to ease the player in more:
    • Wave 1: 2x Cannoneer, 1x Rammer -> 1x Cannoneer, 1x Rammer
    • Wave 2: 3x Blaster -> 2x Blaster
    • Wave 3: 2x Rammer -> 1x Knight 1x Cannoneer
  • Melee range increased 1.5 -> 1.75

Bugfixing

  • Fixed missing checkpoint after Battle Room 1, right by Goobert
  • Fixed Vineborn not scaling properly with temperature
  • Fixed glitch resulting in graphics settings being forced to Medium and impossible to change.
  • Probably more stuff I missed!

Optimization

  • Improved draw batching in FP-3
  • Implemented occlusion culling in FP-3
  • Removed excessive lights in FP-3
  • Potentially improved things w/ shader LOD and graphics settings as well

Finally, please get in touch with me if you have severe lag!  Especially if you have a high-quality machine!  I'm doing my best to diagnose these issues, but as with other Unity games, they're all over the place with little rhyme or reason as to what's causing the poor performance in high-quality PCs.

Get Fantaria: The Quest for Sausage Kickstarter Demo

Comments

Log in with itch.io to leave a comment.

(4 edits)

a Fantastic game, got all 17 of dem