Demo updated V012


The update for the demo is finally here! It took a bit longer than expected due to some IRL chaos (thanks Covid) but we made it.

There's been a bunch of changes based on the feedback we've received. Thanks everyone who has played it so far and gotten back to us with their thoughts. Your feedback makes the game better :D
And on that note, here's the change log

Changelog V.012

- Some optimisation done to the lighting. This is an ongoing work in progress but things should be a bit smoother now

- Updates to the lower performance batch files.

- Raised the lighting across the whole map so it's not quite so dark, and things are more visible playing with "lights affects sprites" off (toggling "lights affects sprites" off will result in a big fps boost. This is off by default on the 2 lowest performance settings)

- Tweaks to sound balance (still wip). Enemies should be louder/more noticeable. We will continue refining the sound balance (which will include remaking some sounds so they stand out better).

- Changed the default sound levels so that the music is louder relative to the sound effects when you first launch, and lowered the overall starting volume.

- Added in some voice lines for certain events

- Added in quick parry (can parry while holding any weapon). This is bound be default to 'r' when using any weapon including the hammer.

- Added in 'whirlwind' hammer attack which throws your hammer forward a short distance where it spins in place doing are of effect damage. This can be used by pressing parry after any 2 hit combo.

- Removed sanctifier reload on normal use (will still reload after an alt fire). Weapon fire speed has been reduced slightly to compensate

- Added a fire rate limit to the pistol. You can also hold down for a steady rate of fire. Semi auto fire will still fire faster, but not as fast as you can hit fire.

- Minor changes to the demo map item placement. Main change is moving the Trinity launcher to a more noticeable spot (center of the 'T' stairs), and the minigun has been moved to the ground in front of the pillar it was originally (so now it won't be obscured by the Dreads that warp in).

- Added in the noshaders patch which runs by default on "potato mode" but can be loaded with the standard .exe. This is still a WIP patch but should help people with low end machines/gpus that don't like the shaders.

- Change the way the Balor's damage is calculated. This should be a nerf to their projectile (it was hitting like a truck on all difficulties).

- Lowered the aggression of Soul Bringers so they don't spawn Tormented Souls as fast as before.

- Made the Juggernaut immune to splash damage (so they won't kill themselves), but have lowered their hp by 20% to compensate. Overall a nerf.

- Added in a close range aoe attack to the Juggernaut. This should result in more interesting close quarters combat, especially in hammer mode. The Juggernaut has a no pain state attack which was hard to dodge when you were in the middle of a hammer combo. Now they will use a slower attack if you are within a certain range that should be better telegraphed to allow the player time to get out of the way. This has only just been implemented so will be looking for feedback (we will be working on the effects). NB  this has created a minor bug with infighting due to some of the code. The juggernaut can get stuck in an attack loop if cornered in melee range.

- Enraged hammer can now be thrown. It is a ripper projectile that constantly explodes and bounces 3 times.

- Probably a bunch of other minor stuff that I have forgotten

We are still planning on adding in additional content to the demo in the not too distant future. Something to keep you all simmering nicely until the full release.

Cheers!
- BB

Files

AOH Demo V012.zip 216 MB
Sep 14, 2021

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