Kings of Hell : Kings of Hell Early Access v1.5 Update!
Kings of Hell Early Access v1.5 Update!
Hey again, Octii here!
Heres another set of bug fixes and changes I have introduced for this update, more so focused on fixing spelling errors in the main menu, making gameplay a bit more smoother for some of the characters, and making sure Vsynch/Frame Rate is working as intended, as well as a few presentation changes!
• Fixed quite a few spelling mistakes in the Main Menu, including in some Emotes and Trophy Descriptions!
• I have made it so Mals and Stolases Launcher Attacks (B,B,B,B+J) has properties similar to Baphomet/Paimon, where if you perform it close to an enemy, no matter where they are close around the player, they will be launched to the direction the player is facing, Similar to similar Launcher attacks that melee Launcher characters (Lutin/Enfer/Agares etc) have.
• I have also made Stolases Leo Supernova slow down when the game slows down, similar to Phenex Egg Detonation attacks. This so that if you KO and Guard break an enemy, it does just vanish away before it does more damage!
• Made it so Yama can only fly up using his C Button attack to a certain height. Its still generous, but prevents him from potentially flying up TOO high!
• Made Player Yama More expressive when Performing his Attacks.
• Originally, I disabled the mouse cursor permanently in the main menu as it was outdated. However, in doing so, I made it impossible to click the links in the « Thank you for playing » Screen. I have now made it so the mouse cursor only appears during that screen, allowing you to click it again!
• Delayed Boss Yama’s « Next Attack » State so its guaranteed to play his animations in multiplayer (Similar issue that Furcas and the Twins had in a previous Update).
• The Unlockable screen was having issues with wider resolutions such as 21:9. I have fixed it so that is still accessible even with very wide resolutions!
• Some people had a chance of slipping into the floor when fighting Bune. I have changed the floor collision into Convex in hopes that will alleviate the issue!
• Also made a little script for Trail particles (such as tails and capes) that snap to the base of the character as soon as an entity is spawn. This just makes it so there’s less stretchy particles when a session/cutscene starts!
• Also in Addition to the Above I also manually fixed Lutin and Gremiles tail at the end of the Second cutscene in the game after they jump out of the Tower of Babel, Lutins Tail after he jumps to avoid Splits attack at the end of the first cutscene in the game AND fixed Gremile’s tail after he bumps into Yama in Yama’s Boss Intro.
• Players Vsynch/Frame Rate Settings were not loading correctly when you closed and booted up the game. This has been fixed!
• Mal was displaying the wrong Ice Trails when using Doors. they have been disabled now!
It’s nearly been a month since I released the game in Early Access, and I am pretty impressed with all the bug fixes and changes I have made. If theres anything else outstanding, I will keep my eyes peeled for it! (Stuff like the Vsynch issues I feel are very important to get fixed before moving onto the next chapter!)
Thank you all again and I will see you again soon!
