Hi everyone!
It's been one week since Cell Sword released and here is the first post-release patch! Cell Sword is my attempt to make a really approachable entry in the pretty hardcore genre known as 6DOF (six-degrees-of-freedom).
I can already tell this game is going to be quirky in that it attracts hardcore Descent fans and more casual players interested in a fun time. This update is a mixture of streamlining some stuff for the speedrunners AND sanding off some rough edges for new players. A few balance suggestions have come from the SpaceGameJunkie community - thanks!
Boosts/shares/reviews greatly appreciated!
Luke
Changes
change: HUD aspect ratio is no longer fixed and will change to match game resolution aspect
change: Nailed It: reworked main chamber to prevent Rust from drifting into maze walls
change: Nailed It: reduced number of Rust that get spawned
change: Cell Block: only display power fluctuation if there are still locked cells
change: Cell Block: power fluctuation message references locked cells
change: Rusted Helpers move a lot faster
change: Rusted Helpers fire a lot faster
change: update to latest 6DOF Sword font version
change: Stats screen uses upper case
add: Rusted Helper SFX
add: 1080x1920 vertical resolution mode for portrait shaped gameplay
fix: stop Rust SFX if playing when destroyed
fix: prevent Rust from playing SFX if they are exploding
fix: Overloaded: turn on glow
fix: Body Quake: turn on glow
fix: Hitting ESC will now exit Menu instead of reopening Menu
Changed files in this update