I wanted to add a bit more to Oneiro, so here's a pretty major update! The main focus of this update was to make the gear feel much more user friendly- as that was one of the most common complaints I received since the games release. While I was making these changes, I of course got side tracked and ended up adding a bunch more stuff.
With all that said, let's cover what's changed here.
1. New Additions & Big Changes
- There is a new control binding- "Gear Switch"- pressing this bind will automatically cycle to your next gear so you don't have to pause every time you want to switch gear.
- Gear can now be used on ladders
- You can use gear directly from the inventory menu.
- You can now drop unwanted gear from the inventory menu.
- New Gear: Contained Energy is now dropped by Imps in NREM 2 This consumable gear will teleport the player to a random piece of the labyrinth upon drinking it.
- New Gear: Branch is now dropped by Nature Giants in NREM 2. This usable gear will launch several roots forwards with each root dealing 20 damage to any enemies hit by them.
- New Item: Rabbit's Foot is a returning item from early versions of Oneiro. For each Rabbit's Foot you possess, each critical hit you inflict will increase a random stat by 1%. Really powerful for Luck builds.
- New Generation (Center): Magnet and Horizontal Hallway. Both generate only in NREM 1.
- New Generation (Special): Arena which spawns in all layers of the labyrinth. This raises upwards and contains several enemies and traps.
- New Generation (Special): Hopscotch which spawns in NREM 2 and NREM 3. Several pieces of land broken up by large gaps.
Horizontal Hallway's generation; the center piece is the players spawn point if this is the chosen center generation. Red lines are walls, and green lines lead to the random generation part of the labyrinth.
2. Polishing & Tweaks
2a. Weapons/Items/Gear
- Spears will now have the players imbuement stored in their code when thrown. This means that if your imbuement wears off after you throw the spear, but before it hits the enemy, they'll still be inflicted with the imbuement.
- Rusted Dagger now has a unique modifier that makes it deal 3.5x damage with the counter, as opposed to the 3x damage that every other karambit has.
- Echo Barrier has been reworked and now deals damage equal to your max health upon activating.
- Unstable Aura's radius of effect will now increase as you collect duplicates.
- Plush Imp Rarity now changed from Rare to Unique.
- Gear that granted temporary buffs/imbuements now last 5 seconds longer(10 sec -> 15 sec)
- Dice now has a chance to increase time by 30 seconds
- Dice now have a chance to give you some essence
- Dice will now be less likely to lower your timer under certain circumstances; and the value that it lowers it by has been reduced from 30 seconds to 15 seconds.
- Fireball gear will now inflict Hellfire, as opposed to burn.
Echo Barrier has been reworked. This screenshot shows each time I got hit, I'd have a 75% chance to deal damage equal to my max health(which in itself is increased by the Blessed Artery's by 80%)
2b. Generation/Labyrinth/Dialogue
- Treasures now have health values, they can break open if dealt enough damage.
- chances of pots dropping gear has been slightly reduced, but Luck will now influence the drop rate.
- Generation has been improved in a few areas.
- Item pool code has been adjusted to make it slightly easier to find newly accessible items the further you get in your nightmares.
- Weapon Chambers will now spawn with less traps. NREM 1 will no longer have the center piece become a pitfall. The vertical shaft will be limited to 1 spike trap.
- The Core of the Labyrinth in NREM 1 will have a respective colored beacon to indicate the variant of the core from far away.
- Various dialogue throughout the narrative had grammatical errors fixed, softlocks fixed, and more choices in some cases. Nothing too big here.
Prior to Version 1.1, the Core of the Labyrinth was sometimes obscured by the labyrinth from certain angles. This beacon will let the player find what core it is much easier.
2c. Audio
- There is now a "Next Track" button in the Audio options in case you have a favorite, like me. The new track listed below just hits different.
- New Song: "Distorted" can play in NREM 1
- New Song: "NREM 2" can play in... well. NREM 2.
- Edited "No Fear" and "NREM 1" songs a little. Extended them a little to further prevent repetitiveness.
- Audio was added to spear weapons for their alternative attack.
- Some enemies have a couple more sound effects.
The "Next Track" button can be pressed anytime to cycle through all available background music in a given Layer. Currently, this only appears in NREM 1 and NREM 2.
3. Notable bug fixes
- Controllers will now have full 360 degree movement.
- Spear Throwing on certain enemies has been greatly improved upon.
- Spike Traps can now damage the same enemy more than once.
- Fixed several uncounterable attacks to be counterable now.
- Fixed weird interaction with the Vulture Skull and spear impaling causing enemies to float upwards.
- Can no longer jump off of the Fiery Essence explosion
- Can no longer use throwing knives to retrieve items/gear. No- seriously, they literally acted like the Grapple Hook. It was hilarious but unintentional.
- Fixed a bug regarding Duplicators and standing too close to walls
- Fixed a bug where the players journal would display the wrong time spent in the labyrinth.
- Some bug fixes regarding the Shadow Beast. Expect some more in future patches, he's a weird enemy to work with.
Spear Throwing used to be buggy on certain enemies, and this update fixes it.
4. Menus/UI/UX
- If you've had your first dream on the island, the title menu will now have 2 play buttons, one to lead to the island, and one to lead you directly into a dream.
- The Controls Bindings have been split into 2 screens, Actions and Movement, both of which can be accessed through the Options menu
- Pause menu can now pac-man if you use a controller(ie. moving downwards at the lowest button on screen will cause you to select the top-most button)
- The Audio options menu now has a "Next Track" button to cycle through background music.
- Controller deadzone now increases while the pause menu is opened to prevent accidental key bindings
- The inventory screen has a dim background to it, and it slides in from the bottom as opposed to it just popping into existence. Looks smoother now.
- If you have Minimal Hud toggled, the notification for picking up a gear/item will have reduced info and take up less of the screen.
- Ability to quit straight to Windows
- Key Bindings will now be italicized in-game
The options menu in Version 1.1 now has Control Bindings split into two menus. This was done to make room for the new Gear Switch key binding under "Controls - Actions"
5. Steam related stuff
- Fixed a typo in the Friendly Fire achievement description
6. Other important stuff
- I recently got a wiki started and have been adding a couple pages here and there; I'm still planning on adding more, but if you find yourself curious about it, you can find it here, and if you find it interesting, feel free to add some information to it. Shoutout to Mercante in the Oneiro discord server for coming up with this idea in the first place. The wiki they started ended up being deleted or something, so I made a new one.
Alright. That's that. This is one of my favorite updates with the sheer amount of stuff it fixed and the new gear changes make it feel much better. This changelog took a long time for me to write up, and there's a lot to this update. If you enjoy it, let me know, hopefully it makes the experience better all around!
-Ryan
Changed files in this update