It has to be said, hats off to the developers. They mean business as regards fixing slain.
Here's the latest update:
Hi everyone,
Thanks for your patience, support and suggestions for Slain! We’ve been working hard addressing the issues in the game and have now completed the first phase of that process.
Since Wolfbrew Games stepped back from development we’ve built a new team hellbent on giving you the product you expected and deserved. Insanely talented lead artist Andrew Gilmour is still in charge of the project, alongside Thomas Jenns on coding duties, veteran audio maestro Barry Leitch (who’s also written a new track for the game) plus a squadron of new detail-obsessed playtesters.
The updates we’ve got planned have had to be split into separate patches, purely for practical reasons (mainly the difficulty of deciphering someone else’s legacy code). The changes that have been made are:
Patch 1 - Out now! This update fixes the functionality problems of the game, plus tightens up and expands other key aspects (listed below).
CONTROL
Improved the main character's movement to feel more fluid and fun (this includes the Wolf form too).
Improved the player's dodge manoeuvre to be quicker and more useful.
Fixed the horrible lag on the keyboard inputs.
HUB AREA
Added a "Cleared" message above any stages that you've already finished.
You'll also be asked if you want to enter the stage so there's no chance of entering by accident!
UI Added in new menu screens for Keyboard and Gamepad controls.
If you're in a level that you've already cleared, you can now exit back to the Hub area from the pause menu.
The in-game font has been updated to be more legible. Added in an icon to indicate that the game is saving.
ENEMIES
Added a bit more variation to the enemy AI.
Some enemies will follow you off edges now rather than being cautious!
Rebuilt the existing boss battles from scratch, and gave some of them new attacks. Added a new boss encounter: Malikesh the Imp and his bodyguard.
GENERAL
Moving platforms now move a lot more smoothly.
Overhauled all of the dialogue. Added support for Xbox 360, Xbox One and PS4 gamepads.
Improved the tutorial text. It now tells you which buttons to press based on your connected gamepad or chosen keyboard control scheme.
Reduced the amount of time spent on the death screen.
Your progress is now saved at checkpoints.
Updated all of the introduction screens for each level.
Added in cross fading between scenes. So no more abrupt and jarring transitions between levels.
AUDIO
Improved the volume balance.
Added in many new sound effects.
Added in a new music track.
Patch 2 – Due for completion before the end of July This update will address the deeper issues of gameplay design and polish to finally complete Slain! To the standard we always intended it to be. This is by no means an exhaustive list, so the patch will in all likelihood contain further enhancements (including your feedback from the first patch).
STRUCTURE
Checkpoint spacing regulation to allay difficulty spikes.
General review of health/mana pick-up frequency and placement to ensure balance.
COMBAT
Improved attack combos.
Dedicated block button plus parry-riposte mechanism.
Charge-up attack.
'Death From Above' attack.
Hit detection improvement between Bathoryn's weapons and enemies.
ENEMIES
More complex and challenging behaviours for enemies.
Lessening 'Bullet sponge' tendency.
Many enemies will have fewer HP, but will need different tactics to defeat.
Some enemies may attempt to block your attacks, or may only be vulnerable on certain parts of their body, or at certain times.
Ghosts will have more challenging attack patterns, so they'll do more than just move left and right.
BOSSES
Further refinements on all boss encounters.
Climactic boss battle with Vroll.
DEATH
Slow motion / zoom in at moment of demise.
The SLAIN death screen will tell you what you were killed by.
MANA
Mana will be rewarded from every successful kill.
Mana level-relative Mana Bomb – radius size / damage / push back.
You will be able to charge up your Mana Spirit to do more damage (and consume more mana).
Killing enemies with the 'correct' elemental weapon yields more mana.
When defeating an enemy that yields mana, a mana energy effect will travel from the enemy to the player. How big this effect is will depend on the amount of mana gained.
VISUALS
Improved hit impact animation feedback from enemies.
'Correct' elemental weapon usage particle splash and positive feedback effects.
‘Sword encased in ice to make ice axe’ animation.
Remove any single frame animations / materialisations that occur.
When the far background environment changes, there will be a smooth transition instead of it happening abruptly.
Prevent backgrounds blending with the foreground.
Aesthetic improvements to some characters.
AUDIO Revamped audio - additional sound effects, ambient sounds.
ACHIEVEMENTS
Full Achievements list.