Its almost been a month since the last update and it doesn't feel like its really been that long. Today there are a lot of small fixes and tweaks to help the play experience and flow of some very late game bosses.
Patch Notes (Version 1.0.2.7)
- The following changes have been made to the first boss of Chapter 20.
- All attacks have been reduced in power by 1. (check below for a few exceptions)
- The hands had their attack power reduced from 16 -> 12 and now linger a bit longer.
- The fire near the end of the fight burns quite a bit less: Power: 12 -> 9
- The eyes near the end of the fight hurt less: Power 11 -> 9
- The eyes near the beginning of the fight have a slightly longer warning time on their attack.
- The attack dropping from the ceiling has slightly reduced frequency.
- Added some sound effects to a few things in the encounter, which should help with their telegraphs.
- The following changes have been made to Shadow Eura.
- Attack power reduced by 1 for all attacks.
- The rocks now have scan data.
- He will always appear in the rocks in the same order. (Used to be based on where the player was standing when the rocks started falling.)
- He will no longer escape from the rocks prematurely. (That's right, I nerfed him, but then fixed the early rock release exploit!)
- All of Brain Machine's attacks now give half a second longer of a warn time before firing them.
- Brain Machine's floor lasers will spawn at a higher frequency. (On phase 1 and 2.)
- Jerry and Claire have extra input on the various tutorial messages for the Chapter 16 event to make those not so dry. (Might do the same for the late Chapter 19 event too.)
- The door leading to Death's Hall can no longer be opened with only 2 of Death's pieces.
- Fix for the enemy barrier sometimes not being removed during the encounter on the second map of the Displaced Construction Site.
- The Nightmare Mode exclusive morph bomb ability now properly removes its charge level when releasing the charge key too early. (It also has the charging sound.)
- The Nightmare Mode exclusive dagger ability no longer crashes the game when they hit a wall.
- Speaking of Nightmare Mode, check the NPC in Central City that talks about that mode's exclusive abilities. Some of them have been made much easier to perform since those new abilities should all be as accessible as the others.
- Note: I didn't mention this a bazillion updates ago, but on Nightmare Mode, the Belmont abilities (including the recharge speed) are set to the cost of the first level of their skill in the skill tree as that set is very restrictive, more so than the others, without any upgrades.
- Other misc fixes for things I've seen in LPs and from feedback.
- There are now birds on the title screen lined up that are equal in number to your AP level. If you're at the end of the game and aren't max level, go grind so you can have them all. GO GRIND! (Don't really.) If you're playing on Nightmare Mode, well... I'm sorry. :(