Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter HellSign (formerly Hellhunter) - procedurally generated ghost hunting ARPG

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,425
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.rockpapershotgun.com/2018/11/20/hellsign-review-early-access/

Premature Evaluation: HellSign

70


Premature Evaluation is the weekly column in which we explore the wilds of early access. This week, Alice has been tracking ghouls and shooting giant centipedes in HellSign, a ghost hunting RPG… thing.

HellSign was sold to me as being like a “monster of the week episode of Supernatural or Buffy”, which is right up my proverbial alley. And if you squint you can sort of see how that description applies. I suppose it’s a useful description because it’s otherwise difficult to fit HellSign in a neat genre box; it’s isometric, it’s sort of an RPG and it’s sort of a shooter. The thing is “it’s like Buffy and Supernatural” also set my expectations way higher than they should have been.

HellSign is very difficult to take screenshots of because your character is tiny and most of the map is dark, the only source of light being your torch as you creep around a poorly furnished bungalow. But we’re getting ahead of ourselves. Before that you have to create said character, and it starts well. Women are an in progress feature, natch, but it lets you choose from a number of backgrounds for your little monster hunter, including detective, mercenary and, of course, renegade.



Let me introduce you to Gruff Darkpast, a maverick ghostpuncher who only has one rule: that he don’t play by the rules. This is unfortunate as there are several rules when playing HellSign. Gruff’s first introduction to the job ends abruptly when he breaks the game by finding a clue through trial and error before he was supposed to find it using his magical ghost finding walkie talkie (GFWT). Take that, rules!

After reloading, the introduction is simple enough: use your different bits of ghost tech to find evidence of said supernatural nasties (the GFWT is apparently called an EMF Meter, and you also have a black light to uncover trails of blood, a microphone to pick up audio, and an optional heat thermal tracker). The evidence will be hidden in or around a feature of the house, be that a bit of clothing on the floor, a chair, or even a haunted fridge. You then cross reference your evidence with your Cryptonomicon, a tome full of supernatural research, and diagnose! That! Ghost!

Armed with a pistol, Gruff set out on his own, as optimistic as his tough emotional walls allowed him to be, and explored his first ‘abandoned house’. Gruff was killed almost immediately by a squad of giant spiders who fell down from the ceiling, and zoomed back and forth on the map as if each of their eight legs was shoved into a roller skate. Both giant spiders and giant centipedes can drop down from the ceiling with no warning. They are both accompanied by a constant chittering insect noise, and the combination of their speed, the tiny hitboxes and aiming reticule, and the dodge window being extremely unforgiving, meant that Gruff left many homes empty handed. and dead. Luckily a MacGuffin related to the plot meant he was resurrected every time. Thank God his safe house wasn’t put back on the rental market.

Because the dilapidated houses all look the same and the spiders and centipedes remained the same too, Gruff found himself in a nightmarish Groundhog Day, dying often and achieving nothing. Eventually he managed to get a few haunted pig masks and tape recordings of screaming back to his van by running away as soon as he found them. These he was able to sell to a shady dude in the bar, who would buy them for reasons neither I nor Gruff wished to examine in much detail. After a while gruff had enough money to buy some better gear and take on more jobs from yet other shady characters in the bar. HellSign is set in Australia, so their dialogue can be quite colourful (and it explains why none of the locals seem that phased by giant, murderous insects).



This is the largest, but by no means least, of the problems HellSign has right now. The game is prohibitively difficult at the start, and while it’s was satisfying when Gruff did begin to tip the scales, it still felt like an unrewarding grind. I enjoyed the idea of hunting ghosts, but in practise it’s frustrating; your tools can glitch and start signalling randomly, and following blood tracks is an exercise in squinting at faint blue dots and hoping you’re not misreading a residual sneeze on your screen.

None of this is helped by the current lack of diversity in setting and enemy type, of course (though different assets are on the dev list of things to come). It’s missing a good few tutorial bits it could benefit from too, ‘cos Gruff didn’t realise he could shoot locks on doors until he did it by accident, and he’s still pretty confused by the crafting systems — though impressed by the variety of weapons and equipment he can choose from at this early stage.



Gruff did eventually get good enough that he could progress to clearing houses of ghoul infestations. Ghouls look like big hairless dog-monkeys, and they charge on all fours in a floaty way that is nevertheless hard to avoid. Gruff did not do well against them, and neither did he progress far in the first chapter of the story (which involves a giant demonic tattoo on his back and some kind of hell dimension), because it all felt like too much work for too little play. There are promises of being able to trap beasties and directly fight ghosties, even, but getting there doesn’t seem worth it. The skill tree has skills that are ‘available at level 99’ and the grind is real enough that it could be gating for the early access, or it could be very real.

HellSign’s main idea is good enough that I want to clear a house even as I write this, but unrefined enough that when I do I forget why I wanted to, like craving a cigarette but hating the taste once you light up. And its definitely not like Buffy The Vampire Slayer. Not least because there isn’t anyone like Giles in it.
 

Mebrilia the Viera Queen

Guest
Pistol for ghost? What's next sparkling vampires? Nah that idea was already used.
 

HarveyBirdman

Arbiter
Joined
Jan 5, 2019
Messages
1,044
The researching part looks cool. Shooting guns at ghosts looks stupid. Killing more giant spiders looks stupid. Typical horror game tropes like static TVs and little scripted pseudo-cut scenes (like the blood filling the floor) look stupid.

Yet another ghost hunting game that falls short of Luigi's Mansion for Game Cube.
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,771
Insert Title Here
HellSign v1.0.1.0 Update
15 MAR @ 8:03AM - BALLISTIC
b8b82771e3a1907d6b53027978c10166c576208f.gif


Greetings hunters, the first combat update is upon us!

Surface Bullet Penetration System
Bullets now pierce light surfaces such as chairs, cabinets and the majority of the interior furniture, but stops at hard surfaces such as floor and wall foundations.
This was added to address the issue of furniture ‘consuming’ shots and adding artificial difficulty to target enemies.

Precision Toggle
Precision aim mode can now be toggled via a single click, and will stay in that mode until you holster/switch that gun.
This allows for smoother play as you can now focus on other things like dodging, reload, etc.
This setting is on by default, and we highly recommend veteran players to give it a few minutes to get used to it, however we’ve included an option in settings to change it back to the old “hold” mode.

Crosshair Revamp
The crosshair is now more distinct (previously was hard to see on white surfaces).
It also has its own size options in the settings. (to prevent tiny crosshairs in hardware mode).



CHANGELOG

Improvements
• Precision mode toggle option (on by default)
• Precision toggle sounds
• Surface bullet penetration system
• Different 3d meshes for different revolvers & pistols
• Heavier sounds for the 2 top revolvers (ozzy shuffle & lebrux)
• Boosted blacklight patterns which were sometimes very faint
• Improved AI pathfinding
• Hud (bottom left) icons for all weapons (21 icons)
• Decreased carbine unskilled reload a bit, and increased damage
• Increased combat shotgun range/damage but decreased speed

Fixes
• Fixed enemy crosshair variant only shows in precision mode, not hipfire
• Fixed typo in settings for "remote detonator"

We’re still striving to improve combat further, so if you wish to be an active part of it, be sure to join the discussions!
( https://steamcommunity.com/app/606500/discussions/0/1839063537808043257/ )

Happy Hunting!
Ballistic
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,771
Insert Title Here
HellSign v1.0.1.1 Update
22 MAR @ 5:33AM - BALLISTIC
d4352ee554a8c31bdcffaaeca1ddbfc5919b6735.gif


Greetings hunters, the second combat update has arrived!

Cryptonomicon Entries
New Cryptonomicon entries have been added for the cursed paintings, corpse parasites, door mimics and more! You can now research and get the edge on every enemy with these new entries!

Obstacle Collider Fixes
Updated furniture and obstacles to allow for a more free flowing environment while investigating and battling within the houses!
This includes furniture such as tiny mailboxes and kitchen chairs, but also issues such as the infamous used uv projector trap.

26436ca69e9d7cee16ad01a9105c4cf408c95e18.gif


CHANGELOG

Improvements
• Added cryptonomicon entries for corpse parasite, door mimic, cursed painting & nephilim.
• Precision mode is now remembered properly when switching guns.
• Improved hipfire cursor to be more distinct from precision aim cursor.
• Combat tutorial hint for mercenary to pull out pistol instead of reloading.
• Improved combat tutorial new precision toggle explanation.
• Toned down shake effect during ghast attack.
• Added a door kick cursor.

Fixes
• Fixed collapsed chairs/bookcase/mailbox invisible colliders blocking players.
• Fixed chair in kitchen near fridge blocking path.
• Fixed bug with contract log showing previous job as well.
• Fixed uv projector trap blocking player even after use.
• Fixed ghoul jumping like superman outside.
• Fixed new manual entry message showing when nothing was added.
• Fixed combat manual entries getting removed after combat tutorial.
• Fixed combat tutorial popping up mission completion prematurely.

For the next update we will be taking a break from the combat and focusing on the massively requested feature, which is localization support, allowing for user-created fan translations!

And for those who missed the combat thread, feel free to join the discussion and follow the progress here: (https://steamcommunity.com/app/606500/discussions/0/1839063537808043257/).

Happy Hunting!
Ballistic
 
Joined
May 31, 2018
Messages
2,540
Location
The Present
This game keeps looking better and better. I will likely purchase it at this point. It's obviously being made with great affection and attention to detail.
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,771
Insert Title Here
https://steamcommunity.com/games/606500/announcements/detail/1781645175861717318

HellSign v1.0.1.2 Update
10 APR @ 9:26AM - BALLISTIC
a62b9db85cb591db9d7fe54fe74e2f5d236c28b2.jpg


For all the people who offered to help translate the game, it’s finally here!
HellSign now has fan translation support, with workshop compatibility.

For the non-english speakers, please note there’s no actual translations yet.
Check on the workshop to see when one is available for your language.
(https://steamcommunity.com/workshop/browse/?appid=606500)

332c4354838f9d02122a8a10b760b286f67a3fb3.jpg


Translation Support Tools
Translations can be installed both from the workshop or from other sources for working offline.
• All dialogue, UI, item descriptions, and so forth are translatable.
• Translate by editing one simple text file.
• Built-in refresh button, to show your translation changes in real time!
• Update from older versions with one simple click, marking all new & changed entries.
• Upload to workshop, or simply distribute the file where ever you please.

For detailed instructions go to the new wiki below
(http://ballisticinteractive.com/wiki/index.php?title=Localization)

ae775e635b07fe142de57beeea7148e1164bc6e5.jpg


We’re very excited to see what you translators will come up with, using these new tools!
This is a chance for the community to come together, and help push HellSign to the next level.

Happy Hunting!
Ballistic
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,771
Insert Title Here
https://steamcommunity.com/games/606500/announcements/detail/1647664350671839589

HellSign v1.0.1.3 Update
18 APR @ 3:21AM - BALLISTIC
b530630baf63220465d34379d8b53aa2be70c07f.gif


Greetings hunters, this update is mainly focused on combat in an attempt to make your hunts faster, smoother and more enjoyable. It also has a bunch of random goodies which you can see below.

Also thanks for the reports in the performance thread, we were able to find and resolve a fill rate issue with shadowbeast, which optimized them by ~40%!

Note: for veteran players, time your dodges a bit later than you're used to ;)




Additions

• New cheap shotgun attachment "crowbar", exclusively for breaching.
• New player portrait.

Improvements
• Optimized shadowbeasts (40% improvement).
• Improved shadowbeasts animations & sounds, for better telegraphing.
• Improved ghoul attack animation, for better telegraphing.
• Reworked dodging sweet spots for various enemies (with a small delay)
• Improved loading screen look, including actual progress bar.
• After finishing quest, added missing "+1 reputation" to rewards screen.

Fixes
• Fixed a door not highlighting for a kick in one of the layouts.
• Fixed issue with ghoul/spiderlings attacking instantly after appearing.
• Fixed player animations minor looping issues.
• Fixed combat tutorial (tin alley) to display risk 1.
• Fixed shotgun attachment not playing pump sounds when attached to SMG.
• Fixed menu buttons disappearing.
• Fixed reloading while firing underbarrel attachment.
• Fixed spiderling jump sounds, was confusing due to wrong timing
• Fixed spelling mistake ultra-voilet to ultra-violet.
• Fixed spelling mistake in nephilim entry, vangeful to vengeful.
• Fixed spelling mistake in zoe dialogue, entrties, to entries

Localization
• Fixed languages not showing properly in the download section.
• Added system to support special characters (like á é ő ű).
• Added “counterfeit skill activated” popup to file.
• Added "equipment" title from character creation to file.
• Added ‘bouncer stealing money’ popup to file.
• Fixed translation language spelling of 日本語 & Polski.
• Fixed modding mode refresh button not showing in tutorial 1.
• Fixed bottom left action bar in game to translate properly.
• Fixed dialogue to replace [playerName] correctly.

0c6ae9a67b8180a2ac4662f380f4cc05133bf3de.jpg


We want to give a massive shoutout to all the translators that have jumped on board, and created translations in a matter of days, you are all awesome!

For the rest of the community, you are all awesome as well, thanks for being patient while we improve the game, and keep hitting us on the forums so we can continue to make HellSign the best experience it can be!

Happy Hunting!
Ballistic
 
Joined
May 31, 2018
Messages
2,540
Location
The Present
This looks like what Resident Evil was meant to be. I never cared for that franchise, but this looks much smarter, more thrilling, and more fun in everywhere way. I'm not sure how I feel about the rolling dodge though, or at least the snappy recovery from performing one. It appears to be very effective, and feels out of place to the horror atmosphere.
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,771
Insert Title Here
https://steamcommunity.com/games/606500/announcements/detail/1617266323466587092

Hellsign v1.0.1.4 Update
6 MAY @ 9:41AM - BALLISTIC
ad5c469f5cf819010e1a021355368d93757a52e3.gif


Greeting hunters, in this update we have various improvements across the board, from stim animation fixes to kelpie optimizations!

Improvements
• Confirmation dialog for equipping newly purchased equipment directly.
• Optimized Kelpie fight.
• Hid deduction slots when not applicable (e.g. sweeping, etc).
• Removed deduction slot popup clutter for non hunting jobs.
• Normalized job location name font & supporting european language.
• Reordered responses to early redback dialogue more logically.

Fixes
• Fixed player falling through floor against Kelpie.
• Fixed issue with stim animation often not playing at all.
• Fixed cryptonomicon notes getting messed up with new lines & tags.
• Fixed rare issue with a sign missing in patio area.
• Fixed boot knife working against ranged attacks.
• Fixed jobs sometimes overlapping each other on world screen.
• Fixed notebook objectives not showing on lower resolutions.
• Fixed text description of signs critical bonus against all cryptids.
• Fixed new cryptid entries didn't show if that section was already open.
• Fixed thermal vapor not displayed properly and hard to see sometimes.
• Fixed activate trap indicator glowing in thermal gadget.
• Fixed loading screen double lines not positioning properly.
• Fixed precision aim loading tip saying "hold" which was confusing.
• Fixed a grammar mistake in mid game redback dialogue.
• Fixed transition from primary to sidearms sometimes bugging animations.

For the next update we’ll be introducing rare “Paranormal Occurrences”, which will keep you on your toes ;)

Other than that keep up the feedback & amazing support!
With every update HellSign is getting one step closer to the game we all want it to be!

Happy Hunting!
Ballistic
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,771
Insert Title Here
https://steamcommunity.com/games/606500/announcements/detail/1618393490745507078

Hellsign v1.0.1.5 Update
16 MAY @ 7:05AM - BALLISTIC
ea1200a8953fd35ec927d78e7bde3b9f5af9c7dc.gif


Greetings hunters, for this update we’re introducing new paranormal occurrences!
Although quite rare, they will leave an impression and keep you on your toes, and boy do we have a nice surprise for those who can’t find their van ;)



Paranormal Hazards
• Possessed lawnmower
• Illusionary van
• Teleport anomaly
• Time shift
• Lamp surge concussion
• Alarm clock

Fixes
• Fixed collider on front porch stair rails where player could glitch over them
• Poltergeist now laughs if last furniture throw connects
• Torch halo toggle now properly delayed when switching between guns
• Fixed animation transition if spamming between primary/secondary guns
• Improved counterfeit sound

Sometime in the next few weeks, we will release a roadmap news announcement with what’s in store for the next few months of development. ;)

Keep the feedback & amazing support coming! HellSign is constantly evolving and improving every day, and it’s all thanks to the awesome community!

Happy Hunting!
Ballistic
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,771
Insert Title Here
https://steamcommunity.com/games/606500/announcements/detail/1619520028819116983

Roadmap News #2
22 MAY @ 4:19AM - BALLISTIC
2fb909ccca4957da28de7d102660beb6fc37c3a8.jpg


The last 4 months have been awesome, and it’s time to move to the next phase!

Previous roadmap recap
In the previous roadmap (link) we set out to make the game more accessible, and with your help have accomplished much in that short time!
This includes the notebook/questlog/glossary, workshop translation support (incl awesome fan translations!), combat system improvements (incl surface penetration system, precision toggle mode, dodging/animation improvements, cryptid entries, obstacles collision fixes, and much more), improved loading screen, new paranormal hazards, various optimizations and of course tons of fixes / improvements along the way!

And with that phase done, we can start moving towards new content!

New Early Enemies
The early scouting & forensic jobs enemies will be replaced by new spiderling & crawler variants.
We’ll also be introducing new traps, and possibly an entirely new and more “paranormal” enemy, you’re going to just love ;)

House Variations
The house will be getting more diversity, this is a necessary part of laying the groundwork systems for new levels, as we’re envisioning each level will be a lot more replayable and unpredictable.
We’ve had a lot of awesome ideas given by the community, and now is finally the time to start playing with them!

Extra Goodies
Of course we will also be improving, fixing and optimizing the game, as well as adding a few more goodies along the way ;)

We’re just getting warmed up over here, and have plenty in store for the year ahead. Step by step we’ll grow this together into a monster!
Thank you for your valuable involvement and support, you are all awesome! Without your help HellSign wouldn’t be what it is today, and looking forward to working together to take it to the next level!

Cheers!
Ballistic
 
Last edited:

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,771
Insert Title Here
https://steamcommunity.com/games/606500/announcements/detail/1608262297563492036

HellSign v1.0.1.6 Update
5 JUN @ 8:40AM - BALLISTIC
60a4141b25002e5e8962cfdabfb4190ce2814ae0.gif


Greetings hunters, we’re excited to introduce the new Albino Jumping Spider!
It will be replacing the spiderling for early forensics & scouting, and while larger and easier to hit/dodge, it packs quite a punch!
A new trap is also being added respectively, the highly flammable ‘Petrol Jerry Can’, remember if all else fail kill it with fire!

Improvements
• New early game enemy “Albino Spider”
• New trap “Petrol Jerry Can”
• Implemented per-limb burn visual effects system for enemies
• Added average sign value to the job info display in overworld
• Disabled cryptonomicon unleash in sweeping jobs to avoid confusion
• Crafting table now opens signs tab by default instead of weapons
• The popup with hunting jobs unlock, now mentions veteran scouting too
• Improved level loading times for slower pcs
• Improved player blood splatter angles, based on hit impact

Fixes
• Fixed spiderling sometimes glitching to attack animation during walk
• Fixed toolbox inventory icon showing the wrong icon
• Fixed endgame popup kept appearing every time you killed a poltergeist
• Fixed rare issue with spiderling footstep sounds playing in wrong position
• Fixed rare issue with high evp signs not triggering the hint
• Fixed first deduction slot boss weakness popup going offscreen
• Fixed knockback during precision, had player holding gun oddly
• Fixed projector trap utility bonus #2 not applying to shadow
• Fixed issue with ghouls moving through doors
• Fixed issue with spiderlings & ghouls activating behind closed doors

We’d love to hear what you think of the new enemy, drop a comment here or on the forums! Keep the amazing support and feedback coming, to make HellSign a better experience!

Happy Hunting!
Ballistic
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,771
Insert Title Here
https://steamcommunity.com/games/606500/announcements/detail/1609390009073328247

HellSign v1.0.1.7 Update
4 JUL @ 9:25AM - BALLISTIC
ceea97f3e7410d0800de73fe2bfdfd947ac864bb.gif


Greetings hunters, we know you love crawlers, so here’s the Tasmanian Meglapede!
It will be replacing the crawler for early scouting, and well, it’s a bit bigger ;)
A new trap “Doorway Guillotine”, and throwable “Makibishi” have been added, like the ‘Petrol Jerry Can’ they’re usable without a skill.


New early enemy, trap & throwable, enemy get-hit sounds and more!


Improvements
• New enemy "Tasmanian Meglapede"
• New trap "doorway guillotine"
• New throwable "makibishi"
• Audio get-hit feedback for all cryptids
• Increased albino jumping spider healthbar size to medium enemy ones
• Reduced price of first parabolic mic to $70
• Increased albino jumping spider health by 50%, petrol trap respectively
• Improved enemy footstep audio rollout for clearer positioning
• Improved water bullet hit effect
• Made ghoul play a stop animation instead of "running" in place
• Made shadowbeast play a stop animation instead of "running" in place
• Better frame independant speed query for enemy animations
• Changed sweeping objective text to "per cryptid bounty" for clarity
• Revised blood crawler cryptonomicon entry

Fixes
• Fixed kick animation, was odd during precision mode
• Fixed sound for equipping trap/throwable, was sometimes very low
• Fixed ghoul attack glitching, if previous one was a land attack
• Fixed ghoul charge animation would not play sometimes
• Fixed special surfaces (e.g. water) bullethits & footstep effects didn't work
• Fixed big enemies going through exterior single doors

Keep up the great feedback & support, it really pushes the development to the next level!
The current roadmap is progressing nicely, plenty of good stuff coming and hope you enjoy these new updates!

Happy Hunting!
Ballistic
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,771
Insert Title Here
https://steamcommunity.com/games/606500/announcements/detail/1609393272372669394

HellSign v1.0.1.8 update
6 AUG @ 2:14AM - BALLISTIC
d079ccae43cc147601c46b9c1df39e6f64916a04.gif


Greetings hunters, for this update we’re expanding the exterior house wall variations.
This also includes a randomized graffiti/ivy system which will be used for future levels.




Improvements
• New exterior wall variant - wooden logs (cabin)
• New exterior wall variant - mixed brick
• Graffiti art variants for the various house exterior walls
• Exterior wall ivy system
• Exterior wall graffiti system
• Vastly improved exterior wall weatherboard variant
• Improved exterior window wooden frame mesh/texture
• Treasure hunter skill icon
• Ivy art variants for the various house exterior walls
• Clearer shotgun pellet damage stats
• Added note for incorrect deductions at post-job screen

Fixes
• Fixed shadow trap sound positional issue
• Fixed gun rate of fire decimal format
• Fixed collider sizes for cabinets
• Fixed getting teleported during summoning boss / boss fight
• Fixed albino spider opening barricaded forensic doors on attack
• Fixed albino spider opening shadow dimension door in tut

Thanks for the positive support, and the constant constructive feedback!
We are now aware early game is still overwhelming to new players, and will be considering clarifying things before we can introduce the 3rd enemy.

Happy Hunting!
Ballistic
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,771
Insert Title Here
HellSign v1.0.1.9 update

c5c246974088fe612779ee6bdd6a4fe6b8c4f0e4.gif


Greetings loyal hunters,

As promised, for this update we are proud to introduce cryptid investigation!
Through investigation for signs, you will now be able to find identities of cryptids (for example a certain white fur sign would indicate Albino spiders, etc)


a7b732fb5f623443cde6086984b98f87950e53a2.jpg



To sweeten the deal, encountering new enemies will now unlock new, albeit encrypted, journal entries.
And also, dying to an enemy will display them as the “cause of death” in the job conclusion screen.
Such mechanics allow us to introduce crazier enemies further down the road, without worrying about irrelevant things such as the player’s sanity :P




Improvements
• New cryptid investigation system (e.g. find fingerprints pointing to specific enemies, etc)
• Added new cryptid evidences x11
• Encountering new enemies will now unlock encrypted cryptonomicon entries
• Added "cause of death" to job summary when applicable
• Enhanced combat tutorial to demonstrate utilizing weaknesses against cryptids
• Changed 1st Zoe quest to be gathering evidence (no clues)
• Changed 2nd Zoe quest to be deduction instead of redback shadow page
• Changed parabolic audiovisuals from recording to decoding
• Parabolic mics will now be able to gather other signs (e.g. symbols, ectoplasm, etc)
• The words that popup during gadget investigation actually relate to the signs now
• Changed utilizing signs to direct bonuses against deducted cryptids
• Audiophile skill now gives 10% evasion against deducted cryptids
• Keensight skill now gives 20% crit chance against deducted cryptids
• Improved sign spread algorithm

Fixes
• Fixed char creation bullet appearing in wrong slot
• Fixed char creation reload penalties appearing for handguns
• Fixed bug when opening trunk with weapon equipped
• Fixed minor grammar mistakes for a couple of loading tips early game

Keep up the stellar effort on the discussion boards, and thanks so much for the constant support and feedback!

Happy Hunting!
Ballistic
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom