CHANGE LOG Default Controls Reminder (Keyboard): Arrow Keys - Z - X - Space - Shift - on the title menu to configure your settings. Joylancer supports a large variety of controllers now by working in support for legacy game pads (registered as joysticks). If you find yourself having any issues with gamepad support still, please be sure to let us know at @TRONMAXIMUM / @SuperBlizzard / @_a6productions on Twitter, or contact@a6productions.com via e-mail. -- Whenever JOYLANCER updates to a new major release (1.x -> 1.y), there are often deep system changes that we have to make within the profile system of the game. After updating your game, please be sure to empty out your JOYLANCER data folder before running the game again. Unfortunately, this means that your custom key binds will be reset as well as color choices, high scores and game completion. Please keep in mind that this game is in Early Access, and sometimes major resets like this are necessary. Once the game leaves Early Access, this won't be a problem! HOW TO CLEAR YOUR APPDATA FOLDER: * Make sure that you have your Folder Settings configured so you can see hidden files and folders. 1) Go to C:/(or your drive's letter)/Users/(You)/AppData/Local/JOYLANCER 2) Delete the folder 3) Run the game ---------------------------------------------------------------------------------------------------------------------------------------- LABEL LEGEND [Button] | | ~(Enemy / Actor)~ | >Hit Effect< | 'Item / Weapon' | {Equipment} + Addition, fix, or increase ~ Adjustment - Nerf, removal, or reduction (Grunt.x) Grunt Soldiers (Weak Enemies) (4th.x) 4th Battalion (Enemies) (3rd.x) 3rd Battalion (Strong Enemies) (2nd.x) 2nd Battalion (Mini-Bosses / Extra-Strong Enemies) (1st.x) 1st Battalion (Bosses) v1.10 (itch.io Beta Update) JAN 16 2016 ================================= Big updates to older stages! Updated impact system, more Drive-Counters, and new enemies. the World Map has been completely overhauled and streamlined; please be sure to empty out your JOYLANCER data folder before starting! [ GENERAL ] + We added a brand new "challenge multiplier" system before you start a stage; you can now set the "enemy rank", and rules like Divine-Life & checkpoints to be on or off to increase / decrease the overall score you earn in a stage + The lowest your point multiplier can get to is "x1.0" now, previously "x0.5" + Performed further optimizations to graphic drawing system, particularly in the particle effects ~ Individual ranks are now calculated slightly differently ~ Many ranks have had their time requirements more difficult to achieve + Ranks now scale properly based on both time and whether or not you take damage + Additional powerups and unique status effects have been added into the game! + The button now also functions as "Proceed" in the final rank screen after each stage! + Added an internal clock system to Arcade Mode that can be enabled with [F6] -- perfect for speedrunners *wink* + The combo system has been majorly updated and now displays on the HUD + You can now perform special sequences of techniques to perform special tricks and get extra point bonuses! + Fixed a glitch where unlockable characters couldn't open doors ~ Crystals no longer add a multiplier when picked up unless you don't have a combo going -- otherwise, only rewards more points in your combo ~ Picking up items is now done using the "Interact" command instead of the "Taunt" command ~ Adjusted functionality of "Keys" to now unlock paths and passageways in stages ~ The Arcade Shop is still being worked on but the assortment of items has been altered, including some *very risky* secrets~ - The on-rails mini-game before the 1-3 Centaureon boss fight stopped working properly, so it has been removed from the game for now (and is in the process of being re-made) [ CHARACTERS & ENEMIES ] ~ (System Change) Performing a block on an unblockable attack no longer damages the player, but does leave the player open to be struck by another attack ~ (System Change) attack now detects when it's colliding with attacks and registers a + This allows the player to reset and perform another and gain additional invulnerable time ~ Players must now pay attention during and press accordingly during each individual + (System Change) There is now a Motor Knight-wide "OVERCHARGE" system that grants unlimited motor and special effects based on the Overcharge type - (System Change) Removed the "survived with 1 HP left" knockback effect as it caused more weird problems than anything else + (System Change) The Grinding System has been totally revamped and is capable of faster travel ~ (System Change) Thrown enemies now deal damage equal to their max HP value when they slam into other enemies; throwing more powerful enemies results in more damage to surrounding enemies, and vice-versa + (Motor Knights) Added a ; perform a attack then cancel into a when you hit the ground to launch up even higher + (Motor Knights) All now do a set amount of damage and are augmented by the player's attack stat, so will always do difficulty no matter how low your attack is + (Joylancer) Added ability to briefly aim throws when mashing (please note that it does cause some framerate dip right now) + (Joylancer) There are now two different effects for the based on how you counter + (Joylancer) now has 3 different special throws: Up+Attack , Forward+Attack , and Down+Attack + (Joylancer) and have been unified into a singular technique + (Joylancer) has a new technique; press mid-spin and hold a direction to spike the opponent in that direction + (Joylancer) Many new weapon throws have been added and old ones have been revised + (Joylancer) has been revamped; ~ Mash to aim your trajectory & build meter ~ Press no buttons to begin spinning ~ Press while spinning to cancel the spin and throw the axe ~ Hold a direction to aim what direction the thrown axe goes ~ (Grace-Lightning & Arkblade) Can perform all of Joy's Drive-Counters (temporarily) ~ (Fortyfive) Total control revamp, still a hefty work in progress -- switch between different shot types with - Switch between manual (A) and semi-auto (B) aiming styles + A cutscene has been added before the 1-3 boss fight + Stage 1-3A now available + Stage 2-2B now available + Stage 2-3 now available + Encounter Battle 01 has been added to the overworld + Encounter Battle 02 has been added to the overworld + Emerald City has been added to the overworld + A secret has been added to Dark Palace 1 [ VISUAL ADJUSTMENTS ] + A variety of colorful new palettes are available + Explosion effects have been enhanced ~ The final rankings have been re-centered on the screen in order to accomodate the Dark Palace stages ~ The color of the transitions between screens is now changed based on the color you assign to your profile v1.7.2 (Beta Release) JUL 14 2015 ================================= + Dark Palace 2 added in the Underground (Area 2) + Stage N-2 now available + Stage 2-2 now available + Stage A-3 now available + A new Second Battalion boss has been added (Jyadarra) + A new Third Battalion enemy type has been added (Hydraling) + New equipment added + Further optimizations applied to increase performance ~ Levels missing music have been given BGMs ~ Overall "IMPACT SLOW" effect toned down across the board - We are still investigating the issue with low quality sound effects / popping v1.7.1 (Beta Release) JUL 9 2015 ================================= + Dark Palaces 1 (Area 1) and 3 (Area A) added back in + Stage 1-3A now available + Stage A-2 now available + New equipment added to game, including some pieces added in old levels -- try to find them all! + Additonal key locations added to some levels + Fixed a bug where King Rosell was drawing in monochrome instead of red + A new 3rd Battalion enemy has been added ~ Fixed(?) a game crashing bug that would occasionally happen on first run v1.7u (Unstable Test Release) JUL 3 2015 ================================= !!! This build has NOT been fully tested yet and may be prone to instability. Please keep this in mind when lancing. !!! We will be updating again very soon with a much cleaner release. Until then, enjoy! !!! This is a MAJOR systems update -- please clear your AppData folders before running the update for the first time! + Huge variety of system & graphic optimizations to improve overall game speed on lower-end PCs + Profile menu has been modified slightly in order to be less unruly + Countering system revised, expanded and greatly improved + New technique added (press after a successful ) + High speed defensive-piercing attack; stuns weak enemies! + Press again while hitting an enemy you want to throw to instantly ! + Difficulty system is back and majorly improved + New pieces of equipment added to the game + CENTAUREON now has a powered up "unarmed" form when its D-Tank count reaches 0 + A huge selection of "variants" are now available for most enemy types + New ranking system added; rewards letter grades and bonus scores for beating battles + Stage N-1 now available + Tutorials are back; currently divided into 3 courses ~ Major rebalancing and improvement of both players and enemies ~ We did a bunch of other things that we can't even fully recall - Dark Palace stages temporarily removed v1.6.2 (Early Beta Release) APR 26 2015 ================================= Tutorial + more equipment planned for next update! + Fixed a bug that caused Centaureon to occasionally disappear when is countered + Fixed a bug that caused the Helmar to get stuck in Drive-Clash state + Slightly modified Dark Palace (Antoria Woods) waves to lower their difficulty + Demo version of game updated to latest version ~ Added speed resistance to lance attacks when hitting strong / armored enemies ~ no longer registers on strong / armored enemies (caused bugs) ~ Greatly increased how much damage a thrown enemy inflicts on other enemies ~ Lance-Drop's "explosion" effect now triggers on all Lance-Drop attacks (Lv3 & 4 have visual effects too) ~ Slightly increased damage of Lv1 lance attack v1.6.1 (Early Beta) APR 23 2015 ================================= + Fixed a bug that caused the game to hang on the loading screen when starting the game + Fixed a bug that caused world map data to be loaded incorrectly when exiting to the title screen + Various bug fixes on previous version + HELMAR, ARMUROS and CENTAUREON now have "Drive-Clash" properties; mash attack button during these attacks to perform instant Drive-Counters + Temp music assigned to extra areas + Demo version of game updated to latest version + A bunch of small changes done under the hood v1.6u (Early Beta Release) APR 22 2015 ================================= !!! This build has NOT been fully tested yet and may be prone to instability. Please keep this in mind when lancing. !!! We will be updating again very soon with a much cleaner release. Until then, enjoy! + The Control Wizard is Back! Custom key binding is now available + Controller support has been expanded + World Map has been re-enabled + A few new levels have been added + The Dark Palace has returned; amount of palaces increased to 2 (each one has 10 waves) + Parry / Counter system has been massively updated and is far more precise + "Perfect-Counter" now available; perform a counter attack with perfect timing to automatically perform a Drive-Counter + Projectile deflection has been massively improved + A new 1st Battalion boss has been added + Multiple new enemies have been added + General system improvements & optimizations for speed + New "FPS" switch that can drop the game into 30FPS and maintain proper game speed; try this out if you're experiencing slowdown + All enemies have been massively updated + Hitbox system has been completely re-worked - Tutorials are in need of overhaul again; we're working on it - Pscilovoid enemy has been temporarily taken out (currently being re-animated) - Difficulties have been pulled out of this release while we re-write the system - Motor Combat is still unavailable at the moment, cleaning out bugs and making sure the systems are balanced v1.5.2u (Early Beta) MAR 6 2015 ================================= + Bugs with tutorial rooms not loading properly has been fixed + Burst-Jump given curving; can now slightly adjust movement mid-technique + Move list function fixed + Some music cues were in the wrong place; this has been fixed + Difficulty system has been updated + First Run menu updated with additional information + "Type E" control type added -- mirrors a more portable-inspired control type + Some menu bugs fixed + Scores were carrying over and saving incorrectly; this has been fixed + A couple enemy encounters have been rearranged v1.5.1u (Unpolished Beta) MAR 2 2015 ================================= + Welcome Back To Antoria! -- v1.5 Unstable Release: Updating Again Very Soon! + Brand-New Palette Rendering System! (replaces RGB-style color system) + Profile system given major update * NOTE: Profile System is still in heavy work-in-progress + Controller Binding menu added to Profile menu; press Select on Player 1 (SELECT on Pad, Shift on Keyboard) to configure all players' proper pad / keyboard setup + Area 1 maps have been overhauled again -- level layouts, arrangements, and enemy placements are still not final + Tutorial has been rehauled + Soundtrack has been updated + CONTROLS: New technique "Quick-Burst" has been added; press Up+Jump OR Up+Attack to perform a Burst-Jump + Up+Jump / Up+Attack inputs can now be used to fire off a Burst-Jump mid-charge; currently balancing out equipment pieces to replace Quick-Burst with Burst-Jump + New animations have been added for Drive-Counters + Effects of some techniques have been altered slightly + Holding Down+Attack will now continuously perform Rev-Ups! + Taunt function moved to Select button - Final taunt causing game crash + BOSSES: A new boss has entered the land of Antoria! Challenge the PSCILOVOID! (beta version) + BOSSES: Can you survive the onslaught of the Ultimate Mage King? KING ROSELL THE INVINCIBLE accepts your challenge! (beta version; survival match) + ENEMIES: Rosello Lancer given immunity to Clash-Counter on 1st swing; counter the 2nd swing to score the grab! + Rosello Knight has additional armored form (purple armor) + Rosello Lancer has additional un-armored form (orange armor) - Axe Knight needs a bit more work on hitboxes + axe throw; will be hotfixing soon - Dark Palace Mode temporarily disabled; will be hotfixing soon - World Map temporarily disabled; will be hotfixing soon - Motor Combat temporarily disabled; will be hotfixing soon - Damage values are unbalanced at the moment; will be hotfixing soon - Some goofy options menu selections haven't been updated or fixed up yet; we're working on it! ~ Various other tweaks and adjustments have been made and some other features that were in the previous build may be missing from this one. ~ Mac versions of Joylancer are going to be coming very soon! ~ this build was exported while i (tj) was running on no sleep, so there may be a few bugs / glitches; we plan on fixing these problems within the week. we just wanted to make sure you guys got this build on time! ~ tj & Jesse -- alpha six productions