Nocturne: Prelude
Release v1.0
New Enemies & Boss Fight
The Roach and Beetle have arrived, both with new surprises to share. Though an even more powerful foe is waiting for you, one who will twist the rules of battle.
New Locations
East of the Park, you’ll venture into the industrial complex. Then you’ll travel deeper, where strange machines raise concerning questions as to their purpose.
New Notes: Critical & Mines
Critical notes cause double the damage of a standard note if you miss them.
Hitting Mines will disable the column for 2 seconds, preventing input.
Arcade
The Records tab is now the Arcade. Select any battle you’ve previously defeated, and you can battle them again anytime from the menu.
Additional Changes
Combat
Adjusted the timing for Perfect judgments (less strict).
Updated Kimothy’s Battle music loops (shorter loops).
Reworked combat floating text to better accommodate when you have multiple text effects activating at once.
Missing notes is now more punishing to your score. Miss = -100, Bad = -50. (Previously 50 and 25 respectively).
Added prompt to press any key if the player waits at the start of combat.
Changed random encounter weighting system to better ensure you don’t encounter the same enemy too many times in a row.
World
Final polish of all maps, collision and lighting.
Menus
Updated splash screens on loading the game to show the studio and game logos.
Rearranged the order of the menus.
Removed the secret dev testing menu.
Updated some menu colours for better visibility on certain monitors.
Added option to enable Dialogue Skipping, which instantly progresses the text without needing to wait.
Added a “Reset to Default” button for Gameplay Options.
Updated all help text.
Reworked how menu keys operate. Back (default x) will now return to the previous layer of the menu. Exit (default c) will now close the entire menu no matter where in the menu you are.
Data
All save files and settings from playing the Beta will be wiped/reset upon loading v1.0 to ensure no issues carry over from previous builds.
Notable Bugs & Adjustments
Fixed an issue with combat enemies not being properly cleared and reinitialized resulting in errors with attacks and potential soft locks.
Fixed the broken output_log to use Unity’s newer player.log system.
Fixed a bug where closing the combat keybindings menu with the Exit key would circumvent the 3 second resume timer and cause syncing issues with the notes.
Fixed an issue where Silence would count hold notes as correct even if you let go too early.
Fixed various bugs which could cause certain SFX or Music to mute when exiting from the Latency Calibration options.
++ many minor bug fixes and adjustments.