Re: Crisis Point: Extinction - Metroidvania - Final Public Update! (July 25th, 2015)
(Copy/paste from Patreon!)
Grab the champagne and disrobe, ladies and gents, because it's FINALLY time for v.26! As always, the download link is available on Patreon (
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) for patrons donating $10 or more, but all the information about the update is going here.
As some of you may know, v.26 had a very troubled development period. It took longer than any other update before it, principally because of some shit that happened in my life (my car wreck and moving to a new house, for example), but that doesn't excuse its tardiness. I truly am sorry for all the waiting I've made you endure, and I only hope that this update is awesome enough to make up for it. With that said, let's hop right into the changes:
UPDATE v.26 CHANGES
-Continue The Great Rework™
-Insect CG/Game Over scene added
-Tweak old levels for altered powerups
-New bullet system implemented, with 5 different upgrades to find
-Another redesign for Alicia (currently only on her Idle and Dashing sprites)
-New, original music for Caves, Summit, and Catacombs areas
-Jingles added when collecting upgrades
-Loads of new sound effects for various things across the game
-Complete rebalance of combat (detailed later in the post)
-Latcher enemies removed from the game entirely
-New tileset and background for the Summit area (many areas still have the old tiles; sorry about that)
-Fix more minor issues
-A whole shitload of stuff I've probably forgotten about over the long, troubled development period of this update
Alright, so as you can probably tell, v.26 is a beast of an update. There's a LOT of stuff packed in here, although most of it is on the game side rather than the sexual side. The only new H-content is an incomplete CG sequence; LustFire hasn't given me the background file, nor is the art completed in general, and I'm not willing to delay this already-super-late-update any longer. The images are still THERE, but they have no background and some of them need some tweaks to be consistent or fit Alicia's mood properly. Aside from that, there may be some things that were left somewhat incomplete because of all the distractions life threw at me these past few months, but I'm really hoping none of them are too awful.
In the notes above, I mentioned a complete rebalance of combat - here are the details on that. Enemies in Crisis Point now hit WAY harder; the farther in the game you find them, the heavier they tend to hit. To counter that, the rate at which enemies drop healing orbs has been DRAMATICALLY increased, and the amount that orbs heal has been increased as well. To give some specific numbers, health orbs are now a guaranteed drop if Alicia has less than ~30% health when she defeats an enemy. It is my hope that this change encourages a rhythm of fighting enemies to gain HP between save points, rather than trying to dodge past every enemy and conserve as much health as possible until you make it to the next save. In addition to those changes, there are now many HP Upgrades to find throughout the game, meaning your maximum health won't always be stuck at 99.. as long as you explore enough. To that end, I HIGHLY recommend everyone playing to do a full, fresh playthrough, rather than skipping to any part of the update using the teleporters. There's a lot to see, after all!
Alright.. Now that that's taken care of, on to my plans for the next update.
UPDATE v.27 GOALS
-Continue The Great Rework™
-Add new CG/Game Over scene
-Continue redesigning old levels with new, more interesting challenges and hazards
-Redesign menus for a better user experience
-Recode collision engine to not be complete ass-garbage
-Replace more of the old soundtrack with new, original music
-Replace old Deep Soil background and tilesets
-Rework many of Alicia's old animations with better proportions and details
-Add in more Bullet Chip upgrades
-Fix more minor issues
Thanks to the switch over to bi-monthly as well as the multitude of team members that have joined Crisis Point recently, updates should start looking a bit heftier from now on, as you can see! My goal is still to release v.27 in April, but it might end up getting pushed to early-May depending on how life treats me.
Well, that's about enough out of me for one update post. I cannot even begin to thank you all for the support you've given me, especially while I haven't given you much in return; I fully intend to make up for that, one way or another, starting with getting Crisis Point back on track. Thank you so much for all you guys have done for me, and I hope you enjoy v.26 of Crisis Point: Extinction!
-A42
UPDATE v.26 MINOR ISSUES
-The HUD will no longer flicker on screen when the player runs out of HP during a sex scene
-Unlit torches in the Catacombs are no longer slightly visible
-Implemented shader to make enemies flash red when taking damage
-Fixed longstanding bug where Scientist enemy could not drop items
-Insect Nests no longer drop Force Shot charge particles if the Force Shot has not been acquired
-Music will now dim during H-scenes
-Enemies will no longer respawn after being killed unless you travel two screens away
-Cumshooters can now drop items properly
-Implemented shader effect while in Cursed Zones
-Environmental darkness now has a slight tint unique to the area you're in, rather than pitch black
-Removed a small graphical defect on the HUD
-Loads of new sound effects added in various places
-Fixed rare crash that could occur when entering CG scene after knockdown but BEFORE sex