You didn't think I'd forgotten about you, did I? It's time for more
Dash Blitz!
v0.5.5 includes so much new stuff, we skipped a version number! We're well on our way to the mythical v0.6, but for now let's dive right into what you can expect!
New Content
- Who else but Accel, of course!
This wise-cracking self-driving car is Dash Blitz's new heavyweight, but he's no slowpoke - he's the fastest character yet!
- Accel's home turf, Wild Highway, is now a playable stage!
The overgrown remnants of an old-world highway, perfect for clambering around and attacking from surprising angles!
- Bluster's favourite date-site, Windy Bluff, is now a playable stage!
The fans are incredibly dangerous, blasting out powerful gusts of air and chopping up anyone who gets caught in the blades! But you can use the wind to your advantage, too. Try to launch enemies who are struggling over the cliff!
General Fixes
- Fixed a bug with the main menu; you should be able to see what you've selected again.
- Fixed a bug with the lobby where the mouse position would override cursors.
- Fixed a number of transparency issues and cutscene models not following the same rules as game models.
- Fixed an issue where reducing outlines to zero thickness still showed black artifacts behind the character model; this should be all better now, for those of you who prefer the classic minimalist aesthetic.
- Fixed a bug that allowed you to enter some modes without any players.
- Fixed a bug with music where the override option wasn't being applied after a fight.
- Removed the Item menu from the Race mode screen.
General Improvements
- Horizontal speed now translates into wall-scaling speed! This shouldn't be too noticeable for most characters, except for a slight feeling of momentum being carried, but newcomer Accel takes full advantage of this change!
- Increased the delay on Magna Pulse to discourage spam. Also removed it from Race mode, that wasn't very fair.
- Improved the UI for Race mode to have a little more flair.
- Added some more voiceovers to give the overall game a little more personality.
- Modified sound effects for Magna Pulse and Magna Burst.
Stages
Metro Sewers
- Made some improvements to the waterspout in the centre, making it more clear when it's about to burst.
- Made some changes to collision in the centre to (hopefully) prevent rolling projectiles from bouncing in the air.
Everlanche Climb
- Fixed an issue where the clouds here covered up cutscenes and dialog.
Characters
#1
- Amended reflect mechanics, allowing #1 to ding more effectively. His attacks should now launch projectiles in the same direction as he swings. This change also applies to all other sources of reflection.
Edge
- Fixed an issue where Edge's kunai wouldn't spawn.
- Also, the longer you throw kunai, the more they fan out now, giving Edge back some of his scattershot's functionality while trading out raw damage.
Bluster
- Improved Vertical Full-Charge Shot's hitboxes.
Manny
- Fixed an issue where Manny dropped dramatically after finishing a clamber.
- Improved the height Manny jumps after exiting a clamber, which should make it easier to swing onto moving platforms.
- New chainsaw noises.
Sherpa
- Added partial shot-immunity to Sherpa's dash. The earlier you are in the dash the more he can shrug off. This should hopefully make it easier to wade into combat, but you're still easy to combo, so be careful.
Puffin
- Added some visual feedback on Puffin's grab to better show how her enemies are frozen.
As for me, I'm feeling a lot better lately. It makes me so, so happy to be able to play this game again, and I'm happy to report it works better than I expected for Steam Remote Play.
I still can't make any promises with regards to updates, but I'm definitely in this for the long haul. I'll see you when I see you for v0.6.
Until then, I think that's everything. I hope you have fun with it!