Retro 'Zeldavania' Infernax has been updated on Switch, here are the full patch notes

Retro ‘Zeldavania’ Infernax has been updated on Switch, here are the full patch notes

Picture: Arcade Crew

Berzerk Studio’s awesome, tough retro adventure game Infernax just got a pretty big update.

Available on all platforms now, Nintendo everything reports that update 1.02 brings a large number of quality of life and accessibility updates that should help improve gameplay and add accessibility options.

For a good look at what the developer has improved in the game, here are the full patch notes straight from the game’s Steam page.

Version 1.02, August 4

– Accessibility features have been significantly improved and overhauled and now have their own dedicated menu.
– Added option to adjust in-game saturation and contrast to accessibility menu.
– Added option to remove particle animation to accessibility menu.
– Added option to remove background animation to accessibility menu
– Added option to add distinct color tones to game elements to accessibility menu.
– Further improved reduction of both screen shake and flash animations when set to “minimal” via accessibility menu.
– Added option to switch joysticks and adjust dead zone to advanced controller settings.
– In Casual mode, “dying” in a pitfall or drowning will now revive the player on the ledge they fell from if the player has enough remaining health, instead of instant death.
– Several text and localization fixes.
– Improved support for V-Sync.
– Fixed some cases where door collisions could stop responding.
– Fixed ability to steal from the church more than once during the night.
– The donation chest now requires multiple hits to ensure the selection is not accidental.
– Fixed possibility of losing the first key if it dies at the same time as the red aberration by changing logic controls associated with event launch and key retrieval.
– Reward for performing a successful exorcism increased to 300 gold.
– Added autosave when exiting castles 1 to 5 to prevent loss of progress if you die after finishing a castle without saving.
– Fixed being able to trigger Paimon’s resurrection from corpses other than his.
– Fixed soft lock if trying to start a new game as Maxime Gunn with max save slots already filled.
– Player will now properly collide with Spike Boxes on moving platforms.
– Any dialog triggered by input should now check for nearby enemies before allowing interaction.
– Fixed Shield Spell that could despawn when killing one of the dual bosses in Castle 6.
– Fixed Shield Spell despawning when changing daytime or reloading same level.
– The gallows lever will now only be there during the execution event.
– Fixed misaligned Evil Save Shrine in front of Castle 3.
– Fixed opportunity to meet Crocell during her eyes closed animation cycle.
– Fixed ability to soft lock during the opening Darsov fight by letting the monster push NPCs out of bounds.
– Added ability to back out of difficulty select screen.
– Removed Block VFX play when trying to drain life on certain enemies during their invisible state.
– Fixed incorrect corpse image in Katska Hideout.
– Fixed missing Jetpack helmet on some Evil Alcedor bows.
– Fixed missing default dialog handling with incompatible morale values ​​for James and one of the vagabonds in the nearby camp.
– Fixed Tancred colliding and blocking the hero’s projectiles during his Protect Quest.
– Reduced camera limits during the Attack Tancred event.
– Fixed opportunities for Tancred to cancel his “finish him” stance at the end of Darsov Assault.
– Fixed wrong portrait for Cultist Dialog during the Defend the Bridge event.
– Fixed hero projectiles disappearing during Boss Death, especially for multi-boss fights.
– Fixed ability to trigger Gregor Exorcism more than once.
– Fixed Death Screen music not looping.
– Revised Drain Life casting rules to minimize the possibility of wasting the spell. Improved visual feedback when Drain Life cannot be cast.
– Several fixes for Blood VFX color, both from hits and Drain Life spell.
– Fixed some cases where Down Strikes hit VFX were not the correct color.
– Fixed background color in a cave environment during the night on the way to Robert’s Hideout.
– Fixed Evil Ending artwork showing Alcedor with his Good Tabard.
– Permanent mayor who does not distribute experience.
– Fixed Demon Form Alcedor with Mace during Evil Credits.
– The area where the Castle 3 event can be triggered is now more generous.
– Fixed being able to drain life from invisible wizards.
– Fixed Nightbeasts not dropping coins.
– Fixed being able to skip the first zombie encounter by flying/infinitely jumping over it.
– Fixed Zero Ref if dying in Darsov Battle room with the Gate.
– Fixed Zero Ref if you use Drain Life on Scorpion during Darsov Battle.
– Fixed Boss Reveal music still playing if skipping Castle 5 and Future Bosses intro.
– Fixed Robert not being registered in Demonology when he died during his stand-off event.
– Fixed Drowning animation flickering while playing with non-regular heroes.
– Fixed Thunder Flash looping about casting right before a script dialog would occur.
– Fixed Darsov Protect script events triggered after player death.
– Fixed here SFX during Destroy Relic event with Axcedor.
– Fixed incorrect portraits for alternate heroes during both fights against Tancred.
– Fixed ability to trigger Ram Hideout Door animations twice.
– Fixed Lord of Maggot’s corpse collision so it can’t clip walls.
– Added quotes to Kickstarter Grave Messages.
– Fixed quest update display when meeting Julius outside Darsov during exorcism quest.
– Fixed display of quest update after picking up the Necronomicon in Robert’s Hideout.
– Fixed ability to farm xp by re-entering Castle 1 Boss room after defeating him.
– Fixed two separate NPCs named “Christopher”.
– Fixed floating eye spawning under a water wheel on the way to Castle 3.
– Fixed instances of scripted jumps not properly supporting Infinite Jump.
– Fixed a platform crash in Castle 4’s top room that was too generous and problematic when navigating the way back.
– Fixed a corner collision on the way to Castle 3 that was prone to cutting through normal navigation.
– Fixed a corner collision on the way to Kadjanto that was prone to cutting through normal navigation.
– Fixed a corner collision in the Castle 5 room with multiple spear throwers that was prone to clipping through normal navigation.
– Fixed a corner collision in the first room in the eastern caves that was prone to cutting through regular navigation.
– Fixed a corner collision in the Castle 4 room requiring charging skill through a tunnel formation that was prone to getting through normal navigation.
– Fixed a corner collision in Darsov Keep that was prone to cutting through normal navigation.
– Fixed ability to trigger screen edge movement without activating the bridge by cutting the rocks on the way to the Skeleton Neighbor House.
– Fixed ability to get soft locked during scripted events by jumping on and off the bike.
– You can now roll down through platforms while staying on the Bike.
– Unmounted bike now interacts correctly with water.
– Fixed loss of control after dashing the bike immediately after activation by manually entering the code from the Kickstarter Mausoleum shrine.
– Fixed possibility for bike controls to remain stuck during the Castle Clear animation.
– Added proper handling for picking up chest items while riding.
– Fixed Last Weapon VFX still appearing when running on bike while having them equipped.
– Fixed animation when getting kicked by the red aberration in Darsov on bike.
– Added a block to a corner of Castle 4 to prevent Bike from remaining perma-hit stunned between two spikes.
– You can now destroy the dam with the chainsaw.
– You can now perform Holy Charge with the chainsaw.
– Fixed collision length for the chainsaw attack.
– Fixed chainsaw SFX looping if launched in mid-air.
– Removed an invisible platform in Castle 6.
– Fixed a floor crash in Castle 4 that allowed Sorcerers to warp inside walls.

We hope these additions make the game easier to play for anyone who wants to use them, and that the fixes polish up some of the things we saw recurring post-launch. While waiting for this patch to clear approvals, the team has already been working on what comes next. We think everyone will enjoy what we have planned, so stay tuned for updates as we have more information to share.

Take it easy,
– Berzerk Team

If you’ve been playing Infernax for a while now, this might be the time to jump in. We’ve really dug this retro-inspired game that builds on classics Castlevania, Ninja Gaidenand Zeldaand gave the game an 8/10 inch our review.

Let us know if you’re an Infernax fan in the comments below!

Further reading

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