A Hat in Time

A Hat in Time

The Magic Dimensional Rift
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Update: 25 Jun @ 8:34pm

v1.0.5.2:

+Added new cases for cancelling cursed status effect to prevent unavoidable deaths with it. Anything triggering cinematic mode and all jump fail recovery volumes now remove the status effect in question.

-Lava based jump fail recoveries are delayed by the status effect for too long to return player to a designated return point. Going to find a way to prevent taking damage from lava in the next update or a future one.

Update: 24 Jun @ 8:39am

Hot Fix:

+Hiding the path to the Wind Challenge area for first time run through of the map mod.

Update: 21 Jun @ 2:00pm

v1.0.5.1:

+Added a new config option to disable Cursed Time Stop's blurring effect. 0 is to keep the blur in, 1 is to remove the blur.

+Added a new config option to enable a cheat to the Enchanted Ice Hat. It boosts its water swimming to absurd levels.

Update: 19 Jun @ 5:06pm

v1.0.5 is out! The 'Memories of Darkness' content update brings you new things to try out with this mod, including the last hat players (usually) make. Introducing the Cursed Time Stop Hat! You read that right, CURSED, not enchanted! It comes packaged with powerful effects, including a more powerful slow down effect, at a dangerous price! Complete the mod map at least once or re-visit the Mirror to get this long delayed hat!

****HEALTH WARNING*****
One part of the new challenge area may affect people who experience motion sickness.

New features and fixes:

+The Cursed Time Stop Hat

+Two new HUD elements related to the Cursed Time Stop Hat

+The next challenge area designed with the Cursed Time Stop Hat in mind. Shortcuts after clearing the challenge included.

+Stickers and decals for the last element of darkness

+New particle effects, materials, and such

+A new hazard is introduced, designed to impede progress without the Cursed Time Stop Hat's new status effect

+A viewable cinematic sequence re-telling how Hat Kid ended up Isekai'ed to this world. The memory is found in the beginning of the mod map.

Future Changes Planned:

~Readjusting how the Cursed Time Stop Hat functions

~Expanding the list of conditions to cancel the Cursed Time Stop effect to close down unavoidable death situations.

~Further map adjustments if necessary

~More hidden content planned for players to discover on their own. May not be a part of this series of updates in 1.0.5.

~The Auto Mana Recovery feature outside my mod map series may see further adjustments depending on how well the hat works in general.

Issues:

-Most interactions with the 'E' Button need to be included in ridding of the status effect. Still trying to find as many as I can.

-Falling off into fail recovery jumps will NOT work on all maps in removing the cursed status effect outside my mod series. If i figure out how to include it all no matter what, that may change; in the meantime, be careful with platforming if you decide to use the Cursed Time Stop Hat.

-While I have squashed most bugs causing the status effect to not drop (whenever it does not, the player dies with no way to stop it), there may still be some cases I have missed. Please report any bugs related to being unable to turn on or off the ability in as much detail and context as you can. Thank you for your cooperation!

-Using hot keys to swap hats while the cursed status effect is on is unintentionally switching the Cursed Time Stop Hat out for another in the hat list. This WILL keep you stuck permanently in the cursed status effect!

-In addition to previously mentioned, unsolved issues.

Update: 8 Jun @ 11:12pm

v1.0.4.6.4:

+Fixed a mistake made while addressing the unlimited mana recharge bug using config options. No longer accidentally capping mana recharge while exhausted to lower than expected rates. Whoops!

Update: 4 Jun @ 8:46am

v1.0.4.6.3:

+Replaced UE3's music node kismets with GfB's implementation of playing music kismet nodes, addressing an issue where AHIT music settings we're not adjusting music played in either map of the mod level. Further adjustments to achieve the previous fade ins and outs for music will be done in a future patch.

Update: 2 Jun @ 9:24pm

v1.0.4.6.2:

+Launching from Ice Flip Boards using either enchanted ice statue or regular ice statue will now temporarily lock the mana powers toggle button until the player lands. This addresses an issue with switching mana powers on to off or off to on and being locked in either status effect until duration runs out.

Update: 2 Jun @ 10:11am

v1.0.4.6.1:

+Updated the mana system tutorial conversations to more accurately reflect all the changes made to the current patch.

+Added to mana pons section details about dropping mana pons from enemies.

Update: 2 Jun @ 2:57am

v1.0.4.6:

+Mana Pons can now drop from defeated enemies. To drop mana pons, first hit the enemy with an enchanted hat attack, then finish them off anyway you want, unless the enchanted hat attack already defeated an enemy. Note that this is only needed for base game enemies; future enemy types of my mod series will drop mana pons naturally.

+Damaging bosses also drop mana pons after hitting them with an enchanted hat attack at least once.

+Made a check for Enchanted Ice Hat to make sure for non-ghost party players, the ice explosion only goes off once. If players still can't see the ghost player's ice explosion at this point, there will be no further updates until much later or not.

Please report any issues involving the newly added drop mechanic for mana pons. Have fun!

~I will look into seeing if there is a way to get bosses to drop mana pons outside of damage windows of opportunity, aka waiting for them to turn blue.

Update: 1 Jun @ 6:18pm

v1.0.4.5.7:

+Adjusted Enchanted Fox Mask's targeting more. It should now aim directly at where enemies are.

+Making one more attempt to get ice explosions to show from ghost party players.