Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on December 17, 2014, 01:34:46 AM
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http://vagantegame.com/ Windows/Mac/Linux, $14.99
http://store.steampowered.com/app/323220/
About This Game
Vagante is an action-packed platformer that features permanent death and procedurally generated levels. Play cooperatively with friends or adventure solo in this challenging roguelike-inspired game.
Vagante is an adventure set in a dark fantasy world filled with monsters, demons, and crooks. Despite these dangers, adventurers commonly travel these unforgiving lands questing for fame, riches, and power.
A recent rumor has it that a certain cave at the edge of the woods guards an unfathomable treasure. While a handful of intrepid adventurers have ventured into the cave already, none have returned. Undeterred by the potential danger, you set out by caravan to investigate...
Coming soon to Mac and Linux!
Why Early Access?
“From early on in development, we provided a public alpha demo that we iterated with players on based on their feedback. Through Steam Early Access, we'll be able to continue this trend of iteration to a greater effect. We hope to continue this collaborative process of development with the community to ultimately make a great game.”
Approximately how long will this game be in Early Access?
“Vagante will be in Early Access until it's released. We tentatively estimate it will be complete by mid-2015, but we can't promise anything.”
How is the full version planned to differ from the Early Access version?
“The full version of the game will feature much more content, including new areas, items, monsters, and bosses.”
What is the current state of the Early Access version?
“The current build of Vagante is fully playable, and features enough content for many hours of gameplay. However, we still consider the game to be in alpha state. This means everything is subject to change, that we're continuously iterating on what works and what doesn't. Additionally, the game may still have some bugs or quirks that we've yet to work out.”
Will the game be priced differently during and after Early Access?
“The release price may be more expensive than early access.”
How are you planning on involving the Community in your development process?
“We'll be releasing a new revision of our game at least every two weeks. Just like we've been doing since our first public alpha, we encourage players to contact us with feedback. Additionally, we're active on the forums, and hope to participate in discussion with the players.”
It’s incredible to believe the three of us have been working on Vagante for over a year now. We’ve come so far, and it’s all thanks to everyone who played our game and supported us. We wouldn’t have come this far without you.
As we move away from an open public alpha, there are a couple of changes to how we’re going to continue development. Over the past year, we’ve released new builds based on when we hit certain milestones. Sometimes this meant several months in between each release. But with the move onto Steam, we’d like to change that. We plan on releasing a new revision of Vagante every two weeks. While this means our individual updates are probably going to be less polished than the large releases we’ve done so far, hopefully this will give us the ability to iterate better based on player feedback. Along with this, you can expect more transparency from our development process, which includes more frequent devlog updates.
We’re in it for the long haul, and we hope you join us in making Vagante a better game.
Alpha Version 9 Simplified Changelog
No more black bars
Re-added parallax backgrounds
New area
New items
New spells
New rooms
New secrets
Reworked several affinities
Many balance changes
Fixed a huge number of bugs
Another promising looking project with a nice sense of style to it enters into the Early Access fray! 8)
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Alpha v10 8)
It’s been two weeks since we launched Vagante on Steam, and we’ve been keeping pretty busy! This update includes many bugfixes, balance changes, and the (rough) introduction of the new act, The Catacombs. You’ll find the full patch notes at the end of this post.
As we’re releasing updates much more frequently now, you’ll find that we haven’t had time to flesh out the new area yet. The monsters have placeholder sprites, and the room layouts are static. While this gives players the opportunity to chime in with feedback as early as possible, we’d like to know what you guys prefer. Do you mind seeing rough, prototype content in-game? Or would you rather wait for us to polish new content before releasing it? Since this is our first two-week update, we’re still figuring out the best format to arrange our releases.
Many of you are curious as to the future of Vagante. As a response, we’ve built out a rough roadmap of what we’re planning. Keep in mind, our priorities may shift as the game evolves, and certain features may be added or removed. But the roadmap should let you see where we think we are in terms of development.
We appreciate all of the support and feedback we’ve received so far. Seeing fans of the game as excited as we are about the future is heartening. Here’s to another year of Vagante’s development.
Spoilers Ahead
Alpha Version 10 Patch Notes
Act 3 prototype
Four new enemies
Window size of game now saves in-between runs
Added placeholder way to specify a game window-size at launch (requested by game streamers): Simply create a file “window.cfg” in the base game directory and put in two numbers, the x and y dimensions of the window.
GUI: Added arrow count indicator
GUI: Added new affinity point reminder
GUI: Item used fade time increased
New challenge background
Balance
Number of chests per level decreased
Reduced mimic spawn chance
Act 1 levels are now slightly smaller
Act 2 level size reduced, and monster spawn rate decreased
Grappling hook shop price decreased
Flying into walls when thrown now damages player
Rogue: Stealth rebalanced
Stealth time increased from 1 second to 1.5 seconds.
Opening up chests reveals stealth
Touching shopkeeper reveals stealth
Rogue: Dagger Affinity reworked
Rogue: Rolling cooldown reduced. Rolling now dodges all projectiles, not just physical.
Spell: Portal reworked
Skeleton: Movement speed increased to match other players
Piranhas now have a slight delay before their first attack
Removed cast cooldown from all spells
Extendo gloves now increase weapon reach by a fixed amount
Monster Thief: Health increased, damage decreased
Arrow Traps: Reduced damage, but now inflict a short stun to player
Bugfixes
Fixed cases where entrance of level would spawn in inescapable areas
Fixed cases where teleport scrolls would teleport you to an inescapable area
Fixed bug where different player background than selected was used
Fixed bug where player classes are not properly saved in multiplayer when a player despawns
Fixed issue with rebinding controls where the trigger would rebind twice
Fixed some bosses being unable to see stealthed players (All bosses should now be able to see through stealth).
Fixed invisible triggers being destroyable in main select screen
Fixed issue with certain spell projectiles not colliding correctly
Fixed wall meat spawning in border of map
Fixed some boulders from boulder traps spawning in incorrect position.
Fixed stuck projectile interaction with Ruins boss
Fixed BossWorm randomly dying sometimes
Potentially fixed an issue where some computers would have inconsistent FPS.
Slow aura no longer affects monsters which are not targetable.
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Alpha v11
Although the focus of this release was mostly on polishing previous content and fixing bugs, this update also introduces new mechanics and content to Vagante.
Bugfixes
We’re super thankful to those active in the Vagante community who’ve taken the time to help us improve the game. The feedback we’ve received since the last update has been invaluable, and we hope we can continue to count on you guys as we develop the game.
Shrines
Shrines are our answer to the problem of becoming over-encumbered while playing Vagante. Feel like offloading some extra gear? Consider sacrificing it to a god for a chance at better equipment. There are five different shrines currently in the game, and we have plans for many more.
Shrines are still a very young addition to the game, so your feedback will become instrumental in determining how they evolve throughout our development.
New Game+
One of the issues with the last patch was the lack of content after the Catacombs. It became obvious that simply looping later levels through the Catacombs wasn’t a fun end-game for players to reach. As an early solution, we’ve turned the post-Catacombs content into New Game+. We’re not sure whether we’ll be including a similar system in the final version of the game; but for now, expect a challenging end-game as we’ve rehashed the earlier areas.
Want to read more? Check out the full changelog after the break.
Vagante Alpha Version 11 Changelog
New Items
Archangel bow (homing arrows)
Spirit armor
Spirit weapon
Mana steal weapons
Magic Quiver
Spear (experimental)
Axe (experimental)
Crossbow (experimental)
Boomerang (experimental)
New Content
Added falling door trap (with placeholder graphics)
Added early version of god shrines
Added placeholder bosses to the Catacombs
Added new game+ system
Increased room variance in Catacombs
Updated various animations of monsters in Catacombs
Can now attack during intermissions
New spell targeting system added to Caster affinity
Balance
Nerfed Pork Chops
Heal less HP (+40)
Cannot be picked up in inventory now, used on collision with player
Increase Catacombs branching factor
Teleport scroll will not teleport over spikes
Breakable walls now easier to destroy
Buffed monsters in Catacombs
Zombie behavior changes
Zombies can now dig into and out of the ground
Zombie weapon now matches animation more correctly
Ghosts can be hit while inside walls
Poltergeists now attack faster
Zombies no longer collide physically with each other
Added breakable walls to some rooms in Dark Cave
Weight treasure rooms more towards the exit of each level
Skeleton speed increased to player speed
Wand of digging now deals damage to Golem monsters
Skeleton affinity point persists upon revive
Rolling is now easier to execute
Angry shopkeepers no longer hunt players in new levels
Added cooldown to skeleton revival
Arrow traps now do less damage and stun/knockback player
Skeletons can now interact with items
Hands release you faster when hit
Ghost attacks are slightly more lenient on their velocity requirement (attack is now slightly easier to dodge towards the end)
Spell MP costs no longer decrease with higher INT
Lowered MP costs of all skills
Items can now be used to trigger boulder traps
Player now tosses dropped items in the direction they are facing
Can now teleport projectiles with Portal spell
Bugfixes
Fixed crash with teleport scroll during intermissions
Dart traps should no longer kill lurkers that are on top of them
Fixed being able to open GUI while fading out
Shopkeepers will not get aggro’d from Golem boss shockwave attack
Shockwave should no longer destroy shop doors
Large weapons are now less likely to fail to hit a target when attacking close to a wall
Can no longer infinite lifesteal from zombies
Zombies now actually die from burning status effect, as well as lightning
Players can no longer grab onto ladders unless they have Spell Charge affinity point
Freeze aura no longer affects summon spirits, as well as some other similar interactions
Man-eating plants can no longer eat breakable walls
Fixed glitch where the state of dart trap arrows becomes corrupted upon simultaneously hitting a wall and a dead corpse
Fixed Ruins monster death animation artifacts
Players should no longer fall through the world when dying while being grabbed
Cultists can no longer summon demons outside of level geometry
Weapons no longer hit anything if the user is frozen
Thief no longer attempts to steal from dead Players
Fixed crash involving a new game and entityDrawOrder
Player objects no longer get destroyed if they somehow make it out-of-bounds
Potentially fixed all Boss Worm targeting issues (some of which prevented it from spawning)
Electricity projectiles no longer get destroyed from other projectile types
Arrows should no longer get stuck at the top of the forest
Fixed out-of-bounds death in forest sky
Made bouncing on enemies slightly more consistent
Fixed forest intermission backgrounds
Fixed a division-by-zero crash
Fixed a softlock where zombies can trap you forever by sitting on you
Fixed GUI texture bleeding
Removed broken replay system (game should now start properly even when parameters are sent to it)
Fairy-carrying player can no longer kill themselves during intermissions
Shop doors can no longer be teleported with Portal spell
Arrows and dead bats now un-stick from walls when the tiles they are stuck to are destroyed
Updated SFML
High DPI monitor setups should now be properly detected by newer versions of Windows (game should no longer have content cut-off while in full screen mode)
Fixed music loop point implementation
Fixed menu cycle jerkiness
Fixed text offsets
Prevent screen from sleeping when playing game with gamepad
Various room fixes
Arrows stuck to players now look more correct
Shop purchase icon no longer displays when shopkeeper is dead
Bomb arrows are now moved properly to player coordinates if inventory is full
Spriggan boss’ plant children now dispose of themselves when they die
Rebinding keys no longer executes the action after being bound
EXP bar no longer displays in main menu
Skeleton EXP properly transfers now
Explosions now correctly destroy breakable walls
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Alpha v12
We demoed Vagante at MAGFest last weekend, and the response was terrific! We managed to get a ton of feedback, as well as show off our game to hundreds of attendees who’d never heard of it before. There were also so many other great games in the indie showcase; and it was great opportunity to finally meet some fellow indie developers too.
We were a little bit busy with convention preparation last week, so today’s update is a little bit smaller than the previous ones. Despite this, you’ll find several significant changes in this biweekly update.
Control Scheme Update
We’ve consolidated all three of the old swap actions (Melee Swap, Ranged Swap, and Spell Swap) into one. The new swap works by holding the swap button and then pressing the associated action key (Melee Attack, Ranged Attack, or Cast Spell). While this may take some time to get used to, we think it’s an overall improvement to how the controls feel.
Reducing the number of buttons dedicated to swap freed up a button, which we’ve now turned into Walk. Walking answers an issue many players were frustrated with: the lack of fine-control in movement, especially when dealing with ledges. Walking also gives us another way to modify other actions, so you’ll find several affinities have been reworked to use it as a modifier.
MP Regen Stamina
In previous versions of Vagante, magic tended to be overpowered. The potentially infinite mp available to players encouraged long periods of waiting for mana to regenerate so you could safely chip away at enemies at great distance.
We’re always looking for ways to reduce grinding in Vagante, so this update introduces the concept of MP Regen Stamina, a limited resource which fuels all magic regeneration. This resource can be restored by exploring the level or reading books/scrolls, and it’s also reset per each level. If you run out of MP Regen Stamina, you’ll become magically exhausted and your mana will not regenerate.
These changes, like all changes in Vagante’s alpha, are experimental. We’re trying to figure out what works and what doesn’t, so your feedback is invaluable to us as we move forward. Many thanks to the active contributors in our forum.
The full patch notes are avaialble after the jump.
Bugfixes
Fixed several impossible or unreachable rooms in the Caves and Forest
Fixed crash associated with the Spriggan Boss in the Fores
BossWorm will no longer spawn in Shop rooms
Holy Reincarnation now modifies stats instead of max hp (fixes infinite hp exploit)
Frozen zombies will not fall through levels
Fixed strange collision issues when using Blink while touching boulders
Can no longer use poison potions on ranged weapons
Fixed exploit where player could shoot infinite arrow
Fixed cursor movement in the grid layout of rebind controls menu.
Fixed teleport sometimes failing to find a valid location and killing you
Fixed segmentation fault with breakable walls
Fixed broken spell targeting
Fixed bug where Dragon AI would get stuck
Fixed skeletons eating porkchops
Fixed skeleton projectiles going through walls
Reflection ring attribute now works correctly with arrows
Balance
Spell ranges decreased, int-contribution increased
Stat affinity bonuses reduced from 2/2/2/2 to 1/2/1/2/1
Potion effects now last until the end of the level
Alchemy Affinity 3 reworked: now increase effect instead of duration
Reworked bow/throwing aiming: can now aim downwards
Pork Chops can no longer be found by checking all walls
Demonic familiar projectile count increased, range decreased
Zombies no longer revive indefinitely.
Acrobatics Affinity rebalanced. Rolling now also uses new Walk button
Wand Affinity rebalanced. Now also uses new Walk button
Divine weapon now uses MP, and also uses new Walk button
Made bombs more predictable: less bouncy, and no chance to explode on impact.
Using a teleport scroll will close your inventory
Spear animation damage frames increased slightly
Chaos Shrine effect chance increased
Fire Shield mana cost and duration increased
Blood/Gold cost shrines now require player to be standing still under them
Magic quiver mp costs rebalanced
Snake Eater background now also gives +1 rPois
Features
New control scheme (Changed the three swap buttons into two new ones: Walk, and Swap)
New “MP Stamina Regen” system
New Gamma correction shader available in Settings
New Tutorial
New SFX
Item: Speed Boots
Spell: Blue Firebolt
Spell: Shockwave
Holy Affinity: Divine Weapon now has different projectiles depending on weapon
Fancier Player Menu switch animations
Mouse cursor will now be auto-hidden after inactivity
New Backgrounds:
Synchronized
Death’s Acolyte
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Alpha v13
It’s time for another biweekly update!
When we went to MAGFest last month, we gathered a ton of great feedback from players. We’ve spent the last two weeks using this feedback to hopefully make life easier for those new and familiar to Vagante.
The primary focus of this patch was accessibility. You’ll see that we’ve gone back to rework and polish many existing elements in the game. While this means there isn’t as much new content in this patch, rest assured we’re continuing work on Act 3 at the same time.
As always, these changes are not set in stone. Whether you agree or disagree with a change, we’d love to hear what you think on the forums.
Bugfixes
Fixed Dragon sometimes failing to find a target and doing nothing
Fixed crash associated with killing the Spriggan Boss in a specific way
Fixed a crash associated with the HUD trying to draw ammo when using Magic Quiver.
Fixed an issue where bombs would explode instantly as they spawned, due to colliding with a projectile.
Fixed strange border color issues on certain graphics cards.
Fixed performance issue with Thief pathfinding
Fixed BossGolem throwing boulders backwards
Fixed Skeletons being able to eat pork chops.
Balance
ShopKeepers now have a 10 damage buffer before aggroing
Floor phasing now requires holding Jump and Down
Status: Poisoned damage is now non-lethal and is also curable
Spell: Dash improvements
can now be used upwards
can be used while attacking to increase damage
Mage no longer starts off with a charged wand
Zombies can no longer be permanently stunned
Features
Reworked GUI/HUD
It’s now possible to see previous and future levels of an affinity you’re interested in.
The currently equipped weapons/spells and their ammunition counts are now displayed in the HUD.
Reworked Tutorial
It’s no longer possible to die in the tutorial
Reworked Stat Affinities
Each Stat Affinity now gives less stats, but also has a bonus at levels 3 and 5.
Polished Shrine sprites (WIP)
Entities no longer instantly flicker in and out of visibility, and instead fade in/out over several frames.
Multiplayer deaths will now result in a special Backpack item being dropped
New Music: Forest Boss theme
New Sound Effects
New Spell: Heal
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v14a
If you haven’t heard yet, we’re going to be at PAX East with the Indie Megabooth!
We’ve been pretty busy over the past week preparing for PAX, so today’s update is not as content-heavy as usual. The next update will probably be much smaller as well, as we’ll be taking a week off to travel to Boston for the convention. After that though, we’ll be back to our normal schedule. If you were expecting some more content, sorry! This is busy couple of weeks for us, but things should calm down after the next update.
This new build features many bugfixes, tweaks, and a couple of new features. The biggest thing you’ll note is we’ve added support for Save/Continue. Instead of abandoning a run because you don’t have time to finish it, you can now Save and Exit during any intermission. This feature is still very young, so it may have a couple of kinks to iron out, so if you find any bugs please let us know.
Features
save/continue functionality
Unidentified potions and scrolls are now identifiable in the Shop.
Shops in later levels are more likely to generate higher priced items.
Added support for randomly parameterized sound effects.
Now possible to hit trap arrows in mid-air.
Balances Changes and Tweaks
Using potions or scrolls now shows effect message.
BossDragon no longer charges the player, but can get angry now.
BossWorm no longer summons additional Crawlers. Body damage taken reduced from ½ to ⅓ .
BossWorm now always emerges from wall, even if you’re far from the wall.
Shopkeepers now have a short number of surprised frames.
Made Spriggans less inclined to annoyingly run away off of ledges.
Speed potions now also increase attack speed.
Reworked Grappling Hook.
Wand of Digging’s upward and downward paths are now fully traversable.
Decreased the spawn chance of “Death becomes easier to encounter” attribute in earlier levels.
Added god name inscription text to Shrines.
Changed ManEatingPlant rotation behavior.
Removed Catacombs generation cases where doors would spawn adjacent to each other.
Increased number of added stats on God-cursed items.
Curse scrolls now instantly uncurse all equipped items.
Fixes
Potentially fixed issue with loading shader during game start. Shaders will now only be loaded if the (not-enabled-by-default) Shader option is checked in the options.
Fixed several issues with player backpacks in multiplayer.
Fixed issue where duplicate input configs would cause menu actions to occur twice.
Fixed issue where the Stat-based affinities would give their bonus on level 2 instead of 3.
Re-added the Press Start prompt to the player choose screen.
Fixed some bugs regarding Shopkeeper and Goblin pathfinding.
Fixed certain weapons playing sounds at wrong times.
Fixed bug where arrow traps would not correctly apply impulse to player sometimes.
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v15a
It’s been a long week, but we’re finally back from PAX East! It was a blast meeting some of our fans in person, and showing off Vagante alongside the Indie Megabooth’s all-star lineup of indie games was nothing short of amazing.
As mentioned in the last update, this week’s build doesn’t feature too much new content. We’re now getting back into the groove of things, so look forward to a bigger update in two weeks.
New Features
Catacombs Improvements
New tiles
Reduced room sizes
New type of trap: Retracting Spikes
Reworked Mage starting spells
3 different base spells mage can start with (fire/ice/lightning)
Base spells require no MP to use
Made “Nimble” background easier to obtain
Added invulnerability frames after the player resurrects
New backpack sprite
New level up indicator
Changed how Wand Affinity works
Bugfixes
Fix crash associated with caster affinity level 1
Fixed several bugs with Save/Continue
Save/Continue files get deleted when the player dies
Postprocessing now disabled in settings if shaders are not available.
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v16a
New/Balance
New Act 3 Boss: Necromancer
New Act 3 Music Theme
New Controls: Press Walk to exit levels.
Starting mage spells buffed, cast animation re-added
Rebalanced Knight’s sword dance and power attacks to give flat bonuses
instead of multiplicative
Nerfed wand of healing when having wand affinity level 3
Hands
Reduced throw speed
Added grip damage
Zombies
Greatly reduced move speed
Increased damage
Can now dig sideways through walls
Poltergeist
Pre-attack delay increased
Slightly reduced number of stats on boss reward items.
Bugfixes
Eleclance now correctly electrifies water
Save/Load
Fixed Spiketrap interactions with Spike Protection and Light Feet items
Fixed sprite drawing offsets when throwing daggers with increased range items
Fixed spellbooks changing types in loaded games
+Int items no longer give extra mana in loaded games
God cursed items now display correctly
Fixed level transition issue where you would be teleported to a random floor
Items stay unidentified after loading game.
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v17a
New/Balance
New Boss: Abomination
Some sprites still placeholders
Teleport Scroll effect no longer instantaneous
Improved cursor transitions in UI
Faster MP regeneration during Intermissions
Added new input action for exiting level.
New Act 3 rooms.
New Flame Aura item attribute
Added skeleton summoning animation to BossNecromancer
Bugfixes
No longer possible for levels to be generated without an exit.
Boulders break when they hit BossGolem
Shrines now have gravity, and will fall when underneath tiles are destroyed
Fixed L2/R2 trigger icons being reversed
Fixed long-standing bug where BossSpriggan’s plant children had much lower base hp instead of specific boss hp.
Fixed several strange graphical artifacts in Zombies
Fixed Goblin stun threshold (lower damage will stun them again)
Fixed Necromancer & Summoned Bones sprite de-sync when frozen
Fixed Bosses being hurt by SpikeTraps
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v18a
As we get closer to finishing the base content of the Catacombs, I’m sure some of you are wondering what our next development focus will be. After we’ve polished Act 3 to our satisfaction, we’d like to go back and flesh out previous areas with new mechanics/content.
We’ll also be tackling one of our most requested features: online multiplayer. We can’t promise a specific date when it’ll be done, but rest assured that we’re already working hard on it.
New/Balance
New Boss: Zombie Dragon
Work in progress sprites
New Random Events
New Class skins
Improved Novice Spells
Improved Casting Movement
Improved Defense Affinity level 4 for knight
Bugfixes
Fixed entrance spawning on BoulderTrap
Fixed visual bug with falling water
Fixed crash when holding a drawn arrow during a level transition
Fixed auto-block to only work with physical damage
Fixed divine weapon not working correctly at higher attack speeds
Fixed life-steal not working correctly at higher attack speeds
Fixed block and gore ball interaction
Fixed crash associated with having the Secrets book open while leaving the intro
Fixed items becoming unidentified after loading a saved game
Fixed abomination getting caught on physical entities
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v19a
New/Balance
More WIP Class Skins
4th Class Affinities
Major overhaul to Stun mechanics
Stability now actually matters
Weapon knockback now affects stun-chance
Close quarter combat weapons
Loading screen
Greatly slowed the rate of flooding in Flood level event
Better game initialization logging
Temporarily removed spear and axe from item generation
Bugfixes
Should now be impossible for items to sacrifice themselves to God Shrines
Fixed Bats being able to lift Boulders
Fixed Walk-ledge grabbing sometimes not working on wet surfaces
Fixed disabled checkboxes still being pressable
Fixed a couple of minor stray pixels in art
Fixed a bug with rolling while exiting level
Improved zombie dragon movement & dive attack
Prevent Gore Balls from aggroing shopkeeper
Can now recover other players’ boomerangs
Fixed bug where Cultist curse spells overlap and give permanent stat bonuses
Fixed bug where player familiars target invisible enemies
Fixed a bug where thief quest npc reappeared after loading a game save
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v20a
New/Balance
New Level Feels
Slimes
Falling Rocks
Updated WIP player class skins
New Gui Checkbox sprites
Increase Wolf Sprint activation frames from 5 to 9
Changed how Lion Roar works
Bear Stomp now overrides the effects of featherfall
Gold Collector item attribute now gives small chance of extra gold
Reduced chance of random level feels
Improved Lurker death animation
Added leash range Wisps in which Wisps follow you. Teleporting or moving far away will de-aggro wisps now.
Teleport scrolls now give a brief invulnerability period after teleporting
Limited Golem view distance in order to reduce instances of Golems falling from the sky onto the player
Buffed Zombie defense
Buffed Hand damage + health
Pork Chops are now used on pickup (instead of on collision)
Aura helmets now have associated particle effects
New interactions added for Shackled God
Bugfixes
Fixed bug where rings could spawn with +1 defense and -1 defense
Fixed Wolf Sprint allowing player to phase through spikes and boulders
Fixed weird onStun bug with Crawlers
Fixed tooltip for Bombs (now shows damage from explosion)
Fixed several crashes
Fixed Abomination boss not getting angry from taking damage
Fixed trailblazer boots + rogue bow strafe not working
Fixed crates/barrels hitting units that are intersecting with them when they are initially accelerated
Fixed grappling hook + teleport bug
Fixed global Unit stun bug
Fixed some instances of ice wands clipping objects out-of-bounds
Fixed archery affinity level 4 & 5 not working with Magic Arrows
Fixed piety not saving with GameSave
Fixed glitched stepping sound effects when attempting to move while casting
Fixed electricity projectiles causing boulders to move
Fixed selected player palette not saving with GameSave
Fixed caster affinity 4 description
Fixed damage reflection item attribute affecting blood shrines
Fixed Bear Stomp + ladder glitch
Fixed thief quest NPC glitch when killed by high-damage sources such as boulders
Fixed weighted shoes + ledge-grabbing under water
Fixed BossDragon corpse mysteriously falling through platforms
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v21a
New/Balance
Bonfires
All intermissions now have a bonfire
Sitting at a bonfire will heal some health*
Spells now level up in strength
Continued improvements in character skins and animations
Heal spell removed
New spell: dark metamorphosis
Improved CQC/crossbow/boomerang sprites
Boss chests no longer drop potions, but instead drop gold
Bugfixes
Toggling full screen no longer resets window size
Fix bear stomping on ladder causing fall damage
Frozen plants can no longer eat you
Fixed Rainbow slimes not giving boss experience
Fixed lion roar + gore ball interactions
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v22a
New/Balance
New Item: Ring of Seltioc
Improved Mage Skins
Boss Chests now drop potions again
Chests now sit on top of trap triggers (instead of blocking view of them)
Unstable level feel shake frequency reduced
ShopKeepers now have a fade-in animation when entering a level behind you
Use Gamepad checkbox can now be properly unchecked when player is disabled
Added some new rooms
Bugfixes
Fairy no longer lights up intermission
Fixed bug where the Catacombs exit had a hidden platform underneath it.
Fixed bug where shrines could not be used underwater
Fixed crash associated with Chaos effects
Fixed Bonfire + Crossbow softlock
Fixed crash when using a Crossbow with a shadow clone
Fixed dagger throw + ice slime interaction
Fixed skeletons failing to respawn correctly after wallphasing
Fixed SpeechBubbles not fading out properly at the end of their duration
Fixed boulders interacting strangely with BossWorm
Fixed Zombies pushing idle Abomination
Fixed frozen bosses not revealing vision
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v24a
After a long and needed break, we’re back! We’re still working hard on online multiplayer, but in the meantime we’re releasing a new Vagante update today to kickstart us back into our regular schedule.
Version 24a Changelog:
1x rogue outfit
Reworked Game Over screen
Hints added on each death
New stats are tracked
Reworked Luck stat
Earlier levels more effective than later levels
Added a visual tell before Goblin Boss does a stomping attack.
New class-specific backgrounds.
Destroying a shrine now has additional effects
Arrow traps now always visible
New non-background unlock
Enhanced altar sacrificing mechanics
Four Knight Skin Redesigns
One Deprived skin Redesign
WIP Class Portraits
New unique weapons
New item attributes
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My wife and I recently started playing this together. Quite a bit of fun, lends itself well to couch co-op.
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v25a
New/Balance
New ambient tracks added to character select, intermissions, and game over screens
Reverted change that limited certain backgrounds
Rogue skin work
Aim cursor for throwables *(this was in the last small patch 24c)
Bugfixes
Fixed front and back facing animations for most skins
Fixed shrines sometimes not falling due to gravity correctly
Fixed sword dancing granting bonus damage to non-sliding attacks
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v26a
Ruins Branch entrance now requires a key.
New gamepad configuration menu which no longer automatically chooses a gamepad for you.
Scrolls and books can now be tossed into the fire while sitting for additional healing
Potions used in intermissions retain their effects for the following level
Fireballs now evaporate water
Green Dragon pathfinding movement smoothed
Minor touchups to some sprites
Minor optimizations to graphics memory usage as well as general cpu usage
Rogue's dagger affinity level 1 reworked
Circular transition overlay now actually circle (instead of an ellipse)
Fixed electricity arcs sometimes not attaching to player correctly
Fixed interaction between bear stomp + wall climbing.
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v27a
New/Balance
All items now have a smaller, in-level version sprite
Some cursed Items now have alternate, cursed, effects
Items are now identified after Game Over
New chest/mimic sprites (work in progress, placeholders)
Mimics now drop Items instead of lots of gold
Many item sprites redone
Can now pick up bombs after throwing them
Knight’s block ability now has its own regenerating hp pool
New boss theme for the Catacombs
Bugfixes
Fixed bomb projectiles sometimes hitting units more than once
Fixed boomerangs not equipping properly after picking them up
Fixed fading dead body sometimes showing improperly in multiplayer after a level transition
Fixed several units sprite positions not aligning correctly to their hitbox when frozen
Fixed certain arrows sometimes tunneling through terrain
Fixed teleporting while sitting causing a softlock
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v28a
New/Balance
Chickens have a chance to spawn from crates
Reworked Brown and White Mage skins
Crates/Barrels/Bat Corpses can be picked up
Zooming Options
Reworked some equipment sprites
Knight reworked, applies stun and knockback on blocking, blocking has a cooldown
Holding animations
Goblins take fall Damage
Alternate Rebindable Movement Keys
Rolling rebinded to double-tapping left or right movement keys
Boomerangs float in water
Bugfixes
Fixed Shadow Clone projectile crashes
Fixed Thief Quest crash
Fixed some item offsets
Fixed crash on Abomination tendril drawing code
Fixed wisps getting stuck in webs
Fixed Blue S being shown when not using Vertex Arrays
Throwables no longer spawn in boss chests
Bats and Goblins stop attacking dead players
Fixed God Curse items not saving and loading
Fixed Dagger Throw crash when colliding with breaking walls
Random Class now resets at new game
All items now sparkle in level
Fixed Mage Alchemy not working with potions in Inventory
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v29a
New/Balance
40+ New equipment sprites
Tiered equipment generation
Zoom support for multiplayer
Three new item attributes
Rebalanced equipment drop rates
Bugfixes
Fixed throwable items being cursed by Shackled
Fixed arrows sometimes flying through walls
Fixed softlock when using Fairy + Savepoint
Fixed being unable to pick up chickens floating in water
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v30a
New/Balance
New glove and boot sprites
Item generation reworked
Blocking now has its own hp again. Holding block slowly decreases block hp
When holding a Fairy and another object, the object is now dropped first instead of the Fairy
Bugfixes
Doodads no longer spawn in water
Fixed startup crash associated with certain USB input configurations
Fixed caravan jumping positions during intro transition
Fixed dead bats sliding on the floor when touching certain entities
Fixed rolling while sitting at a bonfire causing you to slide across the floor
Fixed being able to duck in water
Fixed Doodads jittering when floating in water
Reworked game timing subsystem to help smooth game fps
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v31a
New/Balance
Mac/Linux builds enabled
Please report any issues with mac and linux builds in the Bug Reports forum
Picking up and throwing objects now unstealths you
Attacks while swimming in water are now instantaneous
Bugfixes
Fixed certain ring effects only working when equipped by last player
Fixed bug where it was possible to throw crates or barrels through walls
Fixed an untraversable vertical room found in the Ruins
Fixed crash with thief npc when loading game saves
Fixed blink dagger and wall trap interaction
Fixed synchronized and alchemy interaction
Fixed sprite issues with certain gloves being invisible or having wrong sprite
When standing over an Item and a crate/barrel, just the item will be picked up instead of both
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v32a
New/Balance
Class pushing animations
[WIP] New Skeleton graphics
Bats now move away for a short time after hurting you
Slimes now deal delayed contact damage instead of instantaneous contact damage
This means touching a slime for a very short amount of time will no longer hurt you
Spriggans take a little longer before aggroing
Abomination’s Gore Balls damage reduced
Necromancer’s Summoned Skeletons behavior tweaked
Bugfixes
Player now has a terminal velocity
Improved water simulation code
Fixed several level generation cases in the Forest that were untraversable
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v33a
New/Balance
Added new heavy two handed melee weapons
Swimming reworked
??? renamed to Wildling
Each player now has a unique skeleton sprite
Added new debug information for players to report level generation issues (enable in the Settings)
Optimizations to draw code
Man-eating Plant damage reduced
Man-eating Plant head collision size increased when digesting something (it’s now easier to attack the plant while inside of it)
Added support for Steam Controller
Running the game for the first time (or while in Big Picture mode) now detects and uses available gamepads
Bugfixes
Fixed arrow traps not triggering properly sometimes
Loot from barrels/crate now spawns properly centered
Removed ‘unique’ property from named rings (you can now pick up more than one of them)
Fixed fairy cages sometimes spawning over spikes
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v34a
New/Balance
Removed mana from the game
Learning a spell now gives you a certain number of charges of that spell.
Resting inbetween levels recharges your spell charges to maximum
New Player UI
Player Menu now has visible tabs to indicate which page you’re on.
New unlockable BGM
New context-sensitive tooltips
After a short delay, pages in the Player Menu will show a tooltip.
Shops now show an interaction tooltip.
Using a shop now uses the dedicated interact/exit level button.
Minor optimizations to framerate
Multishot damage increased from 50% -> 66%
Bugfixes
Godcursing an item with a cursed major attribute now properly negates it
Fixed magic missile sometimes going backwards
Fixed man-eating plants eating already-dead things
Fixed multishot arrows duplicating bomb arrows
Fixed axe item offsets
Removed ability to use ranged attack during intro
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v35a
New/Balance
Level Generation
Added a new room type in the generation: Spellbook Altars
Spellbooks will no longer spawn in chests
General item quality from chests increased
Forest level size reduced
Skeleton
Reviving a player now costs 20 health, this can be done in the intermission
Skeletons only revive for free once per floor
Skeleton stats greatly increased
Skeletons have a melee attack
Bone Toss now has charges and is assigned to the spells button
Removed Knight blocking recharge sound
Decreased Armorer shrine burn out chance
Lowered maximum push speed of Lion’s Roar.
Added affinity icons for Wildling
Shopkeepers now get stronger per each floor
Shopkeepers now check their inventory with greater frequency based on chance
Cycling melee weapons only shows the unarmed icon if you have one weapon equipped
Configuration menu now shows key/button icons
Now possible to gently drop fairy by holding down
Added new ability to sort inventory (hold Swap and Walk for two seconds)
Reduced Crate/Barrel collision size to match the sprite
Bats now maneuver around horizontal single block obstacles
Bugfixes
Fixed a number of pathfinding and AI bugs with humanoid enemies
This should improve stuttery framerate for slower computers
Fixed some issues with Xbox 360 gamepad input
Xbox wireless receivers should now work
Fixed Golem Boss not aggroing upon taking player damage
Fixed using mana orbs depending on number of charges left
Fixed crash related to getting killed by the Wisp Boss
Fixed bug where every room on the first floor had a chest spawn
Fixed graphical artifacts at top of Forest
Fixed some incorrect gamepad icons
Fixed cursed familiar trying to lift you during intermission
OSX/Linux
Fixed* fullscreen showing a border
Fixed* saving/loading
* Please let us know if you still have these issues.
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v36a
New/Balance
New gesture-based spellcasting system
Spells can now be assigned to the cast button + direction combination
Picking up objects and interacting with shrines now uses the interact button
Floating damage numbers now show cumulative damage/healing
Mage
Removed Flame Pillar from mage starting skills
Reduced Frost Nova cast cooldown
Increased Frost Nova damage
Frost Nova no longer has guaranteed freeze effect
Flame Pillar has charges
Evil Transformation duration greatly increased
Casting a spell now drops you from the ladder
Converted numerous sound effects to be 3D
Added an option for disabling floating in-game tooltips over player’s head
Bugfixes
Fixed Spriggan boss not targeting skeletons
Fixed ice wand pushing monsters out of bounds
Fixed experience not resetting after death
Fix cast cooldown bar flashing graphical bug
Fixed held unit/fairy floating in air after multiplayer revival
Fixed crash associated with picking up items
Fixed bug where player sometimes had trouble colliding with a bonfire
Fixed crates/barrels spawning on top of shrines
Fixed save/loading of bonfire wand recharge state
Fixed stealth + trailblazer exploit
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v37a
New/Balance
Act 2 (Forest) graphics reworked
Cumulative combat numbers now an optional setting
Reverted casting control scheme to previous version
Directional casting is now an optional setting
Optional hybrid cycle mode
Many optimizations to game speed
New unlockable Act 1 (Cave) alternate musical theme
Reworked Wildling CQC Affinity
Bear Stomp
No longer possible on grapple hook
No longer possible when on ladder
No longer possible with bouncy shoes
Consecutive stomps result in longer stun
Crates/Barrels no longer bounce
Crates/Barrels now trigger boulder traps
Boss chest items are now guaranteed to be uncursed
Magic Missile starting damage increased, intelligence scaling decreased
Frost Nova always freezes on first cast, but recently frozen enemies now have resistance to repeated freezing
ᴱᶰᵃᵇᶫᵉᵈ ᵛᵉʳʸ ᵉᵃʳᶫʸ ᵇᵉᵗᵃ ᵒᶰᶫᶦᶰᵉ ᵐᵘᶫᵗᶦᵖᶫᵃʸᵉʳ
Bugfixes
Fixed Boss Goblin always facing left before leaping
Fixed Boss Dragon sometimes pausing in air for no reason
Fixed frozen ambush slimes falling through level
Fixed jerky caravan placement during fade-to-black transition
Fixed mouse cursor sometimes hijacking control of menu when not using mouse
Fixed Book Pedestal floating in mid-air after ground below them being destroyed
Fixed ManEatingPlant stem being visible when head wasn’t, and vice versa
Fixed mana orbs not disappearing after player death
Fixed bug with walking while Wolf Sprinting
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v39a
New/Balance
Added Act 4
Fairy now collides with the shop counter
Lurkers will no longer spawn in areas with a low ceiling
Removed wands from the boss chest item pool
Spells
You can now always see your cast target (before, only mages could do this)
Improved effects of many spells
Removed self-damage miscasts of spells
Boulders/Golems now only kill you when crushing you against something
Added generic gamepad controller button graphics
‘Activate’ overhead tooltip now shows up after a delay, instead of immediately
Archer affinity levels 1 and 2 combined
Rolling now requires holding left or right.
Added a subtle visual tell before wall phasing or floor phasing
Reworked Goblin idle behavior
You can now cook piranhas
1 Wilding skin polished
New Shockwave graphic
BossWorm now resists Poison
Bugfixes
Fixed crash with gamepad input when steam controller fails to initialize
Fixed crash when navigating netplay menu
Fixed flickering of sprites that share the same draw layer
Rolling now drops held objects
Better debug logging for gamepad issues
Fixed cursed familiar picking up player mid-teleport
Fixed teleporting while holding a unit causing a crash due to unit falling out of the map
OMP
Fixed Lurker’s hp not showing up with Zygox ring
Fixed Spike death sound effect
Fixed crash when picking up an object under certain conditions
Fixed Spriggans releasing drawn arrows when hurt, instead of cancelling their draw
Fixed stackable items not showing pickup text.
Fixed being unable to drop stacks of arrows
Fixed targetted spells sometimes not casting properly (sometimes lightning or magic missile would cast with no effect)
Fixed SpellEntity client-side damage calculations
Increased steam avatar resolution
Hosting and connecting to games should now be faster
As always, please report your bugs on the official Vagante Bug Reports forum.
New/Balance
Reworked the Spriggan plant boss in the forest
Boss Zombie Dragon challenge increased
Use of the Portal spell by players now uses the interact button
Knight sword pogo damage slightly decreased
Added new sprites/animations for unarmed attacks
Wildling bear stomp self-stun effect and duration lowered
New Game Plus difficulty increased
Bugfixes
Fixed domain error having to do with resting projectiles
Fixed Golem boss squishing non-aggro’d shopkeepers
Fixed crash when boulder of boulder trap is destroyed by a wand of digging
Fixed zombies not dropping gold.
Fixed ghost death animation being inconsistent with non-vsync framerate
OMP
Act 3 (Catacombs) enemies added
Bloody/Light shrines networked
New sound effects added
Fixed interpolated hurt effects not being shown on players other than the host.
Fixed aim direction with bows and throwable weapons not being sync’ed correctly
Fixed being unable to select certain elements in the Net Menu with a gamepad ork eyboard
Fixed a crash with walking while aiming a bow
Fixed collisions with grabbing-type enemies happening server-side rather than client-side
This fixes collision discrepancies with the Boss Goblin, Plants, and Hands.
Fixed being unable to move or losing control of character when transitioning to skeleton or vice versa
Fixed being unable to exit the level sometimes
Fixed crash having to do with Spriggan boss
Fixed ShopKeeper aggroing on spectating wraiths
Fixed Death Protection
Fixed certain projectiles flickering before being destroyed
Fixed frozen enemies not colliding as if they were frozen with player
Fixed networked rogue’s thrown daggers
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Alpha v41
New/Balance
Game default resolution increased from 800x600 to 1024x768
Some areas, graphics, and offsets will be fixed to match the new resolution
New in-progress character select menus
Plants can now digest crates/barrels
Player can now cancel a melee charge attack Divine Weapon
Changed the Enchant Affinity
Bugfixes
Reverted rendering library version to an older, stabler one
Fixes issue with the game not launching on Windows 7
Should fix issue with game sometimes freezing at level transitions
Fixed a crash with level generation in Act 4 NG+
Added NG+ to save games
Fixed Boss Goblin interacting strangely with grabbed frozen players
Fixed Zombies sometimes getting stuck in pits instead of digging to players
OMP
Fixed food not cooking properly in networked games
Fixed Boulder and Dart trap sfx not triggering
Fixed sfx not playing when crates/barrels hit some things
New/Balance
New Wisp Boss graphics
New Abomination Boss graphics
Act 4 entities added to online multiplayer
Improved Zombie Dragon’s path-finding
Changed ranged lightning attack of Elemental Mage
Drastically reduced all Elemental Mage attack cooldowns
Increased damage boulders deal when hitting player in mid-air
Abomination Boss changes
Reduced gore ball fire rate
Reduced gore ball launch speed
Reduced gore ball damage
Bear Stomp & Wolf Sprint no longer hits single units multiple times
Wolf Sprint now deals stun damage to enemies, instead of instantly stunning them
Holy knight’s Divine Weapon is now a skill, and does more damage
Bugfixes
Reworked USB gamepad code to now use XInput and DirectInput*
Fixes intermittent lag when using certain controllers
Fixes being unable to start the game with certain controllers connected
Fixed graphical issues with Zombie Dragon
Fixed cases where Swooper would tele-frag the player when frozen, or otherwise
Fixed Fish & Divebomber frozen sprites
Fixed a crash when transitioning between levels in non-Steam games
Fixed Act 4 monster frozen animations
Act 4 monsters now correctly update their stun gauges
Fixed a stupid bug in Brood Demon AI causing them to freeze on top of physical objects
Act 4 Teleportals can no longer be destroyed
Fixed a bug where BossEvilMage would not aggro when a stealthed player picked up the rune orb
Fixed a few broken rooms
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Alpha v42
New/Balance
New golem boss sprites
New Act 4 boss fight music theme
New alternate catacombs music theme
Increased contrast between background and foreground elements of the game
Increased width of Act 4 islands
Reduced size of Ruins
Will of Elements wildling background improved (no longer sets 1 damage, but deals reduced physical damage)
Two new item attributes: Throwing Gloves, and Triple Jump boots
Added visual tell to Abomination’s state changes
Lifesteal item brand reworked to be based on accumulated damage dealt, instead of chance
Bosses will no longer spawn on Spikes, Spike Traps, Boulder Traps, or Shrines
Shrines will no longer spawn on Spike Traps in Act 3
New rare scroll-type: Enchant Item
Enemy frost novas now give player temporary freeze immunity afterwards to prevent freeze locks
ManEatingPlant damage increased from 8->10
Act 4 Swooper collision box decreased
Bugfixes
Fixed Abomination’s visual offset being off
Fixed Shadow Knight’s giant bow shooting wrong-sized arrows
Fixed enchantments not being removed upon player death
Fixed holes in character select screen
Fixed binded spells not being visible while configuring Quick-cast D-Cast
Fixed rune orb giving permanent defense bonuses
Fixed a couple of untraversable rooms
Fixed reincarnate effects reviving you in the air (it now reincarnates you on the last position you were safely standing)
Fixed entities being able to push each other into solid level
Fixed music not fading out properly when game-overing during a music transition
Fixed a rare crash with Goblin AI
Fixed Poltergeists instantly triggering on creation
Fixed bug where projectiles did not’ properly dispose of their attached item objects
Fixed electricity in water spawning too many effects when hitting neutral objects
Fixed shopkeeper forgetting to close his shop door sometimes
Fixed ground underneath Teleportals being destructible
Fixed god-cursed Homing Bow behaving as regularly cursed arrows, despite tooltip stating otherwise
Fixed unstable level event boulders dealing 33 damage
Fixed alternate forest theme unlocking only after beating the catacombs, instead of forest
Fixed crash when starting a game as warrior after having selected Luck affinity in a previous run on a different class
Online Multiplayer
Added a way to specify game name and private or public game for steam games
Fixed(?) players being unable to connect to each other using direct IP connection
Fixed crash on certain item cleanups
Fixed crash when displaying desynchronized items in the HUD
Fixed crash when transitioning to Act 4
Fixed teleportals not functioning
Fixed Wildling’s animal affinities
Fixed intermissions not having the correct backgrounds
Fixed explosions not showing correctly
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Alpha v46
New/Balance
Wall/floor phasing reworked. It’s now possible to control the direction you phase.
Holding down allows fast-falling with featherfall
‘Sink like stone’ now allows for unlimited jumps while underwater
Sound effect attenuation increased, distant sound effects will now sound softer
On first game playthrough, the main entrance now leads to the tutorial.
Spriggans now have idle behavior.
Mimics are no longer physical, players can now move through mimics.
Swooper’s magic boulder spawn cooldown increased.
Chickens can now drown
Reworked ranks one and two of the Knight’s Sword affinity.
Reworked rank three of the Knight’s Holy affinity.
Wand of pestilence effect and bombs can now ignite
Bugfixes
Fixed player sometimes not being able to grab ledges while facing rightwards
Fixed a crash with Necromancer bone summons
Fixed electricity sometimes shocking water 30 times instead of once, lagging the game
Fixed Spriggans never losing aggro despite losing vision of you
Fixed teleporting in Act 4’s portals not revealing stealth
Fixed bats sometimes spinning infinitely while stuck to walls
Fixed a GameSave bug where some items received additional stats
Fixed Spell book descriptions showing UNK for a couple frames after use
Fixed shop signs sometimes dealing damage to you on contact
Fixed Wisps not revealing fog of war
Fixed Shadow Clone + Enchanted Boomerang
Fixed a random crash that occurred due to a bug in OpenAL
OMP: Fixed stackable usable items behaving strangely when used up
OMP: Fixed some bonfire issues.
OMP: Fixed synchronization of ManEatingPlant damage
New/Balance
New Shrine Graphics/Effects
Act 4 Background Polish
Bugfixes
Fixed arrows and other projectiles getting stuck on the borders of Act 4 map
OMP: Fixed Ruins entrance door sometimes not unlocking
OMP: Fixed many particle effects and sound effects
OMP: Fix many crashes
OMP: Fixed many skill effects
OMP: Fixed player revival sometimes not costing anything
OMP: Fixed dropping stacks of items at bonfires
OMP: Fixed spellbooks sometimes not teaching you spells
OMP: Fixed being unable to use items on other items
New/Balance
ManEatingPlants can now accidentally eat Spriggans and Spiders
Dart Trap sprites updated
Shrines now take 25% normal damage in new game plus
Bugfixes
Fixed crash when starting the game with a Steam Controller
Fixed(?) Steam Controller not working correctly on Mac/Linux
Fixed Golem’s swing not properly disappearing when they die
Fixed certain large monsters (like golems) not being collidable sometimes
Fixed level generation case where ladders were not able to reach higher areas
Fixed Ruins sometimes not generating book pedestals. Changed number of guaranteed book pedestals to 2.
OMP: Fixed numerous random crashes.
OMP: Fixed empty backgrounds being selectable during character selection
OMP: Fixed invisible dummy player lighting up the top left of levels
OMP: Fixed graphical Death is easier to encounter armor not showing correct hp on other players
OMP: Fixed receiving extra level up events sometimes
OMP: Fixed Boss Golem not changing animations when rolling
New/Balance
Act four islands now sometimes have small paths between islands
Act four Swoopers reworked
New sprites:
Compassionate familiar
Boomerang
Arrow traps
Mage orbs limited to 2 per element
Reduced attack speed of Shadow Knight’s dash attack
Bugfixes
Fixed bug where you could equip multiple familiars
Fixed hands giving zero experience
Fixed crash having to do with the Steam Controller
Fixed spell books sometimes changing their spells
Fixed being unable to enchant already enchanted boomerangs
OMP: Fixed crash with Zombie attacks
OMP: Fixed infinite throwable items
OMP: Fixed Golem boss and Necromancer still colliding after death
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Alpha v48
New/Balance
New branch, The Tower, added to the Catacombs
Dedicated bind for walking removed; walking is now done by holding down.
New WIP walking graphics
Added more information to the stats tab of the player menu
Added a new dialog for exiting the game from the pause menu
Standing in front of a grave now shows a portrait of the grave’s dead player
Boomerang return path improved
Skeleton revival no longer depends on a player being nearby
Bomb Arrow crafting now yields 3 bomb arrows.
Bomb Arrow damage increased from 15 -> 20
Items and frozen units now fall slower underwater
Lurkers no longer attack if you walk over them (they still attack if you jump or land on them)
Wildling Pummel reworked
Wildling Wolf Sprint reworked
Shopkeepers now get angered when you teleport them with a portal
Landing on a boulder now pushes it a little in the direction you move (this allows you to push boulders away from walls)
Bugfixes
Fixed players eaten by a plant or being grabbed being able to exit through a door
Fixed minor draw offset issues with new, wider, player menu
Fixed draw offset of overhead swinging weapons
Fixed pushed boulders pushing items off of pedestals
Fixed book pedestals not spawning in the Rift
OMP: Fixed double instances of Bloody shrine text
OMP: Fixed several crashes
New/Balance
Added a new bindable in-game emote menu
Increased size of inventory by one column
Unexplored areas now have smoother edges
Reworked Plant Boss behavior
Units now have a 3-second stun immunity after being stunned.
Moved device/input polling to a separate thread.
Enchant is rebinded to Interact
Removed Refresh Devices button in Controls
Increased Protected by Spirits / Spirit Emitter damage
Bugfixes
OMP: Fixed certain backgrounds not working correctly.
OMP: Fixed certain Doodads rotating strangely
OMP: Fixed being unable to create private games.
OMP: Fixed certain NetEvent triggers colliding with entities and the level
Fixed softlock where Holy Level 3 knight would fall off the map and not be able to die.
Fixed Crawler stun sprite not getting drawn when stun by things like Lion's Roar.
Fixed FrostNova being able to freeze unfreezable units.
Fixed the issue where alternate slime types can be generated in a Slime level.
Fixed hold down to fall faster not working for Featherfall status effect.
Fixed Bats staying sticky when thrown. Fixed bats sinking fast through water
Fixed some issues with Weapon behavior when frozen
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Alpha v50
New/Balance
Reworked Rogue’s Shadow affinity
Attacks now break stealth upon hitting an enemy or finishing an attack, rather than at the beginning of an attack
Arrows can now critically hit from Stealth
Shadow Clone replaced with Smoke Bomb
Reworked Knight’s Holy affinity
Divine Weapon is no longer a skill with charges, activates automatically
Holy Shield is no longer a skill with charges
Iceball now shoots extra projectiles in a straight line
Thief hp lowered from 19 -> 15
OMP: Players will be unable to start the game until all players have chosen a character
OMP: Host is now able to kick players by typing “/kick”
Bugfixes
Fixed cycling of a single ranged weapon causing permanent stat changes
Fixed certain items being spawned with no attributes
Fixed bug that pushed you into the wall when walking on boulders
Fixed players not being able to crouch fall hang off of one tile high ledges
Fixed slimes being able to see through walls
New/Balance
Reverted removal of Walk bind. (Default is still down, but is rebindable to a dedicated button)
Shopkeepers now have increased stability
Switched button for changing facing direction while drawing bow from Walk to Interact
Health of enemies in The Tower increased
Now possible to pick up items while moving
Bugfixes
Fixed interaction of cursed familiars grabbing you off ledges
Fixed accidental rolling when turning around too fast
Fixed bats sometimes having strange unroost velocities
Fixed being able to interact with things while attacking
OMP: Fixed Boss Golem’s roll angle becoming visually desync’d
OMP: Decreased bandwidth usage of The Tower
OMP: Fixed being permanently frozen if frozen while exiting a level
OMP: Fixed some small bugs involved with level transitions.