Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on February 20, 2015, 08:09:43 PM
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http://store.steampowered.com/app/315840 $15.99 Win/Mac/Linux
Why Early Access?
“After being in development for a few years now, Catacomb Kids has now reached a point where the core of game is fun and playable. From here on out, I want to continue development in an open fashion that allows players to keep up with the game's progress in a way that lets them experience it firsthand.”
Approximately how long will this game be in Early Access?
“The game will be in Early Access until it's complete. Until that time comes, Early Access supporters will receive a regular, continuous stream of updates with a new build at least once every month or so. There will also be a website through which everyone can track the game's latest development, and I livestream development regularly at http://twitch.tv/fourbitfriday.”
How is the full version planned to differ from the Early Access version?
“The full version will have four primary environments, two major bosses, at least eight mini-bosses, dozens more skills and abilities, and a metric f-ton of secrets.
The finished game will also include various game modes including The Gauntlet, Co-op Mode, and Infinite Mode.”
What is the current state of the Early Access version?
“Currently the game is fully playable, with much of the first environment completed and two mini-bosses implemented. Most of the game's systems are in place and functional with the remainder of the work largely consisting of fleshing out and expanding the world with new enemies, traps, environments, etc. Due to the procedural nature of levels, however, there is currently enough game present to keep players well occupied until the new areas become available.”
Will the game be priced differently during and after Early Access?
“It will be the same price upon release.”
How are you planning on involving the Community in your development process?
“I host regular, weekly livestreams where players can watch as I work on the latest features and talk with me about the game. In addition, every build release will be followed by an 'open house' Google Hangout where players can come to talk to me directly about the latest build and the game in general. I'll be active on the forums and irc, where players can reach me easily.”
The Origin Of Dungeons
500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.
What Lies Beneath
Catacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.
The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness.
High expectations for this one going forward! 8)
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“Want to make some stew? Find a pool of water, a way to boil it, and throw some ingredients in to cook. Need to repair your sword? Perhaps that lava over there would make a good forge, and the nearby crushing trap a good hammer. No grinding for resources to collect 10 more beetle snouts. Just be attentive and maybe a little crazy, and the possibilities will reveal themselves from within the game’s mechanics.”
https://www.youtube.com/watch?v=pWDZd8OcblI (https://www.youtube.com/watch?v=pWDZd8OcblI)
https://www.youtube.com/watch?v=VPeKSgt13ak#t=25 (https://www.youtube.com/watch?v=VPeKSgt13ak#t=25)
Not just empty words - this game has enormous potential. I was sold after playing it for just few minutes - it`s very seldom I join Kickstarters or Early Accesses, but this really is something special. Most exciting non-RL since Rimworld.
A must have for Spelunky fans - and those disappointed with ultimate emptiness of Terraria-likes.
Also available DRM Free from Humble as an alpha insta-download, link to buy on the game`s site - worth it because it`s fun even in this very early form.
http://www.ckgame.net/ (http://www.ckgame.net/)
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v0.0.8
HEY.
So, I just put out the first full month update for CK! It’s a lotta bugs addressed, gasses re-gassed, trances trancified, and goo balls ga-boinked.
Also, the game’s now up over on itch.io! http://fourbitfriday.itch.io/catacombkids
Itch.io, if ya don’t know, is a rad site for distributing games (or something else!) - very easy to use, don’t cost nothin’, and made+run by a cool dude who’s always adding new features. Getting the game via itch.io will also provide a Steam key.
If you don’t have the game on Steam, The Humble Widget / Kickstarter builds should be updated to 0.0.8 on Monday.
So, on to the build itself!
Hope you’re not too disappointed if you were lookin’ for a new class and daily run mode, cause they ain’t there. Between GDC, getting ready to move, and addressing bugs, I figured it’d be better to focus in this build on several less involved things so as to put out something substantial rather than half-assin’ two major features without first addressing the existing issues.
As I was working on those other tasks and thinking about classes, however, I hit upon a bit of a problem. My plan has always been to completely finish the Poet and Bully Before moving on to the next classes - so that they can serve as sort of a template and guideline for the others in terms of scope and ability. However, as I tried briefly to tackle finishing the Poet this past month I found the UI unable to accommodate the vision I have in mind for the class.
So now, fixing up the UI has become a much larger priority if I am to finish the Poet and move on to the other classes quickly as planned, so that’s going to be the first order of business going into April.
I had always planned on redoing the UI once co-op was implemented, and to change the game to a 16:9 aspect ratio. It’s just gonna happen now rather than later. This is also good news because the new UI will be made specifically with multiple players in mind, meaning I’ll be able to jump into work on Co-op much sooner than the ‘later’ I had planned.
So that’s what’s coming in the future, but let’s check out the now: You can find the full patch notes for alpha 0.0.8 below!
Fixes
Fixed some issues with level connectivity
Orb of leveling spawns in walls
Non-humanoid enemies try to drop weapons when parried with Disarm
Grumbuls will attack mushrooms even when they’re held by an invisible player
ACTUALLY fixed infinite byat flapping
…For real this time
Removed debug shortcut for activating ‘tome’ ability
Fixed crash when dying while talking to the ghost
Trampling enemies with Stampede now makes them target you
Raise Dead spirit followers now properly follow you through doors
Chain lightning cost unaffected by energy overcharge
Spells equipped to slot 3 offset text alinment for alt spell charge count
"Your lantern goes out" text stays for as long as you hold a spent lantern
Rats don’t bleed
Moving portals into boulders gets them stuck
Lifting boulders sometimes drops them on your head
Can’t walk backwards while charging hammer focus strike
Crush trap chain sound continues even after breaking
Spaz out when dragging boulders
Crash when throwing certain enemies with trajectory
Potions caught in explosions boil infinitely
Performance improvements (Ever-in-Progress)
Item bottles played no sound when broken
Whirlwind doesn’t cause items to hit enemies
Some Trances cast the Overload versions of spells
'Acrobatic' overrides taunt combo input
Ladders interfere with Sword Skill 1 and Axe Skill 3 (Downwards Thrust, Earth Splitter)
Reduced number draw calls for Temporal Step. Hopefully this fixes a crash?
”+” symbol offset when learning 1x1 spells
Balls of goo stay suspended in air if the wall they’re stuck to is removed
Rerolling transitional levels doesn’t bring you back to the same level type
Trances don’t follow from floor to floor
-of Escape doesn’t escape
Simple enemies die when they touch immobile boulders
New Stuff
More Spell Trances
Charge Stars
Overhauled Gasses
Changes
Globally reduced enemy damage on the first few floors
Enemy damage ramps up more gradually
Shadow Cloak wears off much faster
Statuses from armors “Of The Ghost” and “Of Power” wear off faster
Portal has fewer charges
Infernus has fewer charges
Balls of Goo have increased knockback
Balls of Goo bounce off of the environment and creatures
Being jumped on no longer immediately removes invisibility
Leveling up weapon skills no longer rounds them down
Being struck while speaking with the ghost will exit the menu
Fishahnas can no longer crit
Byats only crit on their charged attack
Moved “show info” to ‘F1’, instead of ‘1’
Looking around with lanterns shifts the view
Refueling lanterns gives a bit more fuel
Reduced size of camera influence area during reaper summon
Changes to lava and water appearance
Made spirit followers more accurate
Slime-blinded enemies are more blind
Mushrooms now only grow with each poison burst
Some level generator changes
Added option to control config menu to use class abilities
Changed collision shape of broken crush traps
Casting portal on top of a door breaks the door
Wet status shown in pause menu
Bottles and other items continue to make noise after first impact
Bottles of Lava
Potions slightly more fragile
Potions won’t identify if the target is immune to their effects
Swarm Form is now the Trance of plague, rather than its Overload
Things thrown with Trajectory can pass thru portals
Can’t go through level exits while attacking
Can’t go through level exits while looking around with lantern
Purple Slimes ignore wooden bridges
The Twins’ door locks behind you when the fight begins
The Grumbul Tank entrance door stays locked after the fight
Minor changes to Level Generation
Minor changes to enemy AI
The Cursor Keys, Enter, and Escape always work on the main menu
Press Delete to unassign individual keyboard controls and backspace to reset to default
Some Changes to Potions
New Potion “Colors”
Next Build TO-DO
Overhaul UI
Make game 16:9
Finish Poet?
Add Daily Run mode
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v0.0.9
It’s that time again!
A not insignificant number of changes in this build, such as the game now being ~ w i d e s c r e e n ~, with an accompanying UI overhaul, and Wordsmiths not being entirely useless! Also, there’s a Daily Run mode! I’m still working out some kinks though, so everyone’s levels and kids might not be as-exactly-the-same as I’d like for them to be eventually – especially between different OSes. There’s also a lack of proper Leaderboards and such, which will also be coming in the future. But hey, the foundation is laid, just needs to be built upon, now!
For the next month I’ll be focusing on finishing up the Poet (finally), adding the long-awaited new class, and working a bit more on the Daily Runs – in addition to some Secret Things that I’ll not speak of here. I also anticipate touching up the level generator a bit, with new rooms and some funky new transitional stages, as well as more fundamental changes that’ll become necessary as I progress on to the Anticropolis.
Full changelog below:
Fixes
Crash when gorhound corpses are destroyed
Pressure plates aren’t properly held down by the player
Class abilities don’t appear when equipped to the third spell slot
Controllers rumble when not in use
Can’t walk on lava with boots of gossamer
Corrected text descriptions for certain Boons
“Stuck!” text and noise spamming when in contact with purple slime
Aiming boulders downward with Trajectory kills you
Grumbuls spaz out in water
Armless enemies still punch
Legless enemies are mad whack
Flame Wave direction doesn’t change through portals
Can take damage when going through the exit door
Can unstow and hold items without arms
Entering a level with one leg causes kids to fly upwards
The Reaper can strand player in the reaper room if distracted by another enemy
Black Chests can spawn Growth
Spells from the Black Chest twitch oddly
Spells from the Black Chest can be stown
Reaper’s diving spin attack is basically instant-kill (oops)
Some bugs with properly choosing keyboard and gamepad inputs
Twins exit door can spawn on top of entrance door
Reaper gets drawn behind the environment after doing its super
Skeletal Mages leave no corpses
Black Chest missing noise when opened
Boulders don’t release properly when grabbed for rolling
Crash when throwing a bottle of goo or slime through a torch
Flame Wave doesn’t change direction through portals properly
Dragon’s Breath doesn’t ignite explosive gas
Overloaded Frost Bolt (Glacial Grinder) doesn’t cost a charge star
Overloaded Slow (Pause) doesn’t cost a charge star
Crash when sprinting up walls with glacial footwear
Pouncing on frozen enemies is mad whack
New Stuff
UI overhaul
Daily Run Mode (WIP)
Wordsmith Charged Tome abilities
Changes
Duelist now slows all enemies on screen, not just the ones targeting you
Added targeting reticle to duelist
Overwhelming made more visually obvious
Max HP caps out at 25
Spellbooks are destroyed after one use
Crush/Spike traps no longer trigger at all with boots of gossamer
Spellbooks can only be used once
Tome abilities come out much faster
Failing to identify a potion now results in a message
Might is now called Might instead of Strength sometimes
Disarm and Extra Tough switched places in the boon order
Byat holes now spawn a maximum of 5 Byats
Fire and Ice Tome attack burns for a shorter duration
“Pickpocket” changed to “Pilfer”
“Pilfer” steals shoes, hats, and weapons from enemies if you are shoeless, hatless, or unarmed
Portal no longer illuminates the darkness
Can no longer move portal outside of the view when aiming it
Poisoned slime poisons enemies when used to blind them
Can now aim Tome spells
Headless skeletons are blind
Tier 3 taunt no longer grants might
Tier 2 taunt weakness wears off faster
Shopkeeper gets mad a little more easily
Spirit followers have slightly more hp
Spirit followers shoot faster
Spirit followers don’t return to you between shots
Ogo now ignore wooden platforms like oog do
Enemies become more aggressive when taunted
Alterations to Reaper
-of Stopping procs less frequently and for a shorter duration
Striking paused foes always unpauses them
Shadow Cloak lasts slightly longer
Tomes attacks cost the same amount, regardless of entities affected
Tomes start with more charges
Temporal Tricks’ Tome attack deals damage now
Enemies have a brief warning before casting spells or executing any nonstandard moves
Most trances last longer
Charge stars restore energy when used
Charge stars auto-collect (like coins) if any trances or overloads are empty [experimental]
Spellwright’s aimed spells are no longer offset in front of you
Tomes don’t consume book charges if they fail
Next Build TO-DO
Finish Poet (For Realsies)!
New Class (FOR REALSIES)!
Daily Run Leaderboard / General Stat-Tracking
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v0.0.10 8)
SO.
It's been a minute, eh? A minute and a half, even. That's fine though, because I'm still alive, and this is still happening. That's right! As a beaten, bleeding, heart-still-beating Kid once said; "I'm not dead yet!"
So what have I been up to, you may be asking yourself. Maybe you aren't. How would I know? I'm not your brain. I'll tell you anyway though:
Wandering is what I've been up to -- as in, making the new Wanderer class. They're speedy and have senses sharp as knives, they do. I hope you enjoy them. As well I've laid the groundwork for unique weapons and added a few, and made some not insignificant changes to the level generator, not least of which are locked doors and new premade rooms. It may have taken a while but I can say at last that the generator is ready to be iced over and flipped upside down for the coming Anticropolis.
I've also added Alchemy and Dipper, the two second-tier INT boons, which marks at last the implementation of all the first two tiers of stat boons. Some of the other boons, spells and skills have also been updated and improved.
For the next update (IN A MONTH I SWEAR) I'll be working on finishing the things I didn't manage to for this update: Daily run leaderboards, more and better transitional stages, and certain talked-about changes to magic that those who watch the dev streams might be aware of.
Full changelog below:
Fixes
Casting Flame Wave burns your own shield
Several crashes
Kept gaining overheal even after hitting max hp limit
Max mp doesn't increase with the proper meal
Poets' tome is unwielded after going through a level door
Class Input method doesn't save for gamepads
Class ability icons appear incorrectly in the spell slots
Third spell slot miscolored when low on spell charges
Issues with using tome as a 'Skill' class input
Food queue doesn't show up in pause menus
Eating twins results gives a grumbul food instead of undead
Heavy Lifting doesn't properly override normal object pickups when grabbing enemies
Certain spells show a charge star when they shouldn't
Tome attacks hurt your own followers
Footwear with stats don't apply their stats
New Stuff
New Class! -- Wanderer
New INT Stat Boons
Dipper
Alchemy
Waterfalls
Couple new weapons
Locked doors and keys
Wooden barricades
Stairs
Intra-floor doors
New premade rooms
Many changes to level gen
Changes
Sticks burn
Fire spreads more from enemies to you
Being struck physically by burning enemies has a high chance to burn you
Limited foes' ability to spam kick
Infernus flames start blue, but turn orange quickly
Infernus now burns the caster once orange
Sword Skill 3 (Hack 'n' Slash) is easier to use:
Strikes at least 3 times in succession upon hitting an enemy
Additional enemies caught in the flurry add more strikes
Stun upon missing or ending the flurry is longer
Gorhounds have more hp, more DEF, and are more evasive
Crush trap chains behave more predictably when struck
"Poised" now reflects knockback from attacks back upon the enemy
A few new things
Changed the way levers spawn and are placed
Changed the way ladders/elevators spawn and are placed
Improved Air Dash
Now chains from enemy to enemy
Added trances to Blink and Frost Bolt
Left joystick now triggers class abilities on gamepad
Class ability trigger now defaults to "Button" rather than "Combo"
Poet's Tome behaves differently
Activating Tome uses the books' ability rather than wielding/unwielding
[except on 'combo' input]
Charged Tomes follow behind the player charged until used again
Grumbuls will stow items that spawn near them
Relatedly, added two new grumbul types (based on what they grab)
Grumbuls no longer wield bardiches
Normal Grumbuls sometimes occasionally wield hammers
Grumbul assassins slightly more common
Blue slime balls (now "mucus") have their own properties
Reaper no longer immune to invisibility
Grumbul Turrets can now spawn on main floors
Shop doors lock behind you
Stat loss from severed limbs is now repairable
Stat loss from severed limbs doesn't stack through repeated dismemberments
Regeneration only restores one limb at a time
Losing an arm penalizes both STR and DEF
Learning points now appear next to the orb of leveling icon in the hud
Haste is slightly slower
Haste grants the auto-dodge from Freerun
Haste auto-dodges jump attacks
Removed auto-dodge from Freerun
Extra Tough protects from death as long as your hp is over 75%
Regenerate heals more slowly
Overload Break deals more damage to equipment
Jumping will cancel trajectory throws
Stampede no longer runs through cornered enemies
Stampede tramples multiple enemies at once
Poison Blob bounces off of walls
Temporal Tricks tome time bubble bigger by bunches
Increased range of Slow
Lucky footwear is luckier
Byats are more evasive
Next Build TO-DO
Changes to Magic
Daily Run Leaderboard / General Stat-Tracking (for realsies!)
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v0.0.11 ARRP
So this past month I added a couple new transitional stages, made some changes to magic, improved certain boons, and implemented end-of-run Reputations. Unfortunately we weren’t able to get online leaderboards done, but I’m hoping the reputations will help tide folks over in the meantime.
Magic has changed in that all spells are now of a certain type, noted in the bottom-right corner of the spell learning screen (and to be made more clear in more places with further updates). Regaining spell charges (for the most part) is now limited to only recharging one type of spell at a time, though there are certainly exceptions to this.
Charge Stars, previously only used to replenish Trances and Overloads, have also become a much more interesting item. They’re not quite finished yet, but I’ve got some fun plans for them in the future.
And as always, there have been a number of bugfixes.
Next month I’ll be focusing on a long-coming AI update, as well as improving performance issues.
Here’s the full changelog!
Fixes
Pressing “O” gives all grumbuls berzerk
“Delete” crash when opening doors next to boulders
Ice from ice bolt/cold burst/glacial shoes sometimes drawn behind tiles
Game crashes if you pilfer a hated weapon
Heavy bat and Hunter’s Thrust don’t work with sprint bound to a button
Grumbul Tank pilot is immortal
Still can burn your own shield
Game sometimes freezes after level generation
Byats can die by touching still boulders
Hitting boulders on the back-swing will knock them into you
New Stuff
2 New Transitional stages!
End-of-Run Reputations (WIP)
Status effect icons
Changes
Improved Tier 3 Axe skill
Travels further, curves both up and down walls.
Improved Mighty Stomp
Range based on height of fall
Reduced time after stomp before you can attack again
Improved Tier 1 Sword skill
Reduced time after landing before you can attack again
Improved Disarm
Weapons are flung further away, damaging other foes along the way
Shield parrys disarm
Improved Plague
Infects corpses; infected corpses explode after time
Effect of explosion depends on the type of corpse
Hard Helms offer more protection
Stone footwear offers more protection
Haste increases attack speed
Updated some spell sprites
Fancier/improved event text
Reverted ‘Sprint button’ to previous functionality; release to stop sprinting
Can no longer roll with heavy lifted objects above your head
Environmental green slime bounces items
Changed Charge Stars (WIP)
Stars are hidden in walls and no longer drop from enemies
They begin as uncharged 'Hollow Stars’ and must be charged before use
Spikes can be broken
Rewrote food eating and meal code (behavior is mostly unchanged)
Byat meal doesn’t stack
Disease occasionally causes weakness
Crouch-attacking on top of a boulder will strike the boulder
Player no longer immune to [ ]’s destruction
Placeholder sfx for swinging blade traps (WIP)
Next Build TO-DO
Better AI!
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v0.0.12
Build 0.0.12 time! Woo!
Golly this one took a while, and then a while again. In case you ever needed confirmation, implementing pathfinding for very mobile platformer characters through procedurally generated levels is tough. But I did it! Mostly! There are still some quirks and hiccups here and there, but I think this new AI, much like the level generation itself, will be the sort of thing that's constantly getting tweaked and improved as development continues.
However, this AI update now marks the last "Large Feature" I needed to get done before the Anticropolis + Co-op build. Does that mean the big chunky Anticroppy update is gonna be next? Well, unfortunately not. As I'm sure you've noticed this last one took way longer than I was anticipating and so I'm a fair bit behind schedule. As such, the next few updates will probably be -- if more timely -- a bit lighter on new features, as I'll be focusing almost entirely on Anticropolis and Co-op stuff. Stevie and I have also been making progress on the leaderboards, so expect those before long as well.
The 'smaller features' that I'll be working on in the meantime will be things like; more meals and food items, further additions and improvements to the new AI, more transitional stages, changes to the way traits are obtained and improved, and, as always, fixing crashes and improving performance.
Lastly, I'll be streaming some gameplay today on twitch.tv/fourbitfriday in about an hour (4pm PST), so if you wanna come by and talk about things feel free.
Without further ado, changelog below:
Fixes
Can interrupt Execute with Kick
Crash when bottling a charge star
Crash when throwing pure cracked force star
Can learn spells without the space for them
Crash in VS mode upon round end if one player's stick has burned away
Fishahna are unaffected by slow, pause, and haste
Horizontally held enemies sometimes push the carrier backwards
Byats grabbed with Heavy Lifting sometimes get stuck in walls
Crash upon casting overloaded Wizard Throw
New Stuff
New Humanoid AI
Enemies will now pathfind to their goals
[to the player, to allies, to water when on fire, etc]
Other tweaks to minimize their dying in idiotic ways
It's not perfect!
New STR Boon -- Grapple
Headgear now shows in character portraits!
Changes
Floor spikes are more forgiving when landing at low speeds; can be safely stepped on from corpses
Revised STR Boons:
Removed Overwhelming and Duelist
Pounce is a tier 1 STR boon rather than part of the default moveset
Focus Strike is a tier 2 STR boon, and more attacks can be focused
Can no longer shield-bash 0-hp enemies
Fixes and modifications to Heavy Lifting
Can climb while heavy lifting enemies
Much more maneuverable when holding small enemies
Descend while holding byats by holding down
Creatures hastened by taunt no longer gain Haste's evasion bonus
F1-F3 now toggle different information
If weird non-crash stuff happens you can turn on these layers to provide more info to help me fix things!
But don't be a cheater
'Overcharge' renamed to 'Energized' to be more different from Overload
Next Build TO-DO
More Traits and Meals
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v0.0.14
Fellow humans,
Behold, 0.0.14! Numerous changes in this one. If you missed the status update and are wondering where 0.1.0 is with The Anticropolis and Co-op, please check out the post I made on that subject right here. Long story short; they’re a-comin’! Just need some more love and carressin’, ya know?
In the meantime, peep this healthy changelog!
Fixes
Regeneration doesn’t restore limbs if you have Overheal
Teleport always takes spell charges, even when Energized
Can’t back away from ledges while shielding
Can’t descend ledges while backing up with a shield
Slow fall while casting empty spell
Wrong coloration for some corpse’s heads
Twins flee fights (legit fixed this time)
Grumbul Orb-Bearers can flee the floor
Having Incantation and Overload causes Vampirism and Haste to rapidly cast multiple times
Frozen food doesn’t thaw over fire
Spiked equipment descriptions are wrong
Wanderers only hate hammers
Ghost spawns underwater
Bug drawing helms in ui when picking them up
Can’t break fallen ceiling blocks in collapsing tunnels with weapons
Gamepad stops working on main menu sometimes (fixed??)
Hidden spikes often appear under gas traps
Grumbul Tank sometimes gets stuck behind the intro wall
Enemies can escape through barred exits
New Stuff
New Trait: Hungry
New Trait: Unstable Caster
New Trap: ████████████
New shopkeeper menu
New ghost menu
New class select menu
Changes
Improved stats of Claymores
Heavy Bat input changed to sprint+attack (same as Dagger Storm)
Ghost dialog box redone
Shopkeeper dialog box redone
Spinning attacks deal less damage per hit
Numerous changes to Weapon Skills:
Backswipe is now Flourish – moved to tier 2 Axe Primary
Parry is a tier 4 weapon skill for Hammers and Swords; removed from Hack ‘n Slash
Spin Cleave removed from axes
Increased hitbox on Downward Thrust and The Drop
Numerous changes to Traits
Traits no longer occupy Skill Grid space
Positive and negative traits no longer paired
Loud is louder and increases the range of other noises
Hunger no longer universal: Moved to new trait
Hated weapons now behave like normal carried objects
Weapon hatred cannot be unlearned
Lucky Boots no longer a starting item
Significantly reduced range of Teleport
Leveling up INT increases efficacy of class abilities:
Bully gains more Power Orbs from taunt
Wanderer’s Vision ability reaches further
Poet Tomes have more charges
Teleporting into walls will now kill you
Collapsing tunnels will destroy fallen crush traps and boulders
-of Removal weapons blink enemies further away, respecting knockback direction
Using items interrupts blocking with shields
Dropping through platforms requires less horizontal pixel precision
Added telefragging
Began adding Unstable spell effects:
Heal, Raise Dead, Blink, Magic Blast, Teleport, Infernus, Chain Lightning
Boulders and Crush Traps break spikes
Potions of Extra Regeneration last longer
Frozen potion shards have grace period before becoming dangerous
Reduced potency of “–of Light"
Added descriptions for footwear
Can sell items to shopkeepers
Killing a shopkeeper will return spent money
Humanoid AI dodges slightly less aggressively
Decreased LUC requirement for spiked armor to appear, and increased its frequency in general
Break made slightly more effective
Wanderer’s "Vision” ability improved
Newest tracked object carries between levels
Can target items to be tracked
Pathfinder improved
Changes to Grumbul Tank
No longer jumps when player is in combat with summoned grumbuls (excepting the rider)
Tank Legs are no longer impervious to physical damage
Added more visual and audio cues for attacks
Removed time limit from chasing escaped enemies
Added indicator to exits when enemies escape
Fixes
Fullscreen is black
Crash when drinking soups
Byat meal bonus doesn’t always wear off
Spicy foods aren’t indicated as such in food queue
Twins can flee from the fight
Crashes with AI in reaper fight
Shopkeepers are listed as “Other Things” in the end-of-run kill list
Changes
Added indicator beneath hunger queue to indicate currently active meal effects
Spicy meals made more effective
Added new soup type
Improved mechanics of hot potatoes
Can use grapple on Reaper
Completing a meal shows its final components
Fixes
Humanoid enemies no longer use potions or eat potatoes
Crash upon throwing bottled charge stars
Crash upon throwing charge stars dropped by grumbul tank guards
Grumbul Tank guards causing repeated non-fatal crashes
Undead followers sometimes appear at the wrong position when going to the next floor
Loudness of byat wings unaffected by sound volume setting
Loudness of boulders rolling unaffected by sound volume setting
Bottled mushrooms still burn and give off gas
Several pathfinding-related crashes
New Stuff
Make Soup!
Spices! (WIP)
Two new status effects
New music in ceiling trap transitional stage
Changes
Made a couple reputations slightly easier to achieve
Byat meals wear off after 2 floors, rather than lasting forever
Food queue gradually empties after a period of not eating anything
Removed COMBO input mode for class abilities
Wizard throw better aligns enemies to the tiles when grabbed
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v0.0.15
H'okay!
Unfortunately still no Anticropolis yet, but it’s getting close. Co-op is very nearly done, so regardless of whether or not The Anticropolis comes out with the next update, co-op will likely be in for sure.
In the meantime, this build introduces many balance changes, including some alterations to the damage calculation formula to make both enemies and players: less likely to deal 0s and less likely to wham for 8-10+ damage in a single hit. I’ve also consolidated the Heal and regenerate spells into a single, less healing-oriented (but hopefully more interesting to use) Cure spell, with Heal and Regenerate being made its Overload and Trance, respectively. Overall, the result should be that being struck is less of an immediate death sentence but bears more of a long-term cost, with damage numbers being more consistent and healing being rarer.
Additionally, where before your maximum spell charges would increase by simply leveling up MAG, they now only increase once at MAG level 3, and apply to all spells both known and yet-unknown. Some changes to the way charge stars work for Overload and Trance should hopefully make those abilities a bit more fun to use as well.
In any case, there’s a bunch of other changes, and some bug fixes that should make this build a bit less volatile. Guess you’ll just have to read the changelog or play to find them out!
Fixes
Changing window focus while looting doesn’t pause the game
Fixed(?) crash from humanoids attacking with missing weapons
Roll sound plays continuously when looking down with lanterns
Unarmed kick (dagger skill 1) doesn’t work properly
Soul- weapons’ dark bolt strikes miss frequently
First attack after Taunt doesn’t always activate the power strike
Salting food doesn’t actually do anything
Sticks continue to burn even in water
Fixed(?) Impossible trap rooms
Fixed several memory leaks
Some optimizations
Fixed wall-grumbuls
Bottles filled with water while held are drawn incorrectly
Voices of humanoid enemies wrongly positioned upon death
New Stuff
New Wizard Throw overload
Added unstable effects for:
Wizard Throw
Haste
Slow
Frost Bolt
Vampirism
Poison Blob
New Spell:
Cure
Removed Heal and Regenerate as individual spells
Changes
Changed how Charge Stars work for Overload and Trance
Stars are now shared among all overloads/trances, rather than being spent per-spell
Changed how damage and defense are calculated
Fewer 0s and fewer unexpectedly high hits
Changed ladder sprites
Added focus strike abilities to Pounce, Downward Thrust, and Rolling Blade
+1 MIN STR instead of +1 STR at level 3
Max spell charges are now gained only at MAG level 3
Max spell charge increase applies to all spells, known and unknown
Unstable teleport is more consistently unstable
Taunt and Focus strike attacks win weapon clashes
Added different effects when pouncing with different slime balls
Changed rules of Soul-weapons
Increased range of unstable shadow cloak
Made Health and Regeneration potions rarer
Enemies use potions sooner in fights
Boiling Potions can be carried for longer before boiling away
Critical strikes made visible with a green streak
Poison damage now stacks when applied multiple times
Changed the Grumbul meal effect
Changed input of Flourish to match Heavy Bat and Dagger Storm
Improved range, knockback, and stun of Heavy Bat
Changed input for tier 3 Axe / Hammer neutral air to double-tap attack
Increased knockback on focus strike uppersmash
Removed Flourish from spears
Made byat spawn holes more visible
Soups now heal for 1 by default
Added two more ways to cook food
Smoldering foods char much faster
Shopkeepers now have classes and are smarter about catching thieves
Reduced default charge amount for several spells
Increased delay on enemies using weapon skills
Pursuing foes lose you slightly more easily
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v0.1.0 The Anticropolis 8)
I mean wow guys, for real.
Welcome to your new snowy wonderland: The Anticropolis. Once the underside of Abys' floating fortress before it fell to become The Catacombs, the Anticropolis is now locked in an everlasting, magical cold. Within, you will find undead that roam freely, and grumbul hunters whose excursions have brought them far from their comforts in the Upper Dungeon. Many fun new deaths await in the frigid depths, including but not limited to: being swallowed whole, crushed by giant icicles, spat upon by ghosts, and torn apart by winged beasts while caught in a bear trap and desperately fumbling for a potion. With it being so cold in the Anticropolis, you'll also have to keep an eye on your temperature to make sure you don't suffer from frostbite: Keep dry, dress warmly, and seek fire.
Wayward Kids
But it's not all bad in the snowy deep; with new enemies also come new allies in the form of other wayward Kids that you can find and form alliances with (after doing them a favor, of course). These Kids are a very early version of what they'll become, with the hope being that you'll eventually be able to to forge relationships with them over the course of a run and encounter individuals multiple times as you both descend and grow stronger. But that's something for later.
For now, they just want stuff (and are very formidable opponents, should you incur their wrath).
Bows and Arrows
You'll also find bows, a new type of weapon, and the first that exists apart from the five weapon archetypes. Bows are great ranged weapons that allow you to strike from afar, but their ammo is limited and precious, requiring you to retrieve your arrows after each fight. Once your arrows are exhausted, you may find yourself ill-equipped to handle the trials of more close-quarters combat.
Bows don’t have any weapon skills of their own like the other weapon types, but they do synergize with both the Focus Strike and Trajectory boons.
What's Next?
Now for a disclaimer: This might be obvious, but this release doesn't mean the Anticropolis is done. Far from it: this is the first version of the AC, with much, much more to come. With feedback from players, it will evolve into something even better. Notably missing in this build are transition stages unique to the Anticropolis. I've already started work on them but they were proving problematic and would delay this release even further had I pursued them to completion, so I've simply excluded them for now. There are also several more enemies and environmental features I have plans to implement, as well as a new boss creature (or two?). Anyway my point is: This is just the beginning.
I've learned a lot of things over the past several months of working on the Anticropolis -- things that I hope to employ going forward to help make the game progress faster, so that another months-long absence of updates doesn't happen again.
The first of these is: Hiring people helps LOADS. I have previously mentioned that I brought on one (1) John Sandoval to help lighten the animation workload on me, and subsequently he did most of the animation on many of the new enemies you'll be seeing in the Anticropolis. And gosh, as much as I love doing animation and pixel art that was a huge load off my shoulders. So this is the part where I implore you to spread the word about Catacomb Kids, since my hiring of people is still contingent upon paying them. I would love to bring on another coder and continue to employ the skills of John.
Another thing I've learned is: If I want to work on ~Secret Stuff~, I have to be economical about it. The Anticropolis' delays were ultimately caused by my failure to spread the work out evenly across prior updates, leaving an utterly massive amount of work to be done with little groundwork laid. When I look at how long it took to get the Upper Dungeon to where it is, and realize I expected to make another 60-70% of that amount of content again for the Anticropolis release, it's no wonder my projected timeline for the area was overly optimistic.
To help mitigate that from happening again, I'm going to be starting work on the Deep Dark immediately, even though I don't anticipate it to be released for at least as long as it took for the AC to come together (the better part of this past year). Even if the going on the Deep Dark is slow, the hope is that by the time I'm wrapping up the AC and ready to dive into the DD, work on the area will already be well underway.
For now though, while I continue work on The Anticropolis my next major goals will be implementing meta progression -- that is, the game progression outside of individual runs -- and the next class, which will be focused around Intelligence.
Thank you all for your immense patience, and I hope you stick around for even more fun in the future!
Fixes
Balls of Goo, Slime, and Mucus become charred instead of properly melting away or exploding
Undead Followers don't work properly in co-op when the screen splits
Spell loss/gain upon being resurrected in co-op
Daily Run menu marked as "Daily Failed" after backing out of the character select menu
Rare crash if the player dies with a whirlwind still active
Passageways on floors display the wrong graphic
Boiling pools of water never cool
Humanoid enemies with legs missing get stuck in a weird hovering state
Crash upon entering a level with previously escaped grumbuls
Escaped enemies in shops appear behind the locked door
Turrets immune to Glacial Grinder overload
Humanoid enemies freeze and spam "!" when attacking beneath them
Roll sound effect is spammed when pressing down+sideways while using a lantern
Potion identification is spammed in co-op if both players have the same potion
Regenerate (Trance Cure) uses two charges
Extra Regenerate (From Potions of Extra Regeneration or Trance Cure) doesn't actually restore hp
Certain overloads/trances caused spell charges to become negative ("X")
Ogo's weapons don't spin when they attack any more
Severed heads are not destroyed when intersecting with physics objects, causing lag
Overload Cold burst doesn't reduce "energized" charges
Environmental slime emits light
Sometimes 'Hates Weapon' is all jacked up (fixed?)
Messages sometimes overlap one another when they are more than a single line
Giant arrows and swinging blades can sever both of the player's arms
Shields differ in different instances of the same Daily Run
Peppered non-humanoid corpses behave as though they are both savory and peppered: savory does nothing to them
Entering the tutorial from the "Extras" menu messes up the music
Reflected dragon's breath is visually buggy
New Stuff
Bows and arrows!
Wayward wids!
The Anticropolis! (And all that it entails)
New Upper Dungeon trap!
Another, different new weapon!
The beginnings of an encyclopedia! (Extremely early version)
Changes
Changed the behaviour of barrels to make them less annoying/reduce instances of surprise damage
Humanoids can no longer stomp when tumbled or frozen
Chain Lightning no longer travels through every single tile of water
Boiling pools of water have their heat distributed through them
Larger pools will cool more quickly, and smaller ones will stay boiling for much longer
The position of the heatsource within the pool also matters
Homing bolts no longer target invisible creatures
Escaped enemies heal over time until you leave the level
Improved spellwright's spell aiming capabilities
Added minor squash/stretch upon hitting enemies
Can Pounce with weapons now
Arrows stick in non-humanoid enemies
Trance Cure grants a longer-lasting immunity
Overload Cure heals for more and grants overheal
Added unstable Undo effect
Overloads/Trances no longer require 2 charges to use
Changed color of overheal to match INT and added indication for maximum overheal
Flame Form lasts for longer, and becomes inactive when motionless
Messages in the alerts area are now outlined
Acid deals damage to all equipment, rather than just armor
Creatures slain by acid leave no corpses behind
New barrel sfx
New sfx for arrows hitting walls and creatures
Class select menu now remembers your previously-chosen class
Once more removed conflicting starting traits
Performing a basic 3-attack combo while unarmed will alternate attacking arms
Holding a severed limb while regenerating attaches the limb without ending regeneration
Unstable Caster made rarer for poets
Added a new limb that grumbuls sometimes spawn with
Added a new grumbul modifier
Limited shields' block strength
Spears and large weapons no longer considered 'heavy' for the purposes of carrying them with hate
Swinging blades now interact with physics objects
Reduced the effect of MAG on casting speed without Incantation
Increased durability of Soul- weapons
Can now focus strike flourish
Moved tutorial text to the top of the screen
Tutorial grumbul no longer runs away
Reduced distance between floors for item-drop pipes
Reduced the number of grumbuls spawned during the tank fight
Can now directly attack the Grumbul Tank's legs
Near Future TO-DO
Leaderboards (for serious this time)
Anticropolis Transition Stages
Flesh out Encyclopedia
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Fantastic! I thought this project was dead.
-
Nah, just one of those where The Road Is Long....But Then Also Longer Still~ 8)
-
v0.1.1
Have an update!
I've temporarily removed the Wayward kids from normal level generation since they were causing a lot of crashing issues. I'm gonna put some more work into them and hopefully they'll be back next update ready to rock 'n roll!
In the meantime, I'll be doing my usual dev-stream later today over at twitch.tv/fourbitfriday so feel free to come say what's up and talk about kids in 'combs and ask me why this game is taking so long to finish like I do every night as I fall asleep choking back tears.
MAC USERS: Please let me know if this update fixes the gamepad issues! If it does then I'll know what the problem was. If it doesn't then I'll rule out a possibility and know what the problem isn't.
Fixes
Pose doesn't change when climbing up onto ledges
Fixed a bug with giant arrow damage calculation
Arrows catch fire if stuck in someone who runs past a campfire
Player 2 Overheal UI is jank
Casting Raise Dead with overcharges costs no overcharge and ignores blocked energy
Negative status effects on allies may spread to you via Reciprocity
The number displayed for current energy when paused is incorrect when mp is blocked
Flames from Fire and Ice can also burn allies
Reaper room often reconstructs incorrectly after the battle
Goo meal can overheal for greater than ones INT
Teamed-up Wayward kids spawn as though fleeing when traveling to the next floor
Fire and Ice gave only Hot charges when picked up with Innate Power
Dark Arts gave the incorrect charge types
Eeol Labeled Eel in kixll list
Melting/dangerous slimeballs are not labeled as such
Crash when boiling an orb of leveling in a bottle of water
Can get pushed into walls by boulders and barrels
Cannot teleport out of a wall after surviving a teleport into one
Making soup from a frozen corpse makes potato and [thing] soup
Some kids don't drown
Melting and dangerous slimes are not properly labeled as such
Air Dash can be buggy at times
"Down" on keyboard still rolls/bashes even when roll/bash is bound to a different key
Extra Tough doesn't affect Bear Traps
Fixed some typos
Dark Phase has no spell description
Shops in the Anticropolis have no doors
New
New Anticropolis Transition Stages!
Amulets!
Added a few more Encyclopedia entries!
Changes
Increased arrow damage
Increased arrow accuracy
Reduced chance of enemies dodging arrows
Halved the rate at which bows degrade from use
Taunt now affects crabs and turrets
Increased frequency/severity of unstable undo's side-effect
Barrels are empty more frequently
of Health now heals to a minimum of 3hp, regardless of hp max
Spellbooks restore more charges and charge types when picked up with Innate Power
Added Teleport Overload
Added additional contextual button prompts
(Sorry, no way to disable them yet! But there will be!)
Temporarily removed Wayward Kids in order to address an abundance of crashes
Changed Frolix AI
Helms and Coifs now reduce stomp damage by 1
Non-"Hard Helms" and Coifs take a ton of durability damage when stomped
Removed STR requirement for pilfering enemies' weapons
Reduced frequency of barrel assassins
Improved warhammers' stats
Added "Farsight" to Wanderer's Instinct class ability
Spellbooks can be Tomed by using class ability while holding a book
Transition stages don't count against meal effect floor count
Added button prompts for actions
Encyclopedia entry requirements can be met over multiple runs
Animated title drop
Fat humanoids landing don't knock other fat humanoids into the air
Made fat grumbuls much less common
Added sound effects to crabs and eels
Added sound effects to laser traps
Skeletal mages now spawn in the Anticropolis
Made standing torches rarer in the Anticroplis
Near Future TO-DO
New Class!
Flesh out Encyclopedia
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v0.1.3 Tinkerer 8)
The Tinkerer!
First things first, this update adds a new player class to the game; The Tinkerer. Tinkerers are crafty item-users, planners, and mechanics, and as such they are associated with Intelligence. Their class ability isn't really an ability so much as a companion: All tinkerers have a flying robot buddy that can carry items and fight alongside them.
The Tinker-Bot has four different modes that the player can switch between at will:
In Defensive mode, the tinker-bot will only attack enemies that you're already in combat with, but won't fly off and start fights on its own.
In Offensive mode, it'll attack any nearby creature regardless of whether they're aware of you or not.
In Manual mode, you control the robot directly, letting you move, attack, and pick up items with it, but you lose control of your Kid while doing so.
In Idle mode, the tinker-bot enters an inactive standby state: You can use this mode to tell the bot to wait somewhere out of the way while you go do something dangerous. You can also interact with the tinkerbot in this mode to manage its held item or modify its behaviour.
Of course, nothing lives forever, and the tinker-bot will be destroyed if it takes too much damage. When this happens it breaks into three pieces that are scattered around the level, and in order to restore it you'll need to reassemble the parts and then take a moment to power it up again. When you repair your bot this way, you'll become mentally exhausted for a couple floors, during which time if it breaks again, repairing it might result in some...lower quality results - or else come at a high cost.
In addition to their tinker-bot companions, Tinkerers also have a chance to start with items unique to their class, called "Contraptions." There are only two kinds of contraptions so far - Grenades and Wind-up Turtles - but more are planned for future updates.
Those are the essentials of the new Tinkerer class, but there's much more to them that you'll have to discover for yourself. I'm excited to finally have the fourth class implemented and I think they'll find their place alongside the bully, wanderer, and poet as a valued addition to the game.
Catacoins
The next major addition to this update is the introduction of Catacoins. These coins are a kind of currency that you gain over the course of multiple runs by getting far and gaining reputations. Different reputations are worth different amounts of Catacoins based on how difficult they are to get, but even if you don't get any reputations at all, you'll still slowly gain Catacoins over the course of your runs to spend.
As for what you do with these coins, there's only one thing to spend them on so far, but I think it's pretty neat: You can spend coins to customize the otherwise randomly-rolled Kids, tweaking certain starting traits and equipment to create a kid that suits the way you play, but keep in mind that the more specific you are, the pricier the kid becomes. I've also removed the ability to continually re-roll new random kids at no cost: backing out to the menu and going forward again a million times won't get you what you want!
You can choose to spend just a few coins for a simple quality of life improvement, or save them up to roll an expensive all-star suited to your tastes -- but play well, to make sure they survive and make the investment worthwhile.
Shops
I've also made some changes to shopkeepers: They're no longer generic sellers-of-all things, but are instead divided into four different shop types: blacksmiths, magic dealers, potion brewers, and clothiers. In addition to each shop type offering different kinds of items, shopkeepers themselves now offers a service unique to their profession.
Blacksmiths can improve your weapon's stats and repair damaged equipment.
Magic dealers will sell you a single spell that doesn't require learning points to acquire.
Potion brewers will identify any potion type, for a price.
Clothiers offer enchantments for your armor and shoes.
What's Next?
So, now that this new class is out and the groundwork has been laid for meta progression in the form of Catacoins, my next major goals are the implementation of the third environment, the Deep Dark and the addition of Tier 3 boons, and transitioning development to Game Maker Studio 2. But like, in the reverse order from what I just said. Of course this all will be aalongside the continued fleshing-out of existing systems - adding more meals and meal effects, more things to purchase with catacoins, more spell overloads and trances, etc.
I'm Still Not Dead
Lastly, as I've mentioned before but will continue to mention for as long as it remains true: If you ever think I'm dead or have dropped off the face of the earth (like I know sometimes happens) Check out my http://twitch.tv/fourbitfriday on Mondays or Fridays - unless I'm out of town I'll always be dev-streaming from 3-6PM PST. We've also got a relatively active discord channel[discord.gg] that y'all're all welcome to party in. But like, not a rowdy party. A really chill low-key one because honestly we're all tired but it's only Monday and we still have to be up tomorrow morning, and it's not even like we don't see each other often anyway, so there's no need to get all wound up when we all know we're just going to be back here again in a couple weeks.
So anyway, sorry this build took such a long time getting out - there were a lot of irritating and common bugs in the last version, and going so long without at least addressing them was pretty unacceptable of me. My bad. I'll try to do better forever. After all, what can we do but strive evermore for betterment - of ourselves, of the world around us - or else be crushed by the sameness and the worseness of all prior existence; softly smothered by the enticing and outstretched arms of the grand beast named Contentment with Mediocrity.
So you strive, stumbling at times, sure, but resisting that beastly embrace. And so shall I strive too - until I am Better. Until I am Best. And even further, until the infinite endeavors which lie beyond.
New
New Class! The TINKERER!
New Items - Grenades
Robot Follower
Catacoins!
Custom Kids!
Battle music!
AC Forts!
Changes
Oog now have energy for the void amulet to drain
Changed some reputation requirements
Large mushrooms are now heavier and bounce away creatures when not upright or when struck
Mushrooms are know knocked away by attacks
Improved Magic 101's charged tome attack
Improved Magical Combat's charged tome attack
As a Spellwright, projectiles from tome attacks will auto-aim
Undo is now removed from your skill grid when its max charges reach 0
Arrow types can be swapped by holding "Stow", even when having held/stown items
Made Anticropolis background details better and more unique
Added splash visual effect for entering water
Added bubble effect to lava surface
Changed explosion visual effect
Changed flame wave visual effect
Made icy slopes much more slippery
Added a V-Sync option in Graphics options for Windows users
Setting V-Sync to "ALT" should help WIN 10 users
with their black fullscreen issue but may introduce other issues
!!-This is only a temporary fix. A true solution is coming soon-!!
Added option to disable contextual prompts in Graphics options
Some changes to lighting in the Anticropolis
Orb of Leveling light now cycles through colors
Classing up as a wanderer more dramatically increases farsight distance
Improved camera point of interest functionality
Doubled charged duration of Soul weapons and added a damage penalty for losing charge
Changed behavior of shadow strikers for Soul weapons
Stronger enemies generate more shadow strikers when killed with soul weapons
Changed the behavior of lanterns to make them more useful
Lanterns now
Wearing sandals, going barefoot, or being naked in the AC increase heat loss
Sandals have less durability...
Sandals/bare feet kick faster and increase freerun wall-run speed
Boots have higher durability...
Boots kick slower, and decrease freerun wall-run speed
Heavy weapons and equipment increase freerun startup time
Boots reduce damage from ground spikes 1 at the cost of durability
Helms and Coifs reduce damage from ceiling spikes by 1 at the cost of durability
Slightly reduced input window for heavy lifting creatures
Added learned percentage of weapon skill to "Likes [Weapon]" description
Shops now come in different types
Shopkeepers offer different services based on their store type
Added living space to shops
Added background details to shops
Merchants will buy your items for closer to their actual value with higher LUC
Mixed potions now identify if their components are identified after being made
Weapons clashing gains the attention of nearby creatures
Disarming enemies while you have now
Using Grapple on enemies now if you have
Made gamepad input for mighty stomp harder to do accidentally
Refined Air Dash behaviour
Improved input responsiveness for quickly throwing things
after taking Trajectory or Deft Throw
Changed appearance of Trajectory throws
Trajectory now briefly slows time when initiated
Deft throw now has a slight auto-aim
Weapons thrown with trajectory only bounce once
Realized Amulet of now only activates upon
Reduced Amulet of the range
Increased INT requirement for enemy amulet use
Can now ride boulders
Can now initiate trajectory bow shots downward
Crush trap chain reeling sound is now emitted from the crushing head
Corpses are no longer valued by name length
Humanoid corpses' worth now take into account their equipped items
Added ruin structures to Anticropolis
Fixes
Fixed pools of water spawning incorrectly
Fixed amulets de-identifying when INT drops
Energy with Void Amulet drains one from max
Input icon for class ability doesn't display when using controller
Arrows behave a bit better in tight corridors
Crash when drinking Potion of Cleansing Flame
Icicles are fine in lava
Flame pipes add excessive "Charred"s to corpses
Teleport traps can spawn on the ghost and other "up-to-interact" features
Boulder traps don't trigger over too-short distances
Flame Wave, Infernus, and burning enemies don't properly produce light
Fixed a bug with disabling out-of-view instances
Interactable object title text is drawn in the wrong color
Burrah-boi meal doesn't work at all
Strange transparency artifacts with alphas while in fullscreen
Solidified Lava in reaper room is rendered incorrectly
Still climb up and down ladders while tracking/aiming lantern
Can heavy lift creatures while already holding an item
Heavy lifted creatures can be picked up by humanoids
other than the one who initiated the heavy lift
Ghost sometimes provides too many, too few, or incorrect trait options
All the music was in mono BECAUSE I'M AN IDIOT
Crash when ogo slime on feet explodes in a gas trap
Crash when losing one's weapon-arm mid-attack while using a bow
Potions are overly resource-intensive
Firing a bow homes in on switches even when they're behind you
Missing particle effect upon level up
Breathing Masks don't work
NB becomes unresponsive after being blocked or shield parried
Using raise dead on a player in co-op doesn't restore their charge stars
Dead things gain value as they degrade
Near Future TO-DO
The Deep Dark
Tier 3 Boons
More Minibosses
Changes
Disarm now disarms upon critical hit
Fixes
Some particles are drawing incorrectly
Fixed 2-tile water flickering bug
Tracking off-hand items as Wanderer doesn't properly show items equipped by enemies
New
New Reaper Spell!
New Amulet!
Changes
Can now aim Chain Lightning's trance downward
Reaper spells are now considered "Dark" for charge types
Fully realized Amulets now have a (Realized) tag
Push and Push trance now affect crush traps and falling icicles
Amulet of [Void] no longer drains energy
Absorbing magic with the Amulet of [Void] now restores energy to the bearer
Amulet of [Void] no longer disables the Orb of Leveling
Amulet of [Hunger] now has a fully realized version
Enemy amulet abilities now tied to enemy INT
Enemy amulet effects are now invisible unless you already know said amulet
Can skip logo intro on main menu
Blink trance now protects from projectiles and being crushed by the Grumbul Tank
Fixes
Pouncing with Chain Lightning's trance expends all minibolts at once
Crash when trying to display context button prompts for nonexistent objects
Tomed spellbooks sometimes the visual of being used when using another object
Spellwright shopkeepers crash when casting an aimable spell
Looting menu shows stats for last selected item when selecting Amulets
Sometimes the same amulet type will appear and identify as two separate ones
Sometimes two different amulet types will have the same appearance
Plague poisons allies
Plagued flame bodies are excessively explosive
INT requirement for identifying amulets was wrong
Another crash related to Reaper arena blocks spawning in
Get stuck in ceiling while standing on grumbul tank with extra tough while it jumps
The bottom row of tiles in a level is often cut off or misgenerated
Running Water Anticropolis transition freezes during generation
Thermal indicator shows during level generation
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v0.1.4
Yo! It's update time!
This one might not seem too big at first but there are quite a few changes of note beyond just bug fixes:
Firstly, I've finally moved development fully over to Game Maker Studio 2. This is a much more friendly development environment from my end, and in addition to a number of improvements to the IDE that will make the game much easier to work on it also addresses issues that were a result of using GMS1.4, such as the black fullscreen on windows 10.
Secondly, I've started implementing shaders! I'm still learning about them so don't expect anything too fancy just yet, but with the first couple effects implemented -- heatwaves over lava, distortion to things under water, and a much improved "loud noise" effect -- the way is being paved for implementing much cooler visuals and replacing old ones with more computationally economical effects, which should ultimately help with the game's performance.
However! I am! Aware! That this build does have a few visual oddities as a result of both of the above facts! For instance, the shaders will occasionally render on top of UI elements, and the scrolling text that shows up when you level up or learn a spell might come with some strange side effects. These are all things that I'll be working through in the coming builds, but they tend to be relatively minor (as far as I know!) and don't impact the game too much aside from very occasionally looking pretty silly.
And of course, if you don't like or have technical issues with the shaders, you can disable them in the Options menu to go back to the way it was before!
Lastly! After much ado we've finally got Windows and Mac versions building in the new dev environment, but unfortunately Linux users will have to wait a wee bit longer! We literally (literally literally, not figuratively literally) only just got the Mac build working late last night after hours of trying, and, fingers crossed, the linux version will be coming sometime later this week.
New
Game is now being developed in Game Maker Studio 2!
Added 3 new meals and meal effects
Added new environmental hazard to upper dungeon
Added shaders!
Changes
Can now track entrance/exit doors, boulders, and teleport traps
Tracked objects now have arrows pointing to off-screen instances of them
Increased Catacoin value for depth
Invisible byats' eyes are no longer visible unless they're attacking
Removed hold-to-aim for spellwright to avoid conflict with trance and overload
Can now see the exact health of undead followers
Changed the behavior of teleport:
It now can either warp immediately or leave a waypoint
After leaving a waypoint, casting teleport again will bring you to it
Can now cancel teleport aim by jumping or attacking
Mushrooms now lose their poison regardless of how they're cooked
Cooked mushrooms no longer poison water forever; only when they're first cooked
Improved Anticropolis ruins
Fixes
Black fullscreen in Windows 10
Crash when tinker-bot picks up chests
Unable to cast spells when stuck in a wall
Teleporting into a wall with your last charge of teleport doesn't kill you
Incorrect description text for clothiers enchanting headgear with +Light
Fishanha meal does't work
Tracking light-emitting objects as a pathfinder lights all such objects
Owl-men corpse and zombie heads don't change color to match the rest of them
Potions of might, regeneration, and haste last for 660 ticks with resourceful
Tank door spawns on floor 10 in anticropolis
Tank still spawns in place of the twins
Amulets are equipped to missing arms when looted from corpses
Looting corpses behaves strangely with hates/likes weapons
Weapons near explosions and fire sometimes burn forever (behaving infernally)
Weapons thrown with deft throw and trajectory don't deal any damage
Shops sometimes don't upgrade your equipment (fixed?)
Arrow ammo draws incorrectly in co-op
Crash when attempting to loot the other player in VS mode
Cold burst has no name when casting
Near Future TO-DO
Leaderboards (for serious this time)
Flesh out Encyclopedia