Author Topic: Rampage Knights (now at v1.7!) $  (Read 8782 times)

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Rampage Knights (now at v1.7!) $
« on: September 04, 2015, 11:42:21 PM »
http://store.steampowered.com/app/314410 $11.99 Win/Mac

Quote
Rampage Knights is a cooperative beat 'em up game mixed up with randomized dungeon crawling and exploration which you can play alone or with a friend online.

You play as a hero trapped by a spell in a magical forest. All paths lead you to a nearby ruined castle, infested with goblins, skeletons and other foul creatures. Gear up with awesome and ridiculous weapons and spells and descend into the deep labyrinth below the ruin to face its sinister master!

Try to get as far as possible in a dungeon with randomized items, spells, traps and encounters. Your hero is upgraded along the way (both visually and gameplay-wise) as you find better weapons, items, magic powers and fight harder and harder monsters.

The main features:
Frenetic action inspired by Golden Axe and Binding of Isaac
Singleplayer campaign or co-op for two players (online and local)
Randomly generated environments with rogue-like elements
Hero visually evolving with new abilities
Dozens of spells and weapons with game changing properties
Long term progress with new classes and features to unlock
Full controller support
Mighty foot included!

So what do you say? Are you ready to start the rampage?

v1.1

Quote
The release of Rampage Knights is here! After 5 months in Early Access the game is finally ready.

Big thanks to everyone who was supporting us during the Early Access. We must have one of the nicest community out there! Thanks for all the suggestions, feedback and moral support. It helped a lot to get the games to this state. The work is not over for us. We will continue to gather suggestions from the discussion board and we are going to improve the game according to your feedback.

Here are few last minute changes in the game:

Version 1.1
Fixed skin for female characters. Power Gloves and Kraken Idol change female hands properly.
Fixed bug with spawning enemies. Boomers and Giant Knights spawn again in the game.
Fixed minor bug with Beholder's death particles.
Using altar cost 10 gold (except demonic altars).
Casual difficulty unlocks after 3 death instead of 5 (Please Don't Hurt Me! achievement).
Gold Rush event triggered from altars generates more gold now. Achievement El Dorado requires 70 gold to be collected during the Gold Rush event.
You have to pay 13 gold to play cards with the devil.
Credits added to the main menu.
Shadow world randomization does not give player lowest tier weapons.
Projectiles fired by the warlock's familiars do not hit the other player in co-op.
Fixed bug in online co-op where the client could crash when connecting to the host and between level transitions.
« Last Edit: March 04, 2016, 11:48:04 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Rampage Knights (now at v1.2 ARRP) $
« Reply #1 on: September 19, 2015, 11:22:49 PM »
v1.2 ARRP

Quote
Gameplay changes and fixes:
New faces for female hero. Hat skins hide female hair correctly.
Hero's jump is a little bit longer.
Battlemage has correct spell damage bonus on start.
Arcane ball is twice stronger, but recharges slower.
Ice wizards don't attack so frequently and they don't start attacking when their target is already frozen.
Giants and large enemies reacts to banana peels.
Lying enemies with shield can be stomped and assassinated.
Assassin always use stomp to kill torso enemies instead of using assassination.
Enemies hit by Sparkling Orb play hit animations.
Lightning Rod and Sparkling Orb don't break shields but enemies cannot block the damage.
Fixed bug where players with giant's strength could not hit enemies with Sparkling Orb.
On casual difficulty full health is restored at the beginning of each level.
Fixed bug where Teleporter Stone nad Battlemage's teleport could put the player outside of room.
Hit counter increases even if you hit enemies with 0 dmg by Ethereal sword.
Crank curse heals players even if an enemy is hit with 0 dmg by Ethereal sword, as long as the hit is not blocked by shield.
Curse Tainted Blood reduces vitality by 25% instead of 50%.
Crank curse cannot be automatically obtained at the beginning of the levels on insane difficulty.
Barriers spawned by the final boss can be destroyed by projectiles.
Removed "floatiness" of the player's flying controls in the final boss fight.
Ground flame traps are not counted as spikes (but they still can be destroyed by iron boots). They don't do damage until flames are visible.
Player on flying carpet doesn't take damage from spikes.
Player with iron boots on flying carpet won't destroy spikes.
Pirate's parrot doesn't talk so often.
Mighty foot marker is not covered by flying carpet.
"Sep", the poisoneous green haired demon, is now immune to poison.
Giant Knight's shield breaks down properly.
No more than 5 decorations can be animated at once from curse animate.
Fixed missing animations of some decorations animated by curse animate.
Fixed crash when Scroll of Transmogrification was used on some weapons.
Training skeletons in camp do not count towards the Gooooooal! and Breaking Through achievements.
Fixed bug where giants could be knocked-out when attacked with uppercut while frozen. Now wobble is triggered instead.
Fixed bug where teleporting to spikes didn't do damage to the player for one second.
Crates can be hit by projectiles.
Fixed wizards playing death sound twice.
Sound for roll and double jump whizzing is quieter.
Fixed some typos in achievements and parrot texts.
Fixed bug where closing ingame menu with vsync disabled could make the pirate drink his rum.

Networking and technical changes and fixes:
Implemented online co-op save. If the host quits the game in progress, the game is saved and you can continue the game later the same way as in single-player and local co-op games. If the hosting player is ghost, make sure the client connects quickly, otherwise game over will be triggered.
Fixed some networking bugs/crashes when the client reconnects quickly to the host or when synchronization of the client with the host failed.
Fixed networking bug where the host could get frozen when the client was not disconnected properly.
Added option to disable controller support in the game for people who use external utilities for mapping controller buttons to keyboard keys.
Improved performance by preventing too many overlapping blood stains on ground.
Updated to newer version of sound library the game uses.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Rampage Knights (now at v1.3) $
« Reply #2 on: October 21, 2015, 08:21:41 PM »
v1.3

Quote
We have been working on improvements and fixes of the networking implementation to address lags some people are experiencing in online co-op. We have completly rewritten big chunk of the multiplayer implementation and the code that synchronizes inputs between the host and the client.

We have implemented several new optimizations that should help the game run better in online mode and also on slower computers and notebooks. These are major changes with possible unforseen consequences, so if you experience any issues or crashes please report them in the Community Hub's Discussions.

There is a new "Network rate" option available in the game. The option specifies how frequently the game sends packets between the host and the client. We recommend keeping the network rate at "fast" unless you experience some networking issues. (For example, if you are on wi-fi network and you see freezes or lags, you can try to set the network rate to medium.) Slower network rates are less demanding on your connection but the movement of enemies and other player may seem more jerky.

Gameplay changes and fixes:
Assassin always uses stomp on ghoul heads instead of assassination skill.
Ghoul heads cannot be hit by melee attacks. You can kill them by stomping or dashing.
Pirate's parrot cannot hit ghoul heads lying on the ground.
Damage taken after drinking Mountainer's Schnaps potion does not hit hero's armor or divine shield.
Effects from Mountainer's Schnaps and Buff from the Pit are stackable.
When pirate gets drunk by drinking from keg, the regeneration is triggered immediately.
Achievement Friendship is Magic is now properly rewarded in local co-op game.
Mod items are showing proper (big) icon in the "last acquired" panel.
Victory screen scroll is no longer cut off in 4:3 resolution.
Fixed bug where skins from items and status effects were not applied properly during ressurect animation in online co-op.
Sometimes in online co-op with high pings the "death fanfare" was played twice or it was played even if no hero really died. This could also happen for sound played when a golden chest was opened. This bug is now fixed.

Network fixes:
Complete rewrite of multiplayer implementation and input synchronization between the host and the client to address lags some people are experiencing.
Added "Network rate" option to control frequency of network updates between the host and the client.
Fixed "desync" and "input frame mismatch" errors.
Fixed crash when trying to continue saved online game on clients.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Rampage Knights (now at v1.4) $
« Reply #3 on: October 29, 2015, 10:09:59 PM »
v1.4

Quote
Halloween update is here! It’s not as big as we hoped, because we spent much more time solving networking problems than we expected. But it still brings a lot of new items and some of them are really crazy! Check out new Infinijump of brutal Mechanical Arm to see, what I’m talking about. Good news is that we still have many ideas that didn’t make it here due to time constraints and we intent to improve the game even more.

New items
Mechanic Arms - 
Syringe - 
Nightcrawler's Eyes - 
Salamander's Oil - 
Steel Springs - 
Infinijump - 
Molten Mittens - 
Guy Fawkes' Flying Head - 
Demonic Eye - 
Queen Bee - 
Devil's Pact - 
Freedom Giver - 
Plague Bearer - 
Rotten Cheese - 
Bodybuilder's Magic Juice potion - 
Grand Vizir's Terrifying Transmutator potion -

Other changes and fixes
A new pumpkin enemy which drops deadly pumpkins.
A new disease Treasure Chest Phobia. You get it after failing in lockpiking repeatedly.
A new blessing King of Ice. Chills all enemies.
Bottomless Pouch gives 3 pieces of gold instead of 1.
You cannot pick lit bombs with Serious Bomberman item anymore (this feature was breaking the game's balance). Instead you get 25 bombs when the Bomberman is picked.
You can now find parrot familiar during the game or in pet shops.
Fixed bug where hero could receive poison status and Elven Armor together in Shadow World.
Objects like barrels, explosive barrels, pumpkings and other like that can no longer spawn directly in front of the doors.
Some performance optimizations.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Rampage Knights (now at v1.5) $
« Reply #4 on: November 13, 2015, 01:54:24 AM »
v1.5

Quote
In this update we finally bring public online games and lobby browser to the game. Enjoy wonderful world of online gaming with strangers!

Changes:
Online lobby browser. The list of games is sorted by distance. For best latency choose games from the beginning of the list.
You can choose to host public or private games. Public games are visible to all players and can be joined by anyone. Private games can be joined only by people from your friend list.
You can use emotes to communicate with strangers in multi-player. The emotes menu is opened by E key on keyboard by default (Dpad-Up on controller).
Support for more DirectInput controllers without need to configure them in Steam Big Picture mode. This should also fix issues with Logitech RumblePad 2 being detected by Steam but not detected by the game.
Mysterious Potion cannot trigger Grand Vizier's Terrifying Transmutator effect anymore.
Columns do not hide familiars in one of the "pet shops" anymore.
Casting magic while standing on Flying Carpet won't temporarily change the player's speed anymore.
A beam from Demonic Eye familiar works properly in the final boss room.
Mighty Foot no longer spawns from a demonic altar if player has curse immunity.
Fixed a bug when player got stuck after he used Scroll of Builder in the room before the final boss encounter and walked over the edge.
Fixed description of Syringe. It gives 20 HP regeneration, not full regeneration.
Surgery cloth renders properly now when you pick up Mechanical Arms while standing on Flying Carpet.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Rampage Knights (now at v1.6) $
« Reply #5 on: December 19, 2015, 04:56:14 PM »
v1.6

Quote
Merry Christmas! Here's a little present for those of you who can't imagine family holiday without gutting demons and crushing skeleton skulls. We've added several new deadly contraptions and life threatning conditions to amp up the challenge of the deadly depths of the dark castle! Endless mode didn't make it to this update but we will bring it in the next one.

New features
New mid-game boss .
You can now view some basic statistics of your hero in the camp (total kills, rooms explored etc). Look at the chalkboard on the wagon next to Mighty Maximus.
It's snowing in the enchanted forest!
You can now encouter new rooms with dangerous objects: 
New type of shop with unique powerful items. 
New blessing Lightning Fast: 
New blessing Finder's Luck: 
New blessing Blessing of Vigor: 
New blessing Heavenly Protection: 
New disease Food Poisoning: 
New disease Fat Disease: 
New disease Big Feet Disease: 
New disease Chicken Disease: 
New curse Alchemist's Nightmare: 
New curse Cursed Treasures:

Fixes & changes
Protector's plate armor has finite durability.
Beam from Demonic Eye familiar does not hit the other player in co-op and its power is more balanced.
Magic carpet speed raised from 80 to 100.
Magic carpet is not visible at the bottom of screen in the final boss fight.
Mysterious potion does not keep empty replenishing potion in inventory if replenishing effect is triggered.
Fixed a problem with players not showing in Steam client's "recent games".
Fixed a bug when host could crash if client disconnects while joining public online game. We still don't know why clients disconnects, but at least it should not crash the host anymore.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Rampage Knights (now at v1.7!) $
« Reply #6 on: March 04, 2016, 11:49:22 PM »
v1.7  This is a big one!   8)

Quote
Endless Dungeon
We added an Endless Dungeon game mode where you keep descending deeper and deeper into a neverending dungeon with challenges along the way.
The Endless Dungeon starts on a hard difficulty and increases difficulty after each boss battle a bit.
There is now a portal in the camp which you can use to enter a Shadow World or the Endless Dungeon. The Shadow World is not entered by talking to Tim anymore.
The Endless Dungeon is unlocked once you complete the campaign at least once.
In the Endless Dungeon passive items cannot stack (you can have only one instance of each passive item).
In the Endless Dungeon you can have only three familiars at once. You can have only one familiar of the same type.
Sword of the Underworld, Paladin's Belt, Amulet of Light and Magic Elven Leaf don't spawn in the Endless Dungeon.
Game tracks the maximum level reached in the Endless Dungeon which can be viewed in the statistics menu in the camp.
To make the endless mode more balanced, vitality is now capped at 200 and spell damage is capped at 50.
New achievement Rolf's Demise.

Gameplay changes and other new content
The game tracks how many times you have completed the Shadow World. Because the game didn't track this statistic before, it starts from 0 (sorry).
Added a new short level to the campaign following the dungeon level.
Dragon boss now has three variants - fire, poison and ice.
Demonic armor now regains 1 durability after each battle (not after each kill).
Player takes double damage from melee attacks of demons when having immunity to curses.
Projectiles (bees) spawned by Queen Bee item don't hit other player in co-op anymore.
Disabled snowing theme from holidays and reverted back to normal weather in the forest and the courtyard levels.
Locked faces in appearance menu in the camp show which challenges unlock them.
A chance for rooms with pits on insane difficulty is the same as for other difficulties, so there are less rooms with pits in a campaign in general.
Shadow World randomization does not save the players' look and class in their profile. When the Shadow World play is finished, the players are reset back to their original appearances.
Increased delay between consecutive attacks of Demonic Eye familiar.
Familiars don't shoot if there are no enemies in room.
Shuffle from the Wheel of Misfortune does not shuffle spellbooks, so spell damage is not lost.
Scroll of Black Magic gives spell damage +30 instead of +10.
Bean of Unnatural Growth gives +1 vitality in the endless mode (it still gives +2 in the normal campaign).
Freezing waves spawned by ice wizards (and thorn wave of the Slimehead boss) are stopped by pits and walls.
A new female hero: Fish Lady Warrior
New hats: Black Sombrero, Bowler, Toadstool Hat, Fez.
A New "Stay away!" emote.
Devil's Pact item graphics was changed so it cannot be mistaken for a scroll.
A new and stronger version of Ghoul for the second half of the campaign.
A new enemy Slasher with low health but massive damage.
Many pit rooms and spike rooms have been revised to make them less frustrating.
New types of explosive barrels: poison a ice barrels. This also affects the pyromancer curse.
Spitter totem can be jumped over but you get hit if you try to land on it.

Bug fixes and technical improvements
Freedom Giver should give patriotic clothing to all classes now.
Fixed a bug where waves spawned by ice wizards didn't spawn on ground tiles created by Scroll of Builder.
Fixed a bug where dying with appearance menu opened in the camp could make the player invulnerable.
Fixed pumpkin mob's chance to throw pumpkins being too high in situations when there are more than four pumpkins in a room.
Fixed bug where rolling spikeballs could fall into pits sometimes. That also caused strange sound behavior of the rolling sound.
Fixed a bug where upgrade from the Wheel of Misfortune was giving spell damage +10 instead of +5.
Fixed a bug where Medal of Light and Magic Elven Leaf didn't remove curses/diseases when picked up.
Fixed a bug where giants who slipped on banana peel could not be hit while wobbling.
Fixed a bug where frozen beholder disappears for a while when hit from uppercut attack.
When you connect to an online game where someone else has played before, you won't get the class of the previous player anymore. You get weapon, items and status effects from the character of the previous player, but your appearance and class will use your preferred setting from your profile. Note that this may result in some items being dropped. For example if you connect as a warlock to a character who had familiars, the familiars will be dropped since warlock cannot have familiars. The same can happen for armor with barbarian class and boots with pirate class.
Windows: The game is now high DPI aware so it can run natively in 4k resolutions. This fixes fullscreen not working properly on 4k monitors with custom scaling level other than 100%.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training