Author Topic: Vagante (now at Early Access Alpha v50a) $  (Read 21807 times)


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Vagante (now at Early Access Alpha v50a) $
« on: December 17, 2014, 01:34:46 AM »   Windows/Mac/Linux, $14.99

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)
« Last Edit: September 07, 2016, 01:33:55 AM by getter77 »
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Re: Vagante (now at Early Access Alpha v10) $
« Reply #1 on: December 31, 2014, 01:15:44 AM »
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


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


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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Re: Vagante (now at Early Access Alpha v11) $
« Reply #2 on: January 14, 2015, 03:55:22 AM »
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.


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 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


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


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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Re: Vagante (now at Early Access Alpha v12) $
« Reply #3 on: January 28, 2015, 03:46:54 AM »
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.


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


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


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
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:
Death’s Acolyte
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Re: Vagante (now at Early Access Alpha v13) $
« Reply #4 on: February 11, 2015, 02:14:54 AM »
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.


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.


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


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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Re: Vagante (now at Early Access Alpha v14a) $
« Reply #5 on: February 25, 2015, 03:54:55 AM »

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.


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.


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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Re: Vagante (now at Early Access Alpha v15a) $
« Reply #6 on: March 11, 2015, 02:57:28 AM »

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

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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Re: Vagante (now at Early Access Alpha v16a) $
« Reply #7 on: March 25, 2015, 12:08:49 PM »

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
Reduced throw speed
Added grip damage
Greatly reduced move speed
Increased damage
Can now dig sideways through walls
Pre-attack delay increased
Slightly reduced number of stats on boss reward items.

Eleclance now correctly electrifies water
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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Re: Vagante (now at Early Access Alpha v17a) $
« Reply #8 on: April 08, 2015, 03:18:59 AM »

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

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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Re: Vagante (now at Early Access Alpha v18a) $
« Reply #9 on: April 22, 2015, 02:06:16 AM »

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 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

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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Re: Vagante (now at Early Access Alpha v19a) $
« Reply #10 on: May 06, 2015, 03:26:21 AM »

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

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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Re: Vagante (now at Early Access Alpha v20a) $
« Reply #11 on: May 20, 2015, 12:24:31 AM »

New Level Feels
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

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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Re: Vagante (now at Early Access Alpha v21a) $
« Reply #12 on: June 03, 2015, 01:34:19 AM »

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

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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Re: Vagante (now at Early Access Alpha v22a) $
« Reply #13 on: June 17, 2015, 01:39:57 AM »

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

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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Re: Vagante (now at Early Access Alpha v24a) $
« Reply #14 on: August 12, 2015, 01:25:22 AM »

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
Brian Emre Jeffears
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