Author Topic: Vagante (now at Early Access Alpha v50a) $  (Read 28511 times)

jim

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Re: Vagante (now at Early Access Alpha v24a) $
« Reply #15 on: August 21, 2015, 02:13:20 PM »
My wife and I recently started playing this together. Quite a bit of fun, lends itself well to couch co-op.

getter77

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Re: Vagante (now at Early Access Alpha v25a) $
« Reply #16 on: August 25, 2015, 10:51:19 PM »
v25a

Quote
New/Balance
New ambient tracks added to character select, intermissions, and game over screens
Reverted change that limited certain backgrounds
Rogue skin work
Aim cursor for throwables *(this was in the last small patch 24c)

Bugfixes
Fixed front and back facing animations for most skins
Fixed shrines sometimes not falling due to gravity correctly
Fixed sword dancing granting bonus damage to non-sliding attacks
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v26a) $
« Reply #17 on: September 23, 2015, 01:10:25 AM »
v26a

Quote
Ruins Branch entrance now requires a key.
New gamepad configuration menu which no longer automatically chooses a gamepad for you.
Scrolls and books can now be tossed into the fire while sitting for additional healing
Potions used in intermissions retain their effects for the following level
Fireballs now evaporate water
Green Dragon pathfinding movement smoothed
Minor touchups to some sprites
Minor optimizations to graphics memory usage as well as general cpu usage
Rogue's dagger affinity level 1 reworked
Circular transition overlay now actually circle (instead of an ellipse)
Fixed electricity arcs sometimes not attaching to player correctly
Fixed interaction between bear stomp + wall climbing.
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v27a) $
« Reply #18 on: October 07, 2015, 01:26:17 AM »
v27a

Quote
New/Balance
All items now have a smaller, in-level version sprite
Some cursed Items now have alternate, cursed, effects
Items are now identified after Game Over
New chest/mimic sprites (work in progress, placeholders)
Mimics now drop Items instead of lots of gold
Many item sprites redone
Can now pick up bombs after throwing them
Knight’s block ability now has its own regenerating hp pool
New boss theme for the Catacombs

Bugfixes
Fixed bomb projectiles sometimes hitting units more than once
Fixed boomerangs not equipping properly after picking them up
Fixed fading dead body sometimes showing improperly in multiplayer after a level transition
Fixed several units sprite positions not aligning correctly to their hitbox when frozen
Fixed certain arrows sometimes tunneling through terrain
Fixed teleporting while sitting causing a softlock
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v28a) $
« Reply #19 on: October 20, 2015, 10:51:11 PM »
v28a

Quote
New/Balance
Chickens have a chance to spawn from crates
Reworked Brown and White Mage skins
Crates/Barrels/Bat Corpses can be picked up
Zooming Options
Reworked some equipment sprites
Knight reworked, applies stun and knockback on blocking, blocking has a cooldown
Holding animations
Goblins take fall Damage
Alternate Rebindable Movement Keys
Rolling rebinded to double-tapping left or right movement keys
Boomerangs float in water

Bugfixes
Fixed Shadow Clone projectile crashes
Fixed Thief Quest crash
Fixed some item offsets
Fixed crash on Abomination tendril drawing code
Fixed wisps getting stuck in webs
Fixed Blue S being shown when not using Vertex Arrays
Throwables no longer spawn in boss chests
Bats and Goblins stop attacking dead players
Fixed God Curse items not saving and loading
Fixed Dagger Throw crash when colliding with breaking walls
Random Class now resets at new game
All items now sparkle in level
Fixed Mage Alchemy not working with potions in Inventory
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v29a) $
« Reply #20 on: November 04, 2015, 01:00:02 AM »
v29a

Quote
New/Balance
40+ New equipment sprites
Tiered equipment generation
Zoom support for multiplayer
Three new item attributes
Rebalanced equipment drop rates

Bugfixes
Fixed throwable items being cursed by Shackled
Fixed arrows sometimes flying through walls
Fixed softlock when using Fairy + Savepoint
Fixed being unable to pick up chickens floating in water
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v30a) $
« Reply #21 on: November 18, 2015, 12:48:41 AM »
v30a
Quote
New/Balance
New glove and boot sprites
Item generation reworked
Blocking now has its own hp again. Holding block slowly decreases block hp
When holding a Fairy and another object, the object is now dropped first instead of the Fairy

Bugfixes
Doodads no longer spawn in water
Fixed startup crash associated with certain USB input configurations
Fixed caravan jumping positions during intro transition
Fixed dead bats sliding on the floor when touching certain entities
Fixed rolling while sitting at a bonfire causing you to slide across the floor
Fixed being able to duck in water
Fixed Doodads jittering when floating in water
Reworked game timing subsystem to help smooth game fps
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v31a) $
« Reply #22 on: December 09, 2015, 01:14:43 AM »
v31a

Quote
New/Balance
Mac/Linux builds enabled
Please report any issues with mac and linux builds in the Bug Reports forum
Picking up and throwing objects now unstealths you
Attacks while swimming in water are now instantaneous

Bugfixes
Fixed certain ring effects only working when equipped by last player
Fixed bug where it was possible to throw crates or barrels through walls
Fixed an untraversable vertical room found in the Ruins
Fixed crash with thief npc when loading game saves
Fixed blink dagger and wall trap interaction
Fixed synchronized and alchemy interaction
Fixed sprite issues with certain gloves being invisible or having wrong sprite
When standing over an Item and a crate/barrel, just the item will be picked up instead of both
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v32a) $
« Reply #23 on: December 23, 2015, 03:40:53 AM »
v32a

Quote
New/Balance
Class pushing animations
[WIP] New Skeleton graphics
Bats now move away for a short time after hurting you
Slimes now deal delayed contact damage instead of instantaneous contact damage
This means touching a slime for a very short amount of time will no longer hurt you
Spriggans take a little longer before aggroing
Abomination’s Gore Balls damage reduced
Necromancer’s Summoned Skeletons behavior tweaked

Bugfixes
Player now has a terminal velocity
Improved water simulation code
Fixed several level generation cases in the Forest that were untraversable
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v33a) $
« Reply #24 on: January 06, 2016, 02:39:16 PM »
v33a

Quote
New/Balance
Added new heavy two handed melee weapons
Swimming reworked
??? renamed to Wildling
Each player now has a unique skeleton sprite
Added new debug information for players to report level generation issues (enable in the Settings)
Optimizations to draw code
Man-eating Plant damage reduced
Man-eating Plant head collision size increased when digesting something (it’s now easier to attack the plant while inside of it)
Added support for Steam Controller
Running the game for the first time (or while in Big Picture mode) now detects and uses available gamepads

Bugfixes
Fixed arrow traps not triggering properly sometimes
Loot from barrels/crate now spawns properly centered
Removed ‘unique’ property from named rings (you can now pick up more than one of them)
Fixed fairy cages sometimes spawning over spikes
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v34a) $
« Reply #25 on: January 19, 2016, 09:10:24 PM »
v34a

Quote
New/Balance
Removed mana from the game
Learning a spell now gives you a certain number of charges of that spell.
Resting inbetween levels recharges your spell charges to maximum
New Player UI
Player Menu now has visible tabs to indicate which page you’re on.
New unlockable BGM
New context-sensitive tooltips
After a short delay, pages in the Player Menu will show a tooltip.
Shops now show an interaction tooltip.
Using a shop now uses the dedicated interact/exit level button.
Minor optimizations to framerate
Multishot damage increased from 50% -> 66%

Bugfixes
Godcursing an item with a cursed major attribute now properly negates it
Fixed magic missile sometimes going backwards
Fixed man-eating plants eating already-dead things
Fixed multishot arrows duplicating bomb arrows
Fixed axe item offsets
Removed ability to use ranged attack during intro
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v35a) $
« Reply #26 on: February 02, 2016, 07:54:17 PM »
v35a

Quote
New/Balance
Level Generation
Added a new room type in the generation: Spellbook Altars
Spellbooks will no longer spawn in chests
General item quality from chests increased
Forest level size reduced
Skeleton
Reviving a player now costs 20 health, this can be done in the intermission
Skeletons only revive for free once per floor
Skeleton stats greatly increased
Skeletons have a melee attack
Bone Toss now has charges and is assigned to the spells button
Removed Knight blocking recharge sound
Decreased Armorer shrine burn out chance
Lowered maximum push speed of Lion’s Roar.
Added affinity icons for Wildling
Shopkeepers now get stronger per each floor
Shopkeepers now check their inventory with greater frequency based on chance
Cycling melee weapons only shows the unarmed icon if you have one weapon equipped
Configuration menu now shows key/button icons
Now possible to gently drop fairy by holding down
Added new ability to sort inventory (hold Swap and Walk for two seconds)
Reduced Crate/Barrel collision size to match the sprite
Bats now maneuver around horizontal single block obstacles

Bugfixes
Fixed a number of pathfinding and AI bugs with humanoid enemies
This should improve stuttery framerate for slower computers
Fixed some issues with Xbox 360 gamepad input
Xbox wireless receivers should now work
Fixed Golem Boss not aggroing upon taking player damage
Fixed using mana orbs depending on number of charges left
Fixed crash related to getting killed by the Wisp Boss
Fixed bug where every room on the first floor had a chest spawn
Fixed graphical artifacts at top of Forest
Fixed some incorrect gamepad icons
Fixed cursed familiar trying to lift you during intermission

OSX/Linux
Fixed* fullscreen showing a border
Fixed* saving/loading
* Please let us know if you still have these issues.
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v36a) $
« Reply #27 on: February 16, 2016, 11:23:04 PM »
v36a

Quote
New/Balance
New gesture-based spellcasting system
Spells can now be assigned to the cast button + direction combination
Picking up objects and interacting with shrines now uses the interact button
Floating damage numbers now show cumulative damage/healing
Mage
Removed Flame Pillar from mage starting skills
Reduced Frost Nova cast cooldown
Increased Frost Nova damage
Frost Nova no longer has guaranteed freeze effect
Flame Pillar has charges
Evil Transformation duration greatly increased
Casting a spell now drops you from the ladder
Converted numerous sound effects to be 3D
Added an option for disabling floating in-game tooltips over player’s head

Bugfixes
Fixed Spriggan boss not targeting skeletons
Fixed ice wand pushing monsters out of bounds
Fixed experience not resetting after death
Fix cast cooldown bar flashing graphical bug
Fixed held unit/fairy floating in air after multiplayer revival
Fixed crash associated with picking up items
Fixed bug where player sometimes had trouble colliding with a bonfire
Fixed crates/barrels spawning on top of shrines
Fixed save/loading of bonfire wand recharge state
Fixed stealth + trailblazer exploit
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v37a) $
« Reply #28 on: March 01, 2016, 11:21:11 PM »
v37a

Quote
New/Balance
Act 2 (Forest) graphics reworked
Cumulative combat numbers now an optional setting
Reverted casting control scheme to previous version
Directional casting is now an optional setting
Optional hybrid cycle mode
Many optimizations to game speed
New unlockable Act 1 (Cave) alternate musical theme
Reworked Wildling CQC Affinity
Bear Stomp
No longer possible on grapple hook
No longer possible when on ladder
No longer possible with bouncy shoes
Consecutive stomps result in longer stun
Crates/Barrels no longer bounce
Crates/Barrels now trigger boulder traps
Boss chest items are now guaranteed to be uncursed
Magic Missile starting damage increased, intelligence scaling decreased
Frost Nova always freezes on first cast, but recently frozen enemies now have resistance to repeated freezing
ᴱᶰᵃᵇᶫᵉᵈ ᵛᵉʳʸ ᵉᵃʳᶫʸ ᵇᵉᵗᵃ ᵒᶰᶫᶦᶰᵉ ᵐᵘᶫᵗᶦᵖᶫᵃʸᵉʳ

Bugfixes
Fixed Boss Goblin always facing left before leaping
Fixed Boss Dragon sometimes pausing in air for no reason
Fixed frozen ambush slimes falling through level
Fixed jerky caravan placement during fade-to-black transition
Fixed mouse cursor sometimes hijacking control of menu when not using mouse
Fixed Book Pedestal floating in mid-air after ground below them being destroyed
Fixed ManEatingPlant stem being visible when head wasn’t, and vice versa
Fixed mana orbs not disappearing after player death
Fixed bug with walking while Wolf Sprinting
Brian Emre Jeffears
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getter77

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Re: Vagante (now at Early Access Alpha v39a) $
« Reply #29 on: March 29, 2016, 11:46:36 PM »
v39a
Quote
New/Balance
Added Act 4
Fairy now collides with the shop counter
Lurkers will no longer spawn in areas with a low ceiling
Removed wands from the boss chest item pool
Spells
You can now always see your cast target (before, only mages could do this)
Improved effects of many spells
Removed self-damage miscasts of spells
Boulders/Golems now only kill you when crushing you against something
Added generic gamepad controller button graphics
‘Activate’ overhead tooltip now shows up after a delay, instead of immediately
Archer affinity levels 1 and 2 combined
Rolling now requires holding left or right.
Added a subtle visual tell before wall phasing or floor phasing
Reworked Goblin idle behavior
You can now cook piranhas
1 Wilding skin polished
New Shockwave graphic
BossWorm now resists Poison

Bugfixes
Fixed crash with gamepad input when steam controller fails to initialize
Fixed crash when navigating netplay menu
Fixed flickering of sprites that share the same draw layer
Rolling now drops held objects
Better debug logging for gamepad issues
Fixed cursed familiar picking up player mid-teleport
Fixed teleporting while holding a unit causing a crash due to unit falling out of the map

OMP
Fixed Lurker’s hp not showing up with Zygox ring
Fixed Spike death sound effect
Fixed crash when picking up an object under certain conditions
Fixed Spriggans releasing drawn arrows when hurt, instead of cancelling their draw
Fixed stackable items not showing pickup text.
Fixed being unable to drop stacks of arrows
Fixed targetted spells sometimes not casting properly (sometimes lightning or magic missile would cast with no effect)
Fixed SpellEntity client-side damage calculations
Increased steam avatar resolution
Hosting and connecting to games should now be faster
As always, please report your bugs on the official Vagante Bug Reports forum.


Quote
New/Balance
Reworked the Spriggan plant boss in the forest
Boss Zombie Dragon challenge increased
Use of the Portal spell by players now uses the interact button
Knight sword pogo damage slightly decreased
Added new sprites/animations for unarmed attacks
Wildling bear stomp self-stun effect and duration lowered
New Game Plus difficulty increased

Bugfixes
Fixed domain error having to do with resting projectiles
Fixed Golem boss squishing non-aggro’d shopkeepers
Fixed crash when boulder of boulder trap is destroyed by a wand of digging
Fixed zombies not dropping gold.
Fixed ghost death animation being inconsistent with non-vsync framerate

OMP
Act 3 (Catacombs) enemies added
Bloody/Light shrines networked
New sound effects added
Fixed interpolated hurt effects not being shown on players other than the host.
Fixed aim direction with bows and throwable weapons not being sync’ed correctly
Fixed being unable to select certain elements in the Net Menu with a gamepad ork eyboard
Fixed a crash with walking while aiming a bow
Fixed collisions with grabbing-type enemies happening server-side rather than client-side
This fixes collision discrepancies with the Boss Goblin, Plants, and Hands.
Fixed being unable to move or losing control of character when transitioning to skeleton or vice versa
Fixed being unable to exit the level sometimes
Fixed crash having to do with Spriggan boss
Fixed ShopKeeper aggroing on spectating wraiths
Fixed Death Protection
Fixed certain projectiles flickering before being destroyed
Fixed frozen enemies not colliding as if they were frozen with player
Fixed networked rogue’s thrown daggers
Brian Emre Jeffears
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