Author Topic: Rampage Knights (now at Early Access v0.24) $  (Read 10987 times)

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Rampage Knights (now at Early Access v0.24) $
« on: April 05, 2015, 01:40:19 AM »
http://store.steampowered.com/app/314410  Win/Mac $9.99

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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. Here you must find the source of the black magic covering the land and break it!

Gear up with awesome and ridiculous weapons and spells and descend into the deep labyrinth below the ruin to face its sinister master and break the curse.

Main features:

Singleplayer campaign or online co-op for two players.
Melee combat inspired by games like Golden Axe.
Randomly generated environment.
A lot of loot with game changing properties to gear up.
Hero evolving with new abilities and visually changing along the way.
Gameplay split into short and easy to pick up campaigns (about an hour) with permadeath.
Long term progress with new classes and features to unlock as you perform various heroic feats.

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

Why Early Access?
“We are working on the game for years now, so we feel it's about time to get some reactions and suggestions from the community. The game is fully functional with lots of content already. Now we need help with balancing things out and polishing the experience. Any suggestions on how to improve the gameplay will be highly appreciated.”

Approximately how long will this game be in Early Access?
“3 or 4 months.”

How is the full version planned to differ from the Early Access version?
“It partly depends on the feedback we get from the players. Basic building blocks of the game are ready and working. We have our own long list of features, items, encounters and enemies we'd like to add before we release the full version. But we are also ready to listen to the community and tweak the functions and features of the game according to their proposals.”

What is the current state of the Early Access version?
“All the core elements of the game are in place - the combat, the map generation, the systems for enemies, items and magic. Networking works too. You can play Rampage Knights with your friend right now. We just need to fill the game up with all the planned content that's on our to-do list (including the bosses - the game is missing proper ending at the moment).”

Will the game be priced differently during and after Early Access?
“The full price of the final version will probably increase to $14.99.”

How are you planning on involving the Community in your development process?
“We need a wider audience to get some fresh feedback on our design decisions. We need help with a balance of the items, spells and other RPG elements in the game. We want discussion about the features and we also expect suggestion, what to add next to make the game more fun. We are active on Steam forums and we plan to publish weekly updates on Steam and our blog at www.rakingrass.com.”

v0.7

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Our first update!
We were pretty busy last week contacting press and youtubers and managing all the stuff needed for the Early Access release. So this update contains mostly fixes of the major bugs reported by the players and some polishing.

Thanks everybody for their feedback, suggestions and all the positive reviews!

SlimeHead Boss Fixes
Boss chest with loot is spawned when boss is killed.
Spawns large soul when killed which resurrect one of the players if dead.
Boss attacks does smaller knockbacks so players should not get knocked to the pit so easily.
Boss attacks properly hits enemies.
You cannot roll/evade through wave of thorns attack. Use jumps!
Fixed bug where slimeballs spawned by the boss could get invisible and stuck above the pit.
Slimeballs don't ignore decoy anymore and can be frozen.

Misc
Changed head/body proportions of barbarian and assassin classes.
Chests now have only 2 phases when lockpicking.
Fanfare when chest is opened is not so loud.
Iron boots can open chests without lockpicking.
Iron boots breaks spikes.
New shrinking disease.
Skeletons has smaller chance to spawn torso on death.
Jumping potion: gives jumping disease (which grants double jump if untreated).
Exploding barrels are spawned immediately when a player gets pyroman curse.
Options menu highlights different controls bound to the same keyboard key.

Fixes
Turtle shell armor now drops pizza on hit (yay!)
Fixed a bug, when whirlwind and charged attacks did not hit/push enemies.
You can't roll/evade through spikes without taking damage anymore.
When exiting level players won't take damage while level statistics menu is shown.
Stomper enemy: stomps from jumps now hit other enemies in the area as well.

Pirate class is still under construction. We at least added, that rum disappears after usage, so pirate can use potions now.

We plan to focus on items next week to add some more variety.
« Last Edit: September 01, 2015, 11:36:13 PM by getter77 »
Brian Emre Jeffears
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Re: Rampage Knights (now at Early Access v0.8) $
« Reply #1 on: April 11, 2015, 11:57:27 AM »
v0.8

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Second update is here!
It contains some new items and various fixes. There are finally few items which can remove curses although they are pretty rare. We also raised hitpoints of some enemies which can be found later in the game.

New Items
Scroll of Blessings - 
Scroll of Escape - 
Scroll of Redemption - 
Scroll of Freeze - 
Scroll of Transmogrification - 
Scroll of Duping - 
Scroll of Builder - 
Juggler's Magic Mirror - 
Juggler's Wondrous Triplicator - 
Goldjaw - 
Flying Carpet - 
Paladin's Belt -

Misc
Golden Magic Banana grants only +10 vitality but can be stacked. Every critical hit spawns banana peels. Watch your steps!
Thief's Mask affects only small coins, for each mask hero receives 1 extra coin.
Frostblade weapon and Frost Boots don't require mutliple (critical) hits to freeze big enemies. Frozen enemy resets its frozen duration when frozen again.
Implemented new sound system which better handles situations when many sounds are played at once or within a short amount of time. Tweaked how sounds change volume and panning near edges of the screen.
Cave in the forest has a more visible entrance.
Beggar curse spawns less stones to prevent hundreds of stones in a room.
Projectiles and fireballs now hit barrels.
Decapitated archers should drop correct heads.
Fixed tooltips and controls when playing cards - on gamepad B (use-item) stops playing, X, Y and A (attack, jump and pick-up) flips the selected card.
Optimized performance in rooms with many bridge tiles.
Intro is skipped at start if it was already played before.
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Re: Rampage Knights (now at Early Access v0.9) $
« Reply #2 on: April 18, 2015, 05:22:12 PM »
v0.9

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The main changes in this update are revamped wizard enemies found in the later levels, implementation of new weather effects to add some atmosphere variety to the starting levels and "multipick" to make picking of throwing weapons easier. In the following updates we will probably focus on adding new bosses to the game.

New features
There can be rainy or stormy weather in the forest and courtyard levels.
Multipick - when picking a throwing weapon all nearby throwing weapons of the same type are picked together.
New Necromancer and Wizard enemies which replace the old broken lich enemy.
Necromancer - summons demonic skeletons, throws balls of bones, teleports away when attacked.
Wizard - throws meteors on nearby heroes, fires fan of fireballs, teleports away when attacked.
New holy water potion - removes single random curse.

Fixes and changes
Crank is now a curse. Crank drops health at a slower rate.
Firecrackers boots recharges after 10 seconds (instead of 7).
Wooden chests don't play fanfare when opened. Fixed fanfare which sometimes played twice in multiplayer.
Golden Magic Banana - Only one banana peel is spawned on a critical hit.
Flying carpet ignores banana peels and doesn't trigger breakable bridge tiles.
Enemies trapped in a dwarven contraption device take damage periodically.
Enemies with shields trapped in dwarven contraption device or frozen do not block melee hits anymore.
Torturer spawns proper head sprites when decapitated or gibbed.
Offhand items: slower recharge of mana (especially for the decoy).
Burn and poison effects of items are slightly stronger.
Schnaps hits for only 1 hp now.
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Re: Rampage Knights (now at Early Access v0.10) $
« Reply #3 on: April 25, 2015, 11:59:54 AM »
v0.10

Quote
In this update we have added a new Ice Wizard enemy and completed the trio of the wizards which are using necro, fire and ice magic. But the main feature of this update is a new boss. Tell us what you think - is the Dragon boss too easy? Too hard? We need to know! :)

New boss - Dragon.
To test the new Dragon boss we have temporarily disabled the Slime Head boss in this update. So after finishing the Tomb level you will always be facing the Dragon.
New Ice Wizard enemy - throws ice shards to heroes, spawns freezing waves, teleports away on damage.
Hero can now get frozen and chilled (slower movement and weapon speed).
Fixed crash when vampire enemy was smashed down to the ground from an uppercut.
Flying carpet finally doesn't trigger breakable bridge tiles.
Minor fixes of graphics. Minor adjustments of damages, explosion areas, offhand items' mana consumption and other balancing issues.
Some new sound effects.
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Re: Rampage Knights (now at Early Access v0.11) $
« Reply #4 on: May 10, 2015, 11:58:13 AM »
v0.11

Quote
Unfortunatelly we still don't have the final boss for this update. The boss in it's current state feels too much like an ordinary enemy, so we want to try different ideas. Meanwhile we had time for some small fixes and tweeks based on reported issues, so this is only a minor update to the game.

Added a freezing familiar.
Fixed everlasting buff from War Horn when hero leaved previous level while the buff was still active.
Icons on HUD for temporary effects (War Horn buff, chilled effect) are animated, showing when the effects will disappear.
Chicken familiar doesn't drop eggs anymore when hero hits himself with arcane orb.
Enabled SlimeHead boss again - after the Tomb level there is either SlimeHead or Dragon, selected randomly.
Left/right bumbers (shoulders) on gamepads cycle through non-empty inventory slots only.
Added "next/prev item" keyboard bindings so they can be remapped for people using Joy2Key. These controls cycle through non-empty inventory slots.
Fixed graphical glitches of mushroom man and cyclop, when they got stunned.
Bigger hit box of the dragon's head.
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Re: Rampage Knights (now at Early Access v0.12) $
« Reply #5 on: May 17, 2015, 03:45:39 PM »
v0.12
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Come closer and behold! Enjoy the new exotic attractions of our haunted castle! Roll your fate on the mysterious Wheel of Misfortune, if you dare! Tremble in sight of the deadly Totems of Death! Buy a new friend in our Pet Shop! And after all that excitement, you can refresh yourself with tasty beverages from our brand new Potion Cabinet!

Added new rooms which can spawn in the castle:
Potion Cabinet.
Pet Shop.
Totems of Death.
Wheel of Misfortune.

Other changes
(Hopefully) fixed networking crash on client when new level is started.
Changed algorithm which selects fights in the rooms so we have better control over the fights when adding new special rooms. The system should be similar to how it worked previously, but if you find something suspicious, let us know.
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Re: Rampage Knights (now at Early Access v0.17) $
« Reply #6 on: July 05, 2015, 04:05:32 AM »
v0.17

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Here we are with another major update. This time we are adding a female warrior and most of the challenges and their rewards. The heroine is still work in progress as most of the skins are not functional and what is there, is probably broken. It will improve soon.

We have most of the gameplay related rewards, but many of unlocks (faces, hats) are not there even though the challenge description have them mentioned.

We decided to lower the limits on class unlocks significantly, because we feel it's detrimental to the experience to lock away significant part of the game. But players still have to show some effort to get to the classes. This may also help new players to get familiar with the game gradually.

Difficulty levels are in the game now and can be switched by Malcorn the Mad Jester. Higher difficulties are under construction, but casual difficulty already provides checkpoints in the beginning of each level.

List of the changes:

There are 79 challenges now in the game. Completing the challenges will grant you various rewards - upgrades for your hero, access to other difficulties, classes, hats and faces.
You can select difficulty in the Camp by talking to the Jester. Currently only Casual and Normal difficulties are working properly.
Casual difficulty has checkpoints at the start of each level.
Statistics and challenges do not clamp damage by the remaining hp of the hit enemy. The number shown on hit is whole added as the damage dealt.
Damage from pets and Dwarven Contraption is counted as spell damage.
Time spent in the Camp is not added to level/game time. The clock starts ticking after at least one of the players leaves the Camp.
Fixed a bug where ghoul's head did not spawn sometimes.
Now you can disable a camera shake and the red arrow above player's head in the options menu.
New item type "spellbook" can drop from chests.
Smaller chance for block of three connected yellow segments in lockpicking.
Added more debug messages to log and console when there are connection errors in multi-player game.

Quote
Changes:
Initial implementation of in-game challenges (achievements). Check Mighty Maximus in the Camp.
New and more unified design of menus in camp.
Damage done by Cyclops' Laser Eye and Arcane Ball is affected by spell damage.
Fixed bug where player gets stuck when flying over banana peel in the final level.
Deadzone setting for gamepads was split into two settings - deadzone for analog sticks and deadzone for analog triggers. This should help people having issues with triggers on the Xbox one controller.

New stuff:
Now you can quit single-player campaign and your current progress is saved. You can continue the game in progress later.
New item Powerful Gloves - 
New item Kraken's Idol - 
New item Wooly Socks - 
New mount Yaga's Mortar for the final sky battle.

Fixes & Changes:
The Thing now fires meat meteors (physical damage) instead of fiery ones. Also has new sounds and animations.
Mighty foot is a curse now.
Hero cannot get crank and mighty foot curses from standard altars, only from demonic altars.
No stone particles when hero is rolling with levitation over chasm.
Fixed networking crash happening when the game pauses if no networking packets were received from the second player for too long.
Fixed crash which could happen under rare circumstances when vampire enemy transforms into vampire bat.

But the epic battle with the castle master is finally in the game now.

New stuff:
Battlemage class - Instead of evasive rolling battlemage uses evade button to cast one of his four basic spells. Spells are cast by holding the evade button and pressing attack, jump, use, or pick up button (trigger+X/Y/A/B on gamepad).
Warlock class - Warlock has low vitality but killing enemies will summon and upgrade demonic familiars for him to help in battle. Any familiar upgraded to maximum level prevents warlock from dying. Warlock cannot pick other familiars (they are too scared to join).
Protector's Plate armor - protects you from all projectiles.

Fixes:
Fixed bug where gamepad's deadzone was effectively bigger than it should have been. Even if deadzone was set to 0% some deadzone filtering was applied. Now you don't have to swing the thumbstick so much to make the hero move. If you find the new behavior too sensitive just increase the deadzone in the options menu.
Iron boots break spikes even when assassin is invisible.
Fixed Big Oak in forest not playing animation when given gold.
Fixed bats not showing sparks above their heads when stunned.
Bombastick's ignition delay changed to 10 seconds.
Stomping animation is slightly faster.
Fixed various glitches with skins, particles and other stuff.
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Re: Rampage Knights (now at Early Access v0.18) $
« Reply #7 on: July 10, 2015, 08:56:10 PM »
v0.18

Quote
Pirate class 
Pirate has a cannon which replaces his dash attack. Cannon ball knocks enemies back, crushes shields and its damage grows with your weapon damage.
Parrot pecks enemies once in a while if they get close.
While drunk the pirate fully regenerates in every new room.
Drunken Master effect: All classes has 50% chance to automatically dodge incoming damage while drunk.

Challenges
Increased values to unlock Adept of Magic, Librarian, Breaking Through, Gooooooal! and Color of Magic challenges.
Demolition Man counts number of enemies hit with explosions now (instead of enemies killed with explosions).
Grand Slam counts number of enemies slammed to the ground with the uppercut attack (instead of kills).
Locked items in the camp show names of the challenges which unlocks them.
Showing % of how many challenges are completed.

Other changes
Now you can drop the currently selected item to the ground (for your friend to use in co-op game). On keyboard it's done by F key by default (can be remapped in options). On gamepad it's done by the Directional pad's Down button.
Reworked skin for Cyclops' Laser Eye.
New hats: Antlers, Cook's Hat, Safari Hat, Racer's Helmet, Beer Cap, Wyrd Sister's Hat
Four new female faces.
Enabled Hard difficulty: Permadeath. Increased damage to hero on hit. Increased enemy health. More enemies in battles.
Enabled Insane difficulty: Permadeath. Increased damage to hero on hit. Increased enemy health. More enemies in battles. Vitality penalty -10.
Now you can reset your progress in main menu in options > game settings. This will reset any progress of your hero, all the completed challenges and any game in progress.
When joining multi-player game the game shows status of the connection instead of a black screen.
Fixed a bug where enemy kill was sometimes not counted by challenges when the enemy was kicked or thrown from a grab.
Fixed a bug where hero's body scale was not refreshed properly when switching gender in the camp.

The previous versions of the game was shipped with some internal debugging option enabled which caused the game to create some binary file on your disk each time a level was completed or the game was quit. These files can be deleted if you don't want these files to occupy your disk space.

On Windows these debugging files were saved in "Rampage Knights" directory in "Documents" (the directory where the game stores config file). On Mac the files were saved in "~/Library/Applications Support/Rampage Knights" directory. The files are named "save_" followed by some numbers and ".bin" suffix. For example "save_20150702_204745_0.bin". Each of these files has around 50kB and can be safely deleted.
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Re: Rampage Knights (now at Early Access v0.19) $
« Reply #8 on: July 17, 2015, 09:49:24 PM »
v0.19

Quote
In this update we have focused on properly implementing all effects of the existing weapons in the game as well as adding brand new weapons. We have more than 70 weapons in the game now.

Previously many weapons had incorent descriptions and were not working properly. After this update all the weapons should work as intended. If you find anything not behaving as described in the item info please report it as a bug.

More than 20 new weapons with various effects including: weapons which drops ice axes or meteors from the sky, weapon which increases damage with every curse and disease, weapon which can hit all enemies in room and many more. And we also added powerful Mjolnir!
A new item Bean of Unnatural Growth - .
A new item Ring of Brutal Beatdown - .
Rum and Jumping Potion drop rates increased.
A new health potion of medium power. Potions now heal for 20,40 and 80 HP.
A keg has been placed in the kitchen.
Animated big pot has correct particles.
3 new variations of the castle bridge room.
One extra weapons drop in the Courtyard.
Ass diseases have new sounds.
Beams from Force Gem familiar do not break shields anymore.
Weapons which trigger some effect on kill works on any kill caused by the player holding the weapon now. This includes kills by stomping, smashing against the ground or walls, throwing into chasms etc.
Fixed crash when entering final boss room with pyromancer curse.
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Re: Rampage Knights (now at Early Access v0.21) $
« Reply #9 on: August 04, 2015, 02:11:33 PM »
v0.21

Quote
New features and changes:
Local co-op is supported now. It runs in shared screen instead of split screen. Players must leave room together. This feature required many changes and hacks in the code so bugs and crashes should be expected. Please test thoroughly if you can.
In local co-op HUD is rearranged to show elements for both player.
In local co-op both players share the same profile. Kills and other statistics are counted together. It doesn't matter who completes a challenge, it is triggered only once and both players benefit from the reward.
Local co-op supports save/load the same way single-player does. You can quit a game and continue later.
All bosses are enabled again.
Fights with mid-game bosses are not started automatically. Slime Head wakes up when he's hit for the first time. Dragon breaks through the wall when a dragon egg is destroyed. Legion is triggered by a lever. This gives the players time to prepare.
Adjusted HP of the bosses to make them tougher. Also the bosses have bonus HP in co-op (previously only the final boss had higher HP in co-op).
Slime Head's "push roar" is shorter, but stronger.
Slime Head doesn't close his eye immediately after hit to give players chance to hit him more often.
Totems of Death have higher HP in co-op mode.
Beholder enemy is fixed. It has a proper melee and ranged attack now and spawns some demons on death.
Bean of Unnatural Growth is no longer playing male animation for female character when its effect triggers.
Spellbooks have smaller chance to drop.
Hero stats on TAB show currently selected difficulty.
Input from all gamepads is merged together in menus so any player can control the menus when playing local co-op.
Female character has proper skins for different armors and classes.
Giants have different sounds and weapons. Giant Skeleton does poison damage. Nether Lord does cold damage. Giant Devil does fire damage.
NPC in camp have some sounds.
New faces: Cyborg (male and female version), Ash, Bearded Lady.
HITS counter shows its effect on damage.
Fixed room maps, where enemies could spawn out of reach (without levitation).

Quote
The last mid-game boss Legion has been added. (We set the chance to meet the Legion to 100% in this upate for testing.)
Bosses have larger health bars.
Enemies spawned by Slime Head boss do only melee attacks (they do not throw daggers).
Fixed crash when Bean of Unnatural Growth tried to spawn its effect on a hero who is a ghost.
The engine now uses different system for measuring time on Windows. Hopefully this may help some people experiencing lags in single- or multi-player. The game should also work better on systems with 120Hz monitors.
Vertical synchronization (Vsync) can now be enabled/disabled from Video Settings.
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Re: Rampage Knights (now at Early Access v0.22) $
« Reply #10 on: August 12, 2015, 11:16:23 PM »
v0.22

Quote
-Steam achievements. When you unlock a challenge, corresponding Steam achievement is also unlocked. When you first start this update the game will upload all unlocked challenges to the Steam. Reseting player progress in the settings menu will reset only the in-game challenges and rewards, but it will not reset the Steam achivements.
-Insane difficulty is more difficult. There are more spikes and pits in the castle and players get random disease or curse at the beginning of every level.
-Man at War challenge unlocks Shadow World. Talk to Tim, the Alchemist in the camp. Shadow World is a crazy broken mode for players who are able to beat insane difficulty. Don't take it too seriously :)
-New achievement Through Looking-Glass.
-Assassin doesn't receive throwing weapons at the start anymore.
-Assassin with fatigue does roll now instead of doing nothing when you press evade button.
-Players which completed Uncle Scrooge challenge start with 25 coins.
-Rewards for challenges should be complete now. Also there are new hats and faces to unlock.
-A hero skin suspiciously resembling Coach is back!
-Weapon prices have been adjusted to make them more affordable.
-Health of enemies and damage of their attack have been adjusted. The enemies should die faster, but they hit slightly harder. This should speed up the combat, but also make it riskier.
-Minor fixes of graphical glitches on rampart.
-Hero stats on TAB shows name of the current level.
-The engine has an improved way to handle frame control when Vsync is enabled. Hopefully this will help people who experience FPS stuttering here and there.
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Re: Rampage Knights (now at Early Access v0.23) $
« Reply #11 on: August 26, 2015, 12:20:52 AM »
v0.23

Quote
As you know, the release is just behind the doors. We are pretty busy preparing all the stuff that is needed for the release: trailer, materials for press etc. We are in the middle of replacing some temporary stuff in the game intro and outro, fixing last fatal bugs and improving the expecience for new players.
 
This update brings improved ending cinematic, improved "training graveyard" in camp for new players to learn basic attacks, new fullscreen mode and option to select custom resolutions, and some improvements in the networking code to reduce lags caused by client/server synchronization on connect.

List of the changes:
-Temporary ending cinematic replaced with a new one, followed by parade of enemies.
-Improved training area in the left part of the camp, with tips on how to perform various attacks. Added training skeleton with shield to let new players learn how to break shields.
-The stats screen on TAB now shows description of the last acquired item. This includes descriptions of curses, diseases and other effects (divine intervention, buff from the pit etc). Increased sizes of various texts.
-Divine intervention effect removes all curses from the hero who used the altar.
-Constructs spawned by the Dwarven Contraption item are not destroyed automatically after a timeout. You don't have to fear falling intro a pit anymore when stading on the bridge created by the Dwarven Contraption.
-Pirate's Rum received at the start doesn't count towards the Tasty Bewerage achivevement to prevent cheating.
-Icicle sword freezes only some enemies on kill (randomly selected) instead of freezing all enemies in the room (still OP :) ).
-Final boss: Reduced the duration of the phase of the battle where the boss leaves the screen for some time after his HP is halved.
-Minor fixes: weapon prices, animation glitch of knights, removed pivot point markers from various sprites.
-Networking: A system has been implemented which prevents lagging when players are moving from one level to another. The host now waits until the client is fully connected and synchronized. This also prevents lags when the client connects to the host for the first time.
-Networking: Improved algorithm which handles situations when no networking packets are received for some time. The game should now recoved faster which should help reduce duration of lags when there are some problems with connection.
-New resolution and display mode settings. There are now three video modes - windowed, fullscreen and "windowed (fullscreen)". -Custom resolution can be selected for the windowed and fullscreen modes.
-The newly addded fullscreen mode is the "true" fullscreen mode usually used by games where the game gets exclusive access to the display. On some systems switching between applications may not be allowed in this mode but you can get better performance. We also hope that this mode can solve the issues with FPS some people are having on Windows 10.
-The game previously used "windowed (fullscreen)" mode. This mode doens't block other applications and message box, but also doesn't allow custom resolution and may cause performance issues on some systems.
-By default the game now uses the fullscreen mode. ALT+Enter switches between windowed and fullscreen modes.
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Re: Rampage Knights (now at Early Access v0.24) $
« Reply #12 on: September 01, 2015, 11:36:35 PM »
v0.24

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The release date is quickly approaching. We keep polishing and fixing many aspects of the game. This update focuses mostly on adding more variability to the first forest level. There's also a ton of little adjustments and fixes.

List of the changes:
Intro is now animated.
Shops can contain armors, belts, potions and scrolls now.
Added one more shop to Gothic level. Now there are at least three shops per run.
Added new rooms that can spawn in the Forest: "troll" bridge, rooms with pits, rocky ledge and rooms with long grass.
Forest Den in the forest is always on the path to the exit so it cannot be missed.
A fence was added to Graveyard rooms to make them more distinctive.
New Iron Maiden treasure room can spawn in the castle.
There are more rooms with pits and spikes in the castle.
Elven Armor was changed. It gives immunity to poison and diseases.
Hit counter does not increment when a player hits for 0 dmg. Hitting enemies with shields no longer builds the hit counter up.
Achievement Whip It Good cannot be cheated by hitting enemies with shield or the Slime Head boss.
Hitting totems of death does heal the player with Crank.
Weapons effects triggered by critical hits do not trigger by hitting indestructible decorations.
Fixed bug where hitting the Slime Head's shoulder while stomping made the boss stuck nad not attacking anymore.
Fixed bug where Divine Intervetion blessing didn't remove all curses from the player.
Fixed tooltip to skip the ending cinematic which sometimes showed a wrong text.
Fixed bug where entering the main menu from the intro could leave the menu zoomed in and partially out of the screen.
Fixed bug where new players could get a face which was not unlocked.
Added option to disable blood particles and blood stains.
Added option to only show health bars when an enemy is damaged or to disable health bars completely.
Added sorrowful fanfare on death.
Female barbarian has specific body sprites and does not show "pecs" bubble when refusing to pick up armors.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training