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.
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.
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.
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.
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.
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.
Hey, everybody! Today we have short but important announcement for you. We finally decided to man up and set a release date for the game. Hooray! Rampage Knights will be released on Friday, September 4th. It’ll be a bit of a hustle for us to hit this date, but it’s perfectly doable. And we really need to avoid upcoming onslaught of new releases during the fall and near the end of the year which could completely bury us. (It probably still will, but you can help us fight it, if you write a review on Steam or make a video, screenshot or just let your friends know about the game :) ).
More details about our future plans, post-release updates, bundles and sales are in our blog at http://www.rakeingrass.com.
Meanwhile, we are working hard on the next update, which should be out tomorrow. We should deliver the last few missing rewards for challenges and enable correspondent achievements on Steam. We also dug into the healths and damages of many enemies. Hopefully the pacing of the game is a little faster now. Other main focus are difficulties. We are trying to figure out how to make everything more challenging on higher levels without resorting to high health and damage from monsters only. And Coach is coming back! I mean "the guy who suspiciously resembles Coach" is coming back! (Please don't sue, Valve :D )
Hey, everybody! Today we have short but important announcement for you. We finally decided to man up and set a release date for the game. Hooray! Rampage Knights will be released on Friday, September 4th. It’ll be a bit of a hustle for us to hit this date, but it’s perfectly doable. And we really need to avoid upcoming onslaught of new releases during the fall and near the end of the year which could completely bury us. (It probably still will, but you can help us fight it, if you write a review on Steam or make a video, screenshot or just let your friends know about the game :) ).
More details about our future plans, post-release updates, bundles and sales are in our blog at http://www.rakeingrass.com.
Meanwhile, we are working hard on the next update, which should be out tomorrow. We should deliver the last few missing rewards for challenges and enable correspondent achievements on Steam. We also dug into the healths and damages of many enemies. Hopefully the pacing of the game is a little faster now. Other main focus are difficulties. We are trying to figure out how to make everything more challenging on higher levels without resorting to high health and damage from monsters only. And Coach is coming back! I mean "the guy who suspiciously resembles Coach" is coming back! (Please don't sue, Valve :D )
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).
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).