Jul 3, 2016
Catacomb Kids - FourbitFriday
More bug fixes, including the changes from 0.0.16b now on Linux and Mac.

Fixes Daily Run doesn't reset the next day after a failure More fixes for gamepad/keyboard inputs Crash when blocking attacks Map sometimes fails to draw Crash when stomping on Ogo or Grumbul Turrets Two players can pick up the same object simultaneously Charred corpses not labeled as such Changes Discovered teleport traps, doors, passages, and the ghost now appear on the map Break breaks barrels Flaming barrels burn their contents Rottenness of food separated from burnedness of food
Jul 3, 2016
Catacomb Kids - FourbitFriday
More bug fixes, including the changes from 0.0.16b now on Linux and Mac.

Fixes Daily Run doesn't reset the next day after a failure More fixes for gamepad/keyboard inputs Crash when blocking attacks Map sometimes fails to draw Crash when stomping on Ogo or Grumbul Turrets Two players can pick up the same object simultaneously Charred corpses not labeled as such Changes Discovered teleport traps, doors, passages, and the ghost now appear on the map Break breaks barrels Flaming barrels burn their contents Rottenness of food separated from burnedness of food
Jun 27, 2016
Catacomb Kids - FourbitFriday
Bugfixes! Only on Windows for now, but Mac and Linux should be coming along in a few days. I'm out of town at the moment and not in the most build-ready circumstances.

Fixes Humanoid corpses' heads crash like mad Crash when fighting AI in vs mode Sound effects from Player 1's split screen inaudible when above Player 2 in co-op Cannot redefine Player 2's gamepad controls Some fixes for gamepad/keyboard inputs failing for various dialog boxes and menus Controllers rumble even when not in use 'Nevermind' on Pipes does nothing Changes Added action indicator to ui for ghost form in co-op Made orb and learning points indicator in co-op look less ugly and dumb Added message for using pipes with nothing to drop
Jun 27, 2016
Catacomb Kids - FourbitFriday
Bugfixes! Only on Windows for now, but Mac and Linux should be coming along in a few days. I'm out of town at the moment and not in the most build-ready circumstances.

Fixes Humanoid corpses' heads crash like mad Crash when fighting AI in vs mode Sound effects from Player 1's split screen inaudible when above Player 2 in co-op Cannot redefine Player 2's gamepad controls Some fixes for gamepad/keyboard inputs failing for various dialog boxes and menus Controllers rumble even when not in use 'Nevermind' on Pipes does nothing Changes Added action indicator to ui for ghost form in co-op Made orb and learning points indicator in co-op look less ugly and dumb Added message for using pipes with nothing to drop
Catacomb Kids - FourbitFriday
Co-op is finally here!

In Co-op, players still only share a single orb of leveling (I figure having two players alone is a pretty big advantage even without them both being properly leveled). I may change this in the future but I wanted to see how it would feel for a first pass.

When a player dies they become a ghost, able to fly around and absorb the corpses of enemies in order to return to life. The higher your level was when you died, the more corpses you'll need to absorb before reviving. As a ghost, you can also spend some of your absorbed corpses to pick up and drag around items, lending a helping hand to your still-living partner.

There may need to be some performance improvements but for now it should be (fingers crossed) pretty functional!

Anticropolis still isn't quite done yet but I've finally managed to work myself out of the slump I was in, so it should be coming along without much further delay after this.

Also in this build are barrels, which can hold items (and enemies), and pipes that you can use to send items to a later floor for collecting.

Full changelog below:

Fixes Enemies never pick up weapons Making undead followers pick up weapons rarely works "Loot" menu can be brought up for gorhound corpses Using lanterns interrupts rolls Kicking locked doors spams the failure message Other stuff too, I'm sure New Stuff Co-Op! New Main Menu Pipes for sending items between floors Barrels Corn Kernels One new meal effect Changes Significantly decreased steal-range of reciprocity Can force a pilfer by manually grabbing while rolling past enemies, even if the chosen equipment slot is already taken Can plant objects in enemies' pockets with manual pilfer Replaced Heal with Air Dash for grumbul assassins Removed Air Dash from skeletal spearmen Reduced Haste charges for Undead Warriors Changes to Versus Mode menu Replaced Heal and Regenerate in Versus mode with Cure and Raise Dead Added pathfinding to Versus Mode AI Changed how potatoes are cooked Next Build TO-DO Leaderboards, Anticropolis???

PS: Ignore the "0.0.16 (DEV)" business in the versioning. It doesn't mean anything except that neither Stevie nor I could be bothered to spend another 5+ hours rebuilding the game to fix what's essentially a typo after we noticed it.
Catacomb Kids - FourbitFriday
Co-op is finally here!

In Co-op, players still only share a single orb of leveling (I figure having two players alone is a pretty big advantage even without them both being properly leveled). I may change this in the future but I wanted to see how it would feel for a first pass.

When a player dies they become a ghost, able to fly around and absorb the corpses of enemies in order to return to life. The higher your level was when you died, the more corpses you'll need to absorb before reviving. As a ghost, you can also spend some of your absorbed corpses to pick up and drag around items, lending a helping hand to your still-living partner.

There may need to be some performance improvements but for now it should be (fingers crossed) pretty functional!

Anticropolis still isn't quite done yet but I've finally managed to work myself out of the slump I was in, so it should be coming along without much further delay after this.

Also in this build are barrels, which can hold items (and enemies), and pipes that you can use to send items to a later floor for collecting.

Full changelog below:

Fixes Enemies never pick up weapons Making undead followers pick up weapons rarely works "Loot" menu can be brought up for gorhound corpses Using lanterns interrupts rolls Kicking locked doors spams the failure message Other stuff too, I'm sure New Stuff Co-Op! New Main Menu Pipes for sending items between floors Barrels Corn Kernels One new meal effect Changes Significantly decreased steal-range of reciprocity Can force a pilfer by manually grabbing while rolling past enemies, even if the chosen equipment slot is already taken Can plant objects in enemies' pockets with manual pilfer Replaced Heal with Air Dash for grumbul assassins Removed Air Dash from skeletal spearmen Reduced Haste charges for Undead Warriors Changes to Versus Mode menu Replaced Heal and Regenerate in Versus mode with Cure and Raise Dead Added pathfinding to Versus Mode AI Changed how potatoes are cooked Next Build TO-DO Leaderboards, Anticropolis???

PS: Ignore the "0.0.16 (DEV)" business in the versioning. It doesn't mean anything except that neither Stevie nor I could be bothered to spend another 5+ hours rebuilding the game to fix what's essentially a typo after we noticed it.
May 13, 2016
Catacomb Kids - FourbitFriday
H'okay!

Unfortunately still no Anticropolis yet, but it's getting close. Co-op is very nearly done, so regardless of whether or not The Anticropolis comes out with the next update, co-op will likely be in for sure.

In the meantime, this build introduces many balance changes, including some alterations to the damage calculation formula to make both enemies and players: less likely to deal 0s and less likely to wham for 8-10+ damage in a single hit. I've also consolidated the Heal and regenerate spells into a single, less healing-oriented (but hopefully more interesting to use) Cure spell, with Heal and Regenerate being made its Overload and Trance, respectively. Overall, the result should be that being struck is less of an immediate death sentence but bears more of a long-term cost, with damage numbers being more consistent and healing being rarer.

Additionally, where before your maximum spell charges would increase by simply leveling up MAG, they now only increase once at MAG level 3, and apply to all spells both known and yet-unknown. Some changes to the way charge stars work for Overload and Trance should hopefully make those abilities a bit more fun to use as well.

In any case, there's a bunch of other changes, and some bug fixes that should make this build a bit less volatile. Guess you'll just have to read the changelog or play to find them out!

Fixes Changing window focus while looting doesn't pause the game Fixed(?) crash from humanoids attacking with missing weapons Roll sound plays continuously when looking down with lanterns Unarmed kick (dagger skill 1) doesn't work properly Soul- weapons' dark bolt strikes miss frequently First attack after Taunt doesn't always activate the power strike Salting food doesn't actually do anything Sticks continue to burn even in water Fixed(?) Impossible trap rooms Fixed several memory leaks Some optimizations Fixed wall-grumbuls Bottles filled with water while held are drawn incorrectly Voices of humanoid enemies wrongly positioned upon death New Stuff New Wizard Throw overload Added unstable effects for: Wizard Throw Haste Slow Frost Bolt Vampirism Poison Blob New Spell: Cure Removed Heal and Regenerate as individual spells Changes Changed how Charge Stars work for Overload and Trance Stars are now shared among all overloads/trances, rather than being spent per-spell Changed how damage and defense are calculated Fewer 0s and fewer unexpectedly high hits Changed ladder sprites Added focus strike abilities to Pounce, Downward Thrust, and Rolling Blade +1 MIN STR instead of +1 STR at level 3 Max spell charges are now gained only at MAG level 3 Max spell charge increase applies to all spells, known and unknown Unstable teleport is more consistently unstable Taunt and Focus strike attacks win weapon clashes Added different effects when pouncing with different slime balls Changed rules of Soul-weapons Increased range of unstable shadow cloak Made Health and Regeneration potions rarer Enemies use potions sooner in fights Boiling Potions can be carried for longer before boiling away Critical strikes made visible with a green streak Poison damage now stacks when applied multiple times Changed the Grumbul meal effect Changed input of Flourish to match Heavy Bat and Dagger Storm Improved range, knockback, and stun of Heavy Bat Changed input for tier 3 Axe / Hammer neutral air to double-tap attack Increased knockback on focus strike uppersmash Removed Flourish from spears Made byat spawn holes more visible Soups now heal for 1 by default Added two more ways to cook food Smoldering foods char much faster Shopkeepers now have classes and are smarter about catching thieves Reduced default charge amount for several spells Increased delay on enemies using weapon skills Pursuing foes lose you slightly more easily Next Build TO-DO Leaderboards, Co-op, Anticropolis???
May 13, 2016
Catacomb Kids - FourbitFriday
H'okay!

Unfortunately still no Anticropolis yet, but it's getting close. Co-op is very nearly done, so regardless of whether or not The Anticropolis comes out with the next update, co-op will likely be in for sure.

In the meantime, this build introduces many balance changes, including some alterations to the damage calculation formula to make both enemies and players: less likely to deal 0s and less likely to wham for 8-10+ damage in a single hit. I've also consolidated the Heal and regenerate spells into a single, less healing-oriented (but hopefully more interesting to use) Cure spell, with Heal and Regenerate being made its Overload and Trance, respectively. Overall, the result should be that being struck is less of an immediate death sentence but bears more of a long-term cost, with damage numbers being more consistent and healing being rarer.

Additionally, where before your maximum spell charges would increase by simply leveling up MAG, they now only increase once at MAG level 3, and apply to all spells both known and yet-unknown. Some changes to the way charge stars work for Overload and Trance should hopefully make those abilities a bit more fun to use as well.

In any case, there's a bunch of other changes, and some bug fixes that should make this build a bit less volatile. Guess you'll just have to read the changelog or play to find them out!

Fixes Changing window focus while looting doesn't pause the game Fixed(?) crash from humanoids attacking with missing weapons Roll sound plays continuously when looking down with lanterns Unarmed kick (dagger skill 1) doesn't work properly Soul- weapons' dark bolt strikes miss frequently First attack after Taunt doesn't always activate the power strike Salting food doesn't actually do anything Sticks continue to burn even in water Fixed(?) Impossible trap rooms Fixed several memory leaks Some optimizations Fixed wall-grumbuls Bottles filled with water while held are drawn incorrectly Voices of humanoid enemies wrongly positioned upon death New Stuff New Wizard Throw overload Added unstable effects for: Wizard Throw Haste Slow Frost Bolt Vampirism Poison Blob New Spell: Cure Removed Heal and Regenerate as individual spells Changes Changed how Charge Stars work for Overload and Trance Stars are now shared among all overloads/trances, rather than being spent per-spell Changed how damage and defense are calculated Fewer 0s and fewer unexpectedly high hits Changed ladder sprites Added focus strike abilities to Pounce, Downward Thrust, and Rolling Blade +1 MIN STR instead of +1 STR at level 3 Max spell charges are now gained only at MAG level 3 Max spell charge increase applies to all spells, known and unknown Unstable teleport is more consistently unstable Taunt and Focus strike attacks win weapon clashes Added different effects when pouncing with different slime balls Changed rules of Soul-weapons Increased range of unstable shadow cloak Made Health and Regeneration potions rarer Enemies use potions sooner in fights Boiling Potions can be carried for longer before boiling away Critical strikes made visible with a green streak Poison damage now stacks when applied multiple times Changed the Grumbul meal effect Changed input of Flourish to match Heavy Bat and Dagger Storm Improved range, knockback, and stun of Heavy Bat Changed input for tier 3 Axe / Hammer neutral air to double-tap attack Increased knockback on focus strike uppersmash Removed Flourish from spears Made byat spawn holes more visible Soups now heal for 1 by default Added two more ways to cook food Smoldering foods char much faster Shopkeepers now have classes and are smarter about catching thieves Reduced default charge amount for several spells Increased delay on enemies using weapon skills Pursuing foes lose you slightly more easily Next Build TO-DO Leaderboards, Co-op, Anticropolis???
Mar 23, 2016
Catacomb Kids - FourbitFriday
Fellow humans,

Behold, 0.0.14! Numerous changes in this one. If you missed the status update and are wondering where 0.1.0 is with The Anticropolis and Co-op, please check out the post I made on that subject right here. Long story short; they're a-comin'! Just need some more love and carressin', ya know?

In the meantime, peep this healthy changelog!

Fixes Regeneration doesn't restore limbs if you have Overheal Teleport always takes spell charges, even when Energized Can't back away from ledges while shielding Can't descend ledges while backing up with a shield Slow fall while casting empty spell Wrong coloration for some corpse's heads Twins flee fights (legit fixed this time) Grumbul Orb-Bearers can flee the floor Having Incantation and Overload causes Vampirism and Haste to rapidly cast multiple times Frozen food doesn't thaw over fire Spiked equipment descriptions are wrong Wanderers only hate hammers Ghost spawns underwater Bug drawing helms in ui when picking them up Can't break fallen ceiling blocks in collapsing tunnels with weapons Gamepad stops working on main menu sometimes (fixed??) Hidden spikes often appear under gas traps Grumbul Tank sometimes gets stuck behind the intro wall Enemies can escape through barred exits New Stuff New Trait: Hungry New Trait: Unstable Caster New Trap: ████████████ New shopkeeper menu New ghost menu New class select menu Changes Improved stats of Claymores Heavy Bat input changed to sprint+attack (same as Dagger Storm) Ghost dialog box redone Shopkeeper dialog box redone Spinning attacks deal less damage per hit Numerous changes to Weapon Skills: Backswipe is now Flourish -- moved to tier 2 Axe Primary Parry is a tier 4 weapon skill for Hammers and Swords Spin Cleave removed from axes Increased hitbox on Downward Thrust and The Drop Numerous changes to Traits Traits no longer occupy Skill Grid space Positive and negative traits no longer paired Loud is louder and increases the range of other noises Hunger no longer universal: Moved to new trait Hated weapons now behave like normal carried objects Weapon hatred cannot be unlearned Lucky Boots no longer a starting item Significantly reduced range of Teleport Leveling up INT increases efficacy of class abilities: Bully gains more Power Orbs from taunt Wanderer's Vision ability reaches further Poet Tomes have more charges Teleporting into walls will now kill you Collapsing tunnels will destroy fallen crush traps and boulders -of Removal weapons blink enemies further away, respecting knockback direction Using items interrupts blocking with shields Dropping through platforms requires less horizontal pixel precision Added telefragging Began adding Unstable spell effects: Heal, Raise Dead, Blink, Magic Blast, Teleport, Infernus, Chain Lightning Boulders and Crush Traps break spikes Potions of Extra Regeneration last longer Frozen potion shards have grace period before becoming dangerous Reduced potency of "--of Light" Added descriptions for footwear Can sell items to shopkeepers Killing a shopkeeper will return spent money Humanoid AI dodges slightly less aggressively Decreased LUC requirement for spiked armor to appear, and increased its frequency in general Break made slightly more effective Wanderer's "Vision" ability improved Newest tracked object carries between levels Can target items to be tracked Pathfinder improved Changes to Grumbul Tank No longer jumps when player is in combat with summoned grumbuls (excepting the rider) Tank Legs are no longer impervious to physical damage Added more visual and audio cues for attacks Removed time limit from chasing escaped enemies Added indicator to exits when enemies escape Next Build TO-DO Leaderboards, Co-op, Anticropolis???
Mar 23, 2016
Catacomb Kids - FourbitFriday
Fellow humans,

Behold, 0.0.14! Numerous changes in this one. If you missed the status update and are wondering where 0.1.0 is with The Anticropolis and Co-op, please check out the post I made on that subject right here. Long story short; they're a-comin'! Just need some more love and carressin', ya know?

In the meantime, peep this healthy changelog!

Fixes Regeneration doesn't restore limbs if you have Overheal Teleport always takes spell charges, even when Energized Can't back away from ledges while shielding Can't descend ledges while backing up with a shield Slow fall while casting empty spell Wrong coloration for some corpse's heads Twins flee fights (legit fixed this time) Grumbul Orb-Bearers can flee the floor Having Incantation and Overload causes Vampirism and Haste to rapidly cast multiple times Frozen food doesn't thaw over fire Spiked equipment descriptions are wrong Wanderers only hate hammers Ghost spawns underwater Bug drawing helms in ui when picking them up Can't break fallen ceiling blocks in collapsing tunnels with weapons Gamepad stops working on main menu sometimes (fixed??) Hidden spikes often appear under gas traps Grumbul Tank sometimes gets stuck behind the intro wall Enemies can escape through barred exits New Stuff New Trait: Hungry New Trait: Unstable Caster New Trap: ████████████ New shopkeeper menu New ghost menu New class select menu Changes Improved stats of Claymores Heavy Bat input changed to sprint+attack (same as Dagger Storm) Ghost dialog box redone Shopkeeper dialog box redone Spinning attacks deal less damage per hit Numerous changes to Weapon Skills: Backswipe is now Flourish -- moved to tier 2 Axe Primary Parry is a tier 4 weapon skill for Hammers and Swords Spin Cleave removed from axes Increased hitbox on Downward Thrust and The Drop Numerous changes to Traits Traits no longer occupy Skill Grid space Positive and negative traits no longer paired Loud is louder and increases the range of other noises Hunger no longer universal: Moved to new trait Hated weapons now behave like normal carried objects Weapon hatred cannot be unlearned Lucky Boots no longer a starting item Significantly reduced range of Teleport Leveling up INT increases efficacy of class abilities: Bully gains more Power Orbs from taunt Wanderer's Vision ability reaches further Poet Tomes have more charges Teleporting into walls will now kill you Collapsing tunnels will destroy fallen crush traps and boulders -of Removal weapons blink enemies further away, respecting knockback direction Using items interrupts blocking with shields Dropping through platforms requires less horizontal pixel precision Added telefragging Began adding Unstable spell effects: Heal, Raise Dead, Blink, Magic Blast, Teleport, Infernus, Chain Lightning Boulders and Crush Traps break spikes Potions of Extra Regeneration last longer Frozen potion shards have grace period before becoming dangerous Reduced potency of "--of Light" Added descriptions for footwear Can sell items to shopkeepers Killing a shopkeeper will return spent money Humanoid AI dodges slightly less aggressively Decreased LUC requirement for spiked armor to appear, and increased its frequency in general Break made slightly more effective Wanderer's "Vision" ability improved Newest tracked object carries between levels Can target items to be tracked Pathfinder improved Changes to Grumbul Tank No longer jumps when player is in combat with summoned grumbuls (excepting the rider) Tank Legs are no longer impervious to physical damage Added more visual and audio cues for attacks Removed time limit from chasing escaped enemies Added indicator to exits when enemies escape Next Build TO-DO Leaderboards, Co-op, Anticropolis???
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