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
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
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
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
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.
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.
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???
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???
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???
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???