I've temporarily removed the Wayward kids from normal level generation since they were causing a lot of crashing issues. I'm gonna put some more work into them and hopefully they'll be back next update ready to rock 'n roll!
In the meantime, I'll be doing my usual dev-stream later today over at twitch.tv/fourbitfriday so feel free to come say what's up and talk about kids in 'combs and ask me why this game is taking so long to finish like I do every night as I fall asleep choking back tears.
MAC USERS: Please let me know if this update fixes the gamepad issues! If it does then I'll know what the problem was. If it doesn't then I'll rule out a possibility and know what the problem isn't.
Fixes
Pose doesn't change when climbing up onto ledges
Fixed a bug with giant arrow damage calculation
Arrows catch fire if stuck in someone who runs past a campfire
Player 2 Overheal UI is jank
Casting Raise Dead with overcharges costs no overcharge and ignores blocked energy
Negative status effects on allies may spread to you via Reciprocity
The number displayed for current energy when paused is incorrect when mp is blocked
Flames from Fire and Ice can also burn allies
Reaper room often reconstructs incorrectly after the battle
Goo meal can overheal for greater than ones INT
Teamed-up Wayward kids spawn as though fleeing when traveling to the next floor
Fire and Ice gave only Hot charges when picked up with Innate Power
Dark Arts gave the incorrect charge types
Eeol Labeled Eel in kixll list
Melting/dangerous slimeballs are not labeled as such
Crash when boiling an orb of leveling in a bottle of water
Can get pushed into walls by boulders and barrels
Cannot teleport out of a wall after surviving a teleport into one
Making soup from a frozen corpse makes potato and [thing] soup
Some kids don't drown
Melting and dangerous slimes are not properly labeled as such
Air Dash can be buggy at times
"Down" on keyboard still rolls/bashes even when roll/bash is bound to a different key
Extra Tough doesn't affect Bear Traps
Fixed some typos
Dark Phase has no spell description
Shops in the Anticropolis have no doors
New
New Anticropolis Transition Stages!
Amulets!
Added a few more Encyclopedia entries!
Changes
Increased arrow damage
Increased arrow accuracy
Reduced chance of enemies dodging arrows
Halved the rate at which bows degrade from use
Taunt now affects crabs and turrets
Increased frequency/severity of unstable undo's side-effect
Barrels are empty more frequently
of Health now heals to a minimum of 3hp, regardless of hp max
Spellbooks restore more charges and charge types when picked up with Innate Power
Added Teleport Overload
Added additional contextual button prompts
(Sorry, no way to disable them yet! But there will be!)
Temporarily removed Wayward Kids in order to address an abundance of crashes
Changed Frolix AI
Helms and Coifs now reduce stomp damage by 1
Non-"Hard Helms" and Coifs take a ton of durability damage when stomped
Removed STR requirement for pilfering enemies' weapons
Reduced frequency of barrel assassins
Improved warhammers' stats
Added "Farsight" to Wanderer's Instinct class ability
Spellbooks can be Tomed by using class ability while holding a book
Transition stages don't count against meal effect floor count
Added button prompts for actions
Encyclopedia entry requirements can be met over multiple runs
Animated title drop
Fat humanoids landing don't knock other fat humanoids into the air
Made fat grumbuls much less common
Added sound effects to crabs and eels
Added sound effects to laser traps
Skeletal mages now spawn in the Anticropolis
Made standing torches rarer in the Anticroplis
Near Future TO-DO
New Class!
Flesh out Encyclopedia
I've temporarily removed the Wayward kids from normal level generation since they were causing a lot of crashing issues. I'm gonna put some more work into them and hopefully they'll be back next update ready to rock 'n roll!
In the meantime, I'll be doing my usual dev-stream later today over at twitch.tv/fourbitfriday so feel free to come say what's up and talk about kids in 'combs and ask me why this game is taking so long to finish like I do every night as I fall asleep choking back tears.
MAC USERS: Please let me know if this update fixes the gamepad issues! If it does then I'll know what the problem was. If it doesn't then I'll rule out a possibility and know what the problem isn't.
Fixes
Pose doesn't change when climbing up onto ledges
Fixed a bug with giant arrow damage calculation
Arrows catch fire if stuck in someone who runs past a campfire
Player 2 Overheal UI is jank
Casting Raise Dead with overcharges costs no overcharge and ignores blocked energy
Negative status effects on allies may spread to you via Reciprocity
The number displayed for current energy when paused is incorrect when mp is blocked
Flames from Fire and Ice can also burn allies
Reaper room often reconstructs incorrectly after the battle
Goo meal can overheal for greater than ones INT
Teamed-up Wayward kids spawn as though fleeing when traveling to the next floor
Fire and Ice gave only Hot charges when picked up with Innate Power
Dark Arts gave the incorrect charge types
Eeol Labeled Eel in kixll list
Melting/dangerous slimeballs are not labeled as such
Crash when boiling an orb of leveling in a bottle of water
Can get pushed into walls by boulders and barrels
Cannot teleport out of a wall after surviving a teleport into one
Making soup from a frozen corpse makes potato and [thing] soup
Some kids don't drown
Melting and dangerous slimes are not properly labeled as such
Air Dash can be buggy at times
"Down" on keyboard still rolls/bashes even when roll/bash is bound to a different key
Extra Tough doesn't affect Bear Traps
Fixed some typos
Dark Phase has no spell description
Shops in the Anticropolis have no doors
New
New Anticropolis Transition Stages!
Amulets!
Added a few more Encyclopedia entries!
Changes
Increased arrow damage
Increased arrow accuracy
Reduced chance of enemies dodging arrows
Halved the rate at which bows degrade from use
Taunt now affects crabs and turrets
Increased frequency/severity of unstable undo's side-effect
Barrels are empty more frequently
of Health now heals to a minimum of 3hp, regardless of hp max
Spellbooks restore more charges and charge types when picked up with Innate Power
Added Teleport Overload
Added additional contextual button prompts
(Sorry, no way to disable them yet! But there will be!)
Temporarily removed Wayward Kids in order to address an abundance of crashes
Changed Frolix AI
Helms and Coifs now reduce stomp damage by 1
Non-"Hard Helms" and Coifs take a ton of durability damage when stomped
Removed STR requirement for pilfering enemies' weapons
Reduced frequency of barrel assassins
Improved warhammers' stats
Added "Farsight" to Wanderer's Instinct class ability
Spellbooks can be Tomed by using class ability while holding a book
Transition stages don't count against meal effect floor count
Added button prompts for actions
Encyclopedia entry requirements can be met over multiple runs
Animated title drop
Fat humanoids landing don't knock other fat humanoids into the air
Made fat grumbuls much less common
Added sound effects to crabs and eels
Added sound effects to laser traps
Skeletal mages now spawn in the Anticropolis
Made standing torches rarer in the Anticroplis
Near Future TO-DO
New Class!
Flesh out Encyclopedia
Just wanted to give y'all a heads up that I'll be showing Catacomb Kids at PAX East in Boston later this week as a part of the INDIE MINIBOOTH! It'll be my first time showing the game officially at any sort of convention or expo type thing, so if you're in the area come say what's up and maybe gimme a high five or something!
Unfortunately this does mean that the next build won't be coming until after I get back from Boston. I was hoping to have it out in February but obviously that didn't happen -- With GDC going on and PAX stuff to prepare for, I was mostly bogged down in the whole "email and business and taxes" side of game dev that nobody likes to admit actually takes time. That side sucks, yo.
Just wanted to give y'all a heads up that I'll be showing Catacomb Kids at PAX East in Boston later this week as a part of the INDIE MINIBOOTH! It'll be my first time showing the game officially at any sort of convention or expo type thing, so if you're in the area come say what's up and maybe gimme a high five or something!
Unfortunately this does mean that the next build won't be coming until after I get back from Boston. I was hoping to have it out in February but obviously that didn't happen -- With GDC going on and PAX stuff to prepare for, I was mostly bogged down in the whole "email and business and taxes" side of game dev that nobody likes to admit actually takes time. That side sucks, yo.
Sometimes 'Hates Weapon' is all jacked up (fixed?)
Messages sometimes overlap one another when they are more than a single line
Giant arrows and swinging blades can sever both of the player's arms
Shields differ in different instances of the same Daily Run
Peppered non-humanoid corpses behave as though they are both savory and peppered: savory does nothing to them
Entering the tutorial from the "Extras" menu messes up the music
Reflected dragon's breath is visually buggy
New Stuff
Bows and arrows!
Wayward wids!
The Anticropolis! (And all that it entails)
New Upper Dungeon trap!
Another, different new weapon!
The beginnings of an encyclopedia! (Extremely early version)
Changes
Changed the behaviour of barrels to make them less annoying/reduce instances of surprise damage
Humanoids can no longer stomp when tumbled or frozen
Chain Lightning no longer travels through every single tile of water
Boiling pools of water have their heat distributed through them Larger pools will cool more quickly, and smaller ones will stay boiling for much longer The position of the heatsource within the pool also matters
Homing bolts no longer target invisible creatures
Escaped enemies heal over time until you leave the level
Improved spellwright's spell aiming capabilities
Added minor squash/stretch upon hitting enemies
Can Pounce with weapons now
Arrows stick in non-humanoid enemies
Trance Cure grants a longer-lasting immunity
Overload Cure heals for more and grants overheal
Added unstable Undo effect
Overloads/Trances no longer require 2 charges to use
Changed color of overheal to match INT and added indication for maximum overheal
Flame Form lasts for longer, and becomes inactive when motionless
Messages in the alerts area are now outlined
Acid deals damage to all equipment, rather than just armor
Creatures slain by acid leave no corpses behind
New barrel sfx
New sfx for arrows hitting walls and creatures
Class select menu now remembers your previously-chosen class
Once more removed conflicting starting traits
Performing a basic 3-attack combo while unarmed will alternate attacking arms
Holding a severed limb while regenerating attaches the limb without ending regeneration
Unstable Caster made rarer for poets
Added a new limb that grumbuls sometimes spawn with
Added a new grumbul modifier
Limited shields' block strength
Spears and large weapons no longer considered 'heavy' for the purposes of carrying them with hate
Swinging blades now interact with physics objects
Reduced the effect of MAG on casting speed without Incantation
Increased durability of Soul- weapons
Can now focus strike flourish
Moved tutorial text to the top of the screen
Tutorial grumbul no longer runs away
Reduced distance between floors for item-drop pipes
Reduced the number of grumbuls spawned during the tank fight
Sometimes 'Hates Weapon' is all jacked up (fixed?)
Messages sometimes overlap one another when they are more than a single line
Giant arrows and swinging blades can sever both of the player's arms
Shields differ in different instances of the same Daily Run
Peppered non-humanoid corpses behave as though they are both savory and peppered: savory does nothing to them
Entering the tutorial from the "Extras" menu messes up the music
Reflected dragon's breath is visually buggy
New Stuff
Bows and arrows!
Wayward wids!
The Anticropolis! (And all that it entails)
New Upper Dungeon trap!
Another, different new weapon!
The beginnings of an encyclopedia! (Extremely early version)
Changes
Changed the behaviour of barrels to make them less annoying/reduce instances of surprise damage
Humanoids can no longer stomp when tumbled or frozen
Chain Lightning no longer travels through every single tile of water
Boiling pools of water have their heat distributed through them Larger pools will cool more quickly, and smaller ones will stay boiling for much longer The position of the heatsource within the pool also matters
Homing bolts no longer target invisible creatures
Escaped enemies heal over time until you leave the level
Improved spellwright's spell aiming capabilities
Added minor squash/stretch upon hitting enemies
Can Pounce with weapons now
Arrows stick in non-humanoid enemies
Trance Cure grants a longer-lasting immunity
Overload Cure heals for more and grants overheal
Added unstable Undo effect
Overloads/Trances no longer require 2 charges to use
Changed color of overheal to match INT and added indication for maximum overheal
Flame Form lasts for longer, and becomes inactive when motionless
Messages in the alerts area are now outlined
Acid deals damage to all equipment, rather than just armor
Creatures slain by acid leave no corpses behind
New barrel sfx
New sfx for arrows hitting walls and creatures
Class select menu now remembers your previously-chosen class
Once more removed conflicting starting traits
Performing a basic 3-attack combo while unarmed will alternate attacking arms
Holding a severed limb while regenerating attaches the limb without ending regeneration
Unstable Caster made rarer for poets
Added a new limb that grumbuls sometimes spawn with
Added a new grumbul modifier
Limited shields' block strength
Spears and large weapons no longer considered 'heavy' for the purposes of carrying them with hate
Swinging blades now interact with physics objects
Reduced the effect of MAG on casting speed without Incantation
Increased durability of Soul- weapons
Can now focus strike flourish
Moved tutorial text to the top of the screen
Tutorial grumbul no longer runs away
Reduced distance between floors for item-drop pipes
Reduced the number of grumbuls spawned during the tank fight