This is complex but to resume. To made what we did possible, we had to redo part of the engine and deal with the bugs innerents to these changes. More than that, we redo totally the armor system integration, for you, it's invisible, for us, it's the end of a true nightmare that kept us from adding new armors but let's start with the changelog and i will give you more details below.
Adds - The new combat system with the ability to throw monsters to the ground, make combos... - Many new skills / combos / animations - New skills interface, integrated direcly into the player's menu, with a preview - The "ArmorMaker", a software that makes it easy to create new armors - "ImgUtils", a software with multiple purposes (color indexing, build atlas, etc)
Changes - To cross a platform you now have to do "Down+Jump" and not only "Down" - New physics with a new system of projection - New AI for repty/eagle/devourer - Ice eagle and devourer are now controlable - Modified the damages of all swords - You can swim in water and lava - New sfx/gfx for the player (dashs, double jump, skills...) - New audio engine that allows to merge nearby sounds to limit audio bugs - Better error report with stack traces and crash logs (you can find the last crashes in crash_log.txt)
Bug fix - Fixed the "ghost" parameter exploit in magic creation - Holding a scepter/gun prevented the use of the skills - Fixed the Quick Move option (maintain shift + left click) for chest/inventory - Fixed random crashes related to the minimap
We wanted to make the combat system more dynamic and at the same time make the sword more interesting to use. To do that, we made two big changes:
1 - New skills 2 - New GUI for the skills 3 - the possibility for each monster of the game to fall/get up (except one in the last biome and you will understand why by yourself and, of course, except the bosses too)
Gifs is always better than words so here some examples :
For this patch, you will have access to the main branch (energy) of the skill wich will have 4 levels. The level is related mainly to your capacity to throwing/dropping the monster you fight (Each monster have an hidden stat wich is his "weight family")
The colored square you see on the New skill GUI is related to the elemental variation of the skill, it's NOT YET implemented on the game but it will on the next patch wich will be released as soon as possible (2 weeks probably)
To give you an idea of the amount of work we did on animation, here somes examples of "fall/get up" :
And what about the new armor system? It mean that we will have new armors later?
Yes! The old system was summary to create manually every tiny change of any part of armor for any frame of animation and it was a true nightmare to be honest. Here an example of the atlas of 1 armor to give you an idea of the amount of work :
With the new system, we only need to "made this" :
And to rotate them with the new armor system to have everything we need.
And what about weapons? Can we have new weapons in the futur?
The new armor system makes it much easier to integrate new skills, which will make it easier to add new weapons! So yes, it's planned!
Example :
#NotGaren
That's it! Thank you a lot for your patience and your support and don't be shy, come on your Discord!
ps : if you can't create a character, relaunch steam you should have a quick patch to download who will fix your problem.
Hello!
I know, you expect new content or big improvement, it's normal but we have to fix the bugs and developing internal tools for engines (wich will allow us to prepare future major content) first. It takes a little time and is unfortunately invisible to you.
But get ready for the next patch, it will make a major change to the game that will make the gameplay much more dynamic and interesting!
Adds:
Inventory and chests use the new user interface engine
Take all, sort, stack, and "put the same items" options added to chests
Save is now async, so it should no longer freeze the game
Automatic world backup system
You can stop fire with the sword
After an error screen, you can return to titlescreen with Esc
Fix:
Shadow armor reworked
Small windmills can crash the game
Random crash when loading a world should be fixed
Random crash when you quit the game should be fixed
Sometimes, the jungle background appears when you load a world
Fire propagation: wooden blocks can catch fire if you use fireballs on them. You can use ice magic (or rain) to put out the fire.
Dynamic fluids, water on caves, surface lakes. Be careful not to drown yourself!
New procedural engine:
Fully customizable with json configuration files
Manual patterns can be used to generate precise biomes structures, with precise water areas, cavern entrances...
Manual structures (made in the game in building mode) car be generated
Customizable trees and lianas generation on surfaces
Fully customizable cave system, with the ability to generate manual structures, donjon entrances, liquids, etc...
System of "underground surfaces" like hell
Fluids are simulated before entering the game
Changes
Added bubbles on lava
Optimized networking: netplay messages are now compressed
Replaced world generation with the new procedural engine, the plains should be more interesting to explore.
Engine: all "in code" biomes parameters are now in configuration files, which makes it possible to create new biomes using mods
Engine: inherited biomes, to simplify the surface generation with custom zones
Nb
Fire propagation will be used later for traps and new mechanics.
All biomes are not yet reworked, only the plains are using the new pattern engine. Next patchs will rework other surface biomes, and maybe even hell.
The new procedural engine is not fully completed, some parameters don't exists yet like the ability to change dirt and rock types for caves, or the ability to generate unique objects (like the phenix sword).
As you can still see on the game, the world on the surface can pretty flat and boring and was a problem for the generation of water surfaces on the surface So we have to redo the procedural generation system by making sure that the engine accepts also chunk made manually.
The good news is that after the patch (we will do a tutorial for that) the new systeme will allow anyone to made their own chunk creation!
Sorry that it take so much time but we have obviously to fix every bugs we found related to theses news feature before we can release the patch.
If all goes well, we should release the patch next week!
Thank you for your patience and have a nice week/holidays!
Changelog - Japanese translation! (Big thanks to the japan community!) - Block maker is now compatible with cogs and pipes - Pressure plate, can be used as a mechanical detector - Mechanical door that can be activated using cogs
Fix - pets (chickens and cows) can be cloned - shields have no resistance when used - transformation and pets don't have any i-frames, so they can die very quickly - rotating fireball and other special modifiers now have some cooldown - cogs cannot be placed on double blocks - small doors can create "reserved" blocks (and you can't put anything on it) if it's destroyed in a particular case
Changelog - 4 new gears tiers, with less friction, and higher speed - 2 new machines to create metal gears: - Create metal cylinders on the forge and cut them with the table saw - Use metal disks to create gears on the gear maker - You can make splitters with pipes like this: https://i.imgur.com/ajHzEWc.png - You can take the content of a pipe with 'R' - You can lock a pipe output with 'R'
Fix - Belt rendering bug - Belt can be linked without any distance restriction - Couple can be wrong on some cases if a big gear is connected to a smaller gear with a belt