Book of Demons - Konstanty


This week's update focuses on controls, UI usability, and various other fixes. Slimey spores got some special attention this week. They should now be much more responsive and easier to kill before they burst. Which is a good thing because we noticed they rarely spawned zombies and we fixed that. So better smash them quick!

Without the further ado, the patch notes:

Changelog:
  • Slimy spores now spawn zombie hogs and regular old zombies again
  • Game tips are now displayed during game loading screens. You can disable them (as well as the requirement for pressing any key to start a game) in game options.
  • Improvements to mouse controls - now mouse can be clicked on the ground and if quickly dragged over monster it will count as if it was clicked on that monster. This will reduce misclicks (especially on monsters that are clicked when in appear animation) - thanks Peter92 for the idea!
  • Improvements to mouse controls - after killing a monster by holding the button down cursor can be moved to the next target and it will be selected automatically.
  • Slimy spores can now be clicked and killed during appear animation and while charging before exploding.
  • More tutorials added - this means that all tutorials are reset and will be displayed again, sorry!
  • Fixed improperly blending tutorial texts in browse mode
  • Fixed slot highlight staying on after unlocking the slot if the player was able to afford next slot.
  • Improved NPC window’s responsiveness.
  • Game now allows selecting resolutions higher than 1920x1200 and this results in the game being upscaled. This should fix issues with mouse sensitivity that some players reported.
  • Catacombs update - fixes in double corridors chambers, added lots of columns.
  • Custom key bindings are now displayed in tooltips on character and cards buttons and under equipped cards.
  • Now when player forces movement (by holding movement key while monster is targeted) an arrow will be displayed under the avatar
  • Bosses in timed state now summon monsters in their area of influence
  • Visual improvements to lob missiles (shadows, smoother appear and disappear effects)
  • Increased level-up button visibility
  • Items can no longer be picked up regardless of player range when using loot highlighting function
  • Fixed some of the bosses that should have hopping warfare but didn't
  • Fixed multiple graphical glitches on monster deaths
  • Fixed a rare bug when player became invisible after using doors


Stay safe in the dungeons ːpaperheartː

PS I learned how to embed gif in the announcements. Steam mastery +1
Book of Demons - Konstanty


This week's update focuses on controls, UI usability, and various other fixes. Slimey spores got some special attention this week. They should now be much more responsive and easier to kill before they burst. Which is a good thing because we noticed they rarely spawned zombies and we fixed that. So better smash them quick!

Without the further ado, the patch notes:

Changelog:
  • Slimy spores now spawn zombie hogs and regular old zombies again
  • Game tips are now displayed during game loading screens. You can disable them (as well as the requirement for pressing any key to start a game) in game options.
  • Improvements to mouse controls - now mouse can be clicked on the ground and if quickly dragged over monster it will count as if it was clicked on that monster. This will reduce misclicks (especially on monsters that are clicked when in appear animation) - thanks Peter92 for the idea!
  • Improvements to mouse controls - after killing a monster by holding the button down cursor can be moved to the next target and it will be selected automatically.
  • Slimy spores can now be clicked and killed during appear animation and while charging before exploding.
  • More tutorials added - this means that all tutorials are reset and will be displayed again, sorry!
  • Fixed improperly blending tutorial texts in browse mode
  • Fixed slot highlight staying on after unlocking the slot if the player was able to afford next slot.
  • Improved NPC window’s responsiveness.
  • Game now allows selecting resolutions higher than 1920x1200 and this results in the game being upscaled. This should fix issues with mouse sensitivity that some players reported.
  • Catacombs update - fixes in double corridors chambers, added lots of columns.
  • Custom key bindings are now displayed in tooltips on character and cards buttons and under equipped cards.
  • Now when player forces movement (by holding movement key while monster is targeted) an arrow will be displayed under the avatar
  • Bosses in timed state now summon monsters in their area of influence
  • Visual improvements to lob missiles (shadows, smoother appear and disappear effects)
  • Increased level-up button visibility
  • Items can no longer be picked up regardless of player range when using loot highlighting function
  • Fixed some of the bosses that should have hopping warfare but didn't
  • Fixed multiple graphical glitches on monster deaths
  • Fixed a rare bug when player became invisible after using doors


Stay safe in the dungeons :paperheart:

PS I learned how to embed gif in the announcements. Steam mastery +1
Book of Demons - Konstanty
It's time for our weekly update! This one adds (among other things) multiple characters per class support, a new type of prop in the maze (the first tileset): a column and many additions to the Hell tileset.

Aside from that, there are of course multiple fixes and tweaks. You can find the complete changelog below.

We have also updated the roadmap

In other news, we now have two new (that we know of) unofficial fan managed communities for Russian and Polish speaking players. If you want to talk to like-minded souls in your native tongue please consider joining.

Of course, our Steam community is still here for you. If you haven't consider sharing your thoughts.

Cheers, and stay safe in the dungeons!


Version 0.71.10.10566+ - 05 Sept 2016
  • Multiple slots per class you can now have up to three characters of the same class! In order to change slot click the class button on selection screen twice.
  • Fixed an issue with black screen on game start
  • Tutorials can now be closed with controller
  • Fixed a rare case when clean sweep notification was shown twice when there was a stone with gargoyle on the map and it was the last object destroyed
  • Added alt text to Hourglasses and improved card alt texts (now they won’t spoil contents of unidentified upgrade cards)
  • Game time estimation values will now be much more accurate, as they reflect the data we received from players since start of early access
  • Big changes in the hell tileset including: new coloring and atmosphere sets, new awesome bridges,fixed walls sorting
  • Column props added to maze tileset
  • New nicer graphics for spider webs and spider web missiles
  • Fixed bad footstep colors when dungeon was loaded from file
  • NPC in Town now appear in a more "paper-like" way
  • Added animated mouse click marker to highlight movement commands
Book of Demons - Konstanty
It's time for our weekly update! This one adds (among other things) multiple characters per class support, a new type of prop in the maze (the first tileset): a column and many additions to the Hell tileset.

Aside from that, there are of course multiple fixes and tweaks. You can find the complete changelog below.

We have also updated the roadmap

In other news, we now have two new (that we know of) unofficial fan managed communities for Russian and Polish speaking players. If you want to talk to like-minded souls in your native tongue please consider joining.

Of course, our Steam community is still here for you. If you haven't consider sharing your thoughts.

Cheers, and stay safe in the dungeons!


Version 0.71.10.10566+ - 05 Sept 2016
  • Multiple slots per class you can now have up to three characters of the same class! In order to change slot click the class button on selection screen twice.
  • Fixed an issue with black screen on game start
  • Tutorials can now be closed with controller
  • Fixed a rare case when clean sweep notification was shown twice when there was a stone with gargoyle on the map and it was the last object destroyed
  • Added alt text to Hourglasses and improved card alt texts (now they won’t spoil contents of unidentified upgrade cards)
  • Game time estimation values will now be much more accurate, as they reflect the data we received from players since start of early access
  • Big changes in the hell tileset including: new coloring and atmosphere sets, new awesome bridges,fixed walls sorting
  • Column props added to maze tileset
  • New nicer graphics for spider webs and spider web missiles
  • Fixed bad footstep colors when dungeon was loaded from file
  • NPC in Town now appear in a more "paper-like" way
  • Added animated mouse click marker to highlight movement commands
Book of Demons

I first played Book of Demons when it launched on Steam Early Access about a month ago and it immediately reminded me of Diablo. It has deck building elements and a papercraft art style, but the hack-n-slash dungeon crawler roots showed clearly through. So when I spoke with the developer of Book of Demons at PAX West this weekend, it wasn t surprising to hear that the game came out of a desire to recreate Diablo in its simplest, most accessible form. Watch the video above to hear our full conversation.

Book of Demons - Konstanty
As most critical bugs got fixed we decided to publish fewer but larger updates. We were hard at work during the last few days. Among many fixes and balance tweaks, there are new environmental effects in Hell (lava is actually flowing!), lots of additions to Catacombs tileset and controls are now mappable.

So, without further ado, I present you the newest patch:

Version 0.71.10.10477+ - 26 Aug 2016
  • Controls are now mappable. The controls option is now available in the in-game menu
  • WASD users can now disable “mouse click to walk” in the new controls menu.
  • When using keyboard controls hovering mouse over cards no longer interrupts movement
  • Big Catacombs tileset update - including new generation rules, decorations, thematic groups, color themes and more!
  • Hell tileset update - new tiles and many bug fixes for wall geometry
  • New animated lava atmospheric effects in hell
  • Graphical props such as piles of rubble, holes in the ground, will no longer disappear when you re-enter a level
  • Another bug with clean sweep counter squashed! The counter was corrupted each time you entered a level with a cursed chest that was already open.
  • Fixed a bug where on some levels dead monsters would be generated
  • Balance: monsters with skills will no longer cast immediately after performing a complex action (such as teleporting or hiding)
  • Balance: spiders have been rebalanced
  • Balance: skeletomancers no longer summon linked monsters
  • Balance: cursed chests have been rebalanced
  • Balance: ranged monsters attack ranges reduced, monsters with teleport now have a distance cap
  • Balance: Boots card is no longer required for fire to damage golden hearts, this is now a universal mechanic
  • Balance: Heal Spell Card has been boosted
  • Balance: Burning Axe will now properly spawn fire when attacking monsters with fire hearts
  • Balance: Disarmor card now destroys all shields not only reveals them on level one. On level two and three it creates shock waves originating at destroyed shields that damage other monsters.
  • Balance: Boots on level 3 now will allow trampling Slimy Spores
  • Balance: in the Antipope quest, skeletons won't be scaled to player level anymore.
  • Balance: Reduced amount of gold and upgrade cards dropped in Freeplay (to slightly increase difficulty)
  • Entering a level does not trigger monsters (action or movement does)
  • Fixed missing restoration fountains on Antipope quest level
  • Monsters with golden hearts now spawn minions when damaged
  • Fixed map generation algorithm that could fail in some rare occasions
  • Some dialog windows have been changed to transparent texts because they were obstructing view in dungeon
  • Dark and golden footsteps are more visible now in Catacombs and in Hell
  • You can now restore hp and mana in town just by hovering over vials on Healer's barrel
  • Minor corrections in game's stringtables.
  • Poison damage now bypasses monster shields.
  • Bomb cards have been nerfed considerably (fixed a bug that would almost double the number of bombs now cards toss 5,8,11 bombs as intended, was 9,12,15)
  • Fixed Level Clear issue on Cook level
  • Mana scroll drop will now correctly display its name when ALT is held down (used to display health scroll's name)
  • Launcher: Fixed a crash when the book was clicked quickly before change log had a chance to be displayed.
  • Fixed multiple bugs with bosses having shields
  • Fixed bosses staying blue after being frozen and progressing to next state
  • Icicles can now be destroyed by holding LMB on them
  • Archdemon shard guardians now won't respawn after loading the game.
  • Tombstone now auto-pickups when the player is closer than 150 units. This should help with monsters ganking on stairs.
  • Fixed a bug in the Archdemon quest, causing Angel cutscenes to play at wrong locations after the game was loaded.
  • Added scaling to fire effect - if framerate drops fires on screen will scale down to prevent further framerate drop
  • Blast! Boom! KABOOM! achievements count card uses not bombs thrown, as was intended.
  • Fire on the ground no longer hurts gargoyles (stone hearts are fire resistant)
  • Moved padlocks on cards in bar when upgrade window is open, now they don't obscure card icon
  • Cards in bar now display upgrade tooltips when upgrade pane is open
  • Stolen cards now automatically equip on pick up
Book of Demons - Konstanty
As most critical bugs got fixed we decided to publish fewer but larger updates. We were hard at work during the last few days. Among many fixes and balance tweaks, there are new environmental effects in Hell (lava is actually flowing!), lots of additions to Catacombs tileset and controls are now mappable.

So, without further ado, I present you the newest patch:

Version 0.71.10.10477+ - 26 Aug 2016
  • Controls are now mappable. The controls option is now available in the in-game menu
  • WASD users can now disable “mouse click to walk” in the new controls menu.
  • When using keyboard controls hovering mouse over cards no longer interrupts movement
  • Big Catacombs tileset update - including new generation rules, decorations, thematic groups, color themes and more!
  • Hell tileset update - new tiles and many bug fixes for wall geometry
  • New animated lava atmospheric effects in hell
  • Graphical props such as piles of rubble, holes in the ground, will no longer disappear when you re-enter a level
  • Another bug with clean sweep counter squashed! The counter was corrupted each time you entered a level with a cursed chest that was already open.
  • Fixed a bug where on some levels dead monsters would be generated
  • Balance: monsters with skills will no longer cast immediately after performing a complex action (such as teleporting or hiding)
  • Balance: spiders have been rebalanced
  • Balance: skeletomancers no longer summon linked monsters
  • Balance: cursed chests have been rebalanced
  • Balance: ranged monsters attack ranges reduced, monsters with teleport now have a distance cap
  • Balance: Boots card is no longer required for fire to damage golden hearts, this is now a universal mechanic
  • Balance: Heal Spell Card has been boosted
  • Balance: Burning Axe will now properly spawn fire when attacking monsters with fire hearts
  • Balance: Disarmor card now destroys all shields not only reveals them on level one. On level two and three it creates shock waves originating at destroyed shields that damage other monsters.
  • Balance: Boots on level 3 now will allow trampling Slimy Spores
  • Balance: in the Antipope quest, skeletons won't be scaled to player level anymore.
  • Balance: Reduced amount of gold and upgrade cards dropped in Freeplay (to slightly increase difficulty)
  • Entering a level does not trigger monsters (action or movement does)
  • Fixed missing restoration fountains on Antipope quest level
  • Monsters with golden hearts now spawn minions when damaged
  • Fixed map generation algorithm that could fail in some rare occasions
  • Some dialog windows have been changed to transparent texts because they were obstructing view in dungeon
  • Dark and golden footsteps are more visible now in Catacombs and in Hell
  • You can now restore hp and mana in town just by hovering over vials on Healer's barrel
  • Minor corrections in game's stringtables.
  • Poison damage now bypasses monster shields.
  • Bomb cards have been nerfed considerably (fixed a bug that would almost double the number of bombs now cards toss 5,8,11 bombs as intended, was 9,12,15)
  • Fixed Level Clear issue on Cook level
  • Mana scroll drop will now correctly display its name when ALT is held down (used to display health scroll's name)
  • Launcher: Fixed a crash when the book was clicked quickly before change log had a chance to be displayed.
  • Fixed multiple bugs with bosses having shields
  • Fixed bosses staying blue after being frozen and progressing to next state
  • Icicles can now be destroyed by holding LMB on them
  • Archdemon shard guardians now won't respawn after loading the game.
  • Tombstone now auto-pickups when the player is closer than 150 units. This should help with monsters ganking on stairs.
  • Fixed a bug in the Archdemon quest, causing Angel cutscenes to play at wrong locations after the game was loaded.
  • Added scaling to fire effect - if framerate drops fires on screen will scale down to prevent further framerate drop
  • Blast! Boom! KABOOM! achievements count card uses not bombs thrown, as was intended.
  • Fire on the ground no longer hurts gargoyles (stone hearts are fire resistant)
  • Moved padlocks on cards in bar when upgrade window is open, now they don't obscure card icon
  • Cards in bar now display upgrade tooltips when upgrade pane is open
  • Stolen cards now automatically equip on pick up
Book of Demons - Konstanty
It's only natural that a game with cards in it should have trading cards as well. The cards come of course with a full set of chat icons and backgrounds.

In other news, the game is now pretty stable so now we are focusing more on new features. To keep you all up to date with development I have started a new thread in the forums. In there you will find short-term mini-roadmap, listing changes for the next update and confirmed future features.

Stay safe in the dungeons!
ːarchduckː
Book of Demons - Konstanty
It's only natural that a game with cards in it should have trading cards as well. The cards come of course with a full set of chat icons and backgrounds.

In other news, the game is now pretty stable so now we are focusing more on new features. To keep you all up to date with development I have started a new thread in the forums. In there you will find short-term mini-roadmap, listing changes for the next update and confirmed future features.

Stay safe in the dungeons!
:archduck:
Book of Demons - Konstanty
We launched Early Access two weeks ago, so it's a good moment to look back.

Initial few days after the launch were a bit frantic - sleep became a distant memory as we fixed bugs and interacted with players on the forums. We addressed most of the urgent issues in the first week and although we are still fixing occasional bugs, we moved on to implementing planned features and stuff suggested by the community.


The community
Which brings us to the community. The community is awesome, we got tons of feedback and many great ideas for new features and improvements.

Some player suggested features we already implemented:
  • ALT key loot highlighting
  • WASD movement - it was a bit tricky to marry our path system with keyboard controls but initial response from players is very positive
  • Quick travel - once the level is cleared the marker pointing to stairs down becomes active and exits the level when clicked
  • Many other small improvements like the option to skip animated sequences when fusing runes and upgrading cards, the boss bar that disappears on mouse over, a system that prevents rune starvation by using runes from the higher stack when upgrading and so on.

And others are still in the oven or scheduled after we release remaining two hero classes:
  • Iron Man mode
  • Permadeath mode
  • Mappable controls
  • Trophy room


Bottom line
It was our first launch on Steam and we never expected such a positive response from players. Considering this is an Early Access and we have yet to add lots of content this bodes well for the future. Some players clocked over 30 hours in the game three days after the launch and keep playing. Obviously, we are already planning how to make freeplay mode engaging for much longer.

We got so much feedback and data that our data-analyzing tool choked and crashed when we first tried processing it all ːsteamfacepalmː

Thank you all for your support. Last two weeks were great (even if a bit tiring). We will continue to add features and everything is on the track to meet our Roadmap.

Here is the complete list of patch notes since the launch (we are not posting every patch here to avoid clutter).

Version 0.71.10353+ - 12 Aug 2016
  • Cursed chests now give better loot (and no crap)
  • Fixed a rare crash caused by monsters calling other monsters
  • Miscellaneous fixes in dungeon generation
  • changelog window: highlight text is now supported for extra important changes!
  • boss fight cinematic sequence: fix for possible problem causing boss’ incorrect state
  • barmaid window->cauldron: fixed incorrect button’s label
  • barmaid window->cauldron: improved collecting prizes animations
  • Minor corrections in game’s string tables.

Version 0.71.10323+ - 10 Aug 2016

  • Experimental WASD controls are active (keyboard player movement). Because of that Character Window is now opened with [] key (used to be []).
  • Hopefully final fix for all “level clear” problems and for mystery monsters on the crosscut screen
  • Fixed a bug where monsters and objects could spawn outside of map in the maze
  • Added a smart cap to number of monsters summoning
  • Fixed a bug when (sometimes) after loading a game spiders/ghosts were just standing there staring at the player
  • Monsters will now wait a bit before they start casting when you enter a level
  • Stairs compass now indicates level clear and becomes a clickable button that allows to leave level, no more running!
  • Added a stronger visual cue for tilted cards
  • Auto hiding boss bar when mouse is over or close to it
  • Major tweak of destroyed sarcophagi in Maze.
  • Fixed a bug where Antidote card on cooldown would override Helmet’s stun protection
  • Removed bug in Avatars window occasionally leading to crash
  • Fixed a bug where objects (such as barrels) would be spawned where they shouldn’t be
  • Press any key during card upgrade or rune fusion animation to skip it
  • Fixed incorrect tooltips’ translation in Stats window
  • Fixed a hilarious bug where player’s charge wouldn’t end if cinematic sequence started after activating charge, which caused hero to keep running around the map while dramatic events unfolded.
  • Player will no longer become invisible when using doors in Antipope’s lair.
  • Fixed incorrect door sprite in Antipope’s lair.
  • Added limits to how many and how often each sound effect can be played.

Version 0.71.10279+ - 05 Aug 2016

  • Hopefully fixed level clear and monsters staying on crosscut screen bug
  • Hidden monsters cannot get poisoned anymore
  • Another resolution selection fix has been applied

Version 0.71.10267+ - 04 Aug 2016

  • Due to the popular demand ALT key now highlights loot, displays monster names and enables “hover to pick up” on all loot types when held down.
  • Fountain refill time has been doubled (now 30 seconds).
  • Flexi games longer than medium favor longer levels (side result is that all games should fit on crosscut screen)
  • Fixed Summary Frame changing position in some aspect ratios.
  • Fixed the possibility to skip Archdemon battle by clicking on stairs down. This time for good!
  • Added multiple safeguards against writing to locked files, that could crash the game when an antivirus program (such as AVG or Kaspersky) was scanning savegame folder
  • dungeon generation reliability improved
  • Fixed some spelling errors reported by players

Version 0.71.10253+ - 03 Aug 2016


  • Fixed a crash bug that happened when skeleton belt card was equipped and player was hit with missiles launched by since killed monster
  • There is now a notification if a dungeon has been regenerated (due to a corrupt save or due to tileset changes from the latest update)
  • If a level is regenerated and it previously contained your tombstone, the cards and gold are returned to you automatically.
  • It is no longer possible to reset the tutorial game
  • Further tweaks to The Cook tileset
  • Updated descriptions of various Achievements
  • Added VSync checkbox in Options menu


Version 0.71.10232+ - 02 Aug 2016


  • Bosses should no longer throw themselves into lava in the form of a suicide missile
  • It’s no longer possible to skip final Archdemon fight by clicking on stairs going down
  • Spell bubbles have slightly bigger radius and block input, so stairs shouldn’t trigger
  • Several bugs in save system have been fixed. This should result in fewer game crashes.
  • Added temporary invulnerability after tombstone pickup and a shockwave that throws monsters away
  • Player walk animation would sometimes stuck after using door
  • Added much more debug information to game logs, so it should now be easier for us to track bugs
  • Magic shields will no longer appear on monsters that are dying
  • Throw card rebalanced and fixed (ranges were doubled, thanks Niebe for reporting!)
  • Fixed cluster card - was unreliable and unstable if targeted monster died during cast.
  • Added health and mana spawning barrels in The Cook quest.
  • Removed supersized rooms from The Cook quest, modified other rooms
  • Doors in Cook quest will now unlock when all barrels are destroyed (in case the key is hard to find on the floor)
  • Lowered chance for new barrels to spawn in The Cook quest by 50%
  • Monsters won’t trigger in cinematic mode
  • Fixed unlocking trek achievement (game size)
  • Enabled CTRL+V in feedback widget for easier screencap linking
  • Fixed achievement and avatar progress loss after deleting another profile
  • Fixed rare crash when card was identified (enabled button when no card selected)
  • Fixed wrong avatar shared to facebook “unlocked avatar” window
  • Now clicking on any rune slot will assign basic card from the larger stack to prevent sun rune starvation.
  • Fixed a problem when sometimes the game would give you an unimaginable number of golden keys
  • Cursed chest won’t open on load on rare occasions (also fixed linked mechanic serialization)
  • Cluster card no longer deals dmg on level 1
  • Expanded skeleton hitboxes.
  • Fixed a bug that caused The Cook’s pots to have random hit zones.

Version 0.71.10201+ - 31 Jul 2016


  • Added debug function to reset current flexi game (a small “X” button below current game). This should be used only when player is stuck or the game is somehow broken
  • Fixed a bug with invisible player
  • Fixed a bug with gold and exp calculation that could sometimes produce their huge amounts
  • Boss won’t trigger during cinematic sequence.
  • Fixed crash when identifying rune card with card pane open.
  • Missing reward icons in the dungeon will no longer crash the game
  • Fixed crash when you have a very large number of runes

Version 0.71.10190+ - 29 Jul 2016

  • Icicles are now selectable with game pad
  • Fixed a problem where player could get stuck after clicking on doors, exiting game before character entered doors and then loading the game.
  • Fixed antipope tile, no weird unconnected corridor anymore
  • Slithering mages no longer summon so many monsters with summon skill causing impressive horde of monsters
  • Probably fixed occasionally incorrect initial gold amount in game creation window bug aka “An offer you can’t refuse”. Please report if that happens again.
  • Fixed counting player’s deaths in stats window
  • Fixed incorrect amount of score and badges in Awards window
  • Dungeons should now generate more reliably

Version 0.01.10174+ - 28 Jul 2016
  • Fixed problem with game crashing when Windows user account name contained non-standard international characters
  • Fixed numerous spelling errors reported by users (thanks <3)


...