Griswold, the Collector can now be unlocked. You must first find a dusty tome in the UnderMine and bring it to Arkanos’ Library. There you can unlock the bookcase behind the Archmage and discover Griswold.
Griswold can hatch hatchlings for the peasant. Hatchlings are schematics and the equivalent of blueprints and recipes. They are also unlocked using Thorium. Hatchlings are found in all the same places as other schematics, but can only be found once Griswold has been unlocked.
Familiars: Familiars are creatures that follow the peasant and perform actions for them. For example, the Canary is a familiar and its level 1 ability is collecting gold for the peasant.
Each familiar has 3 levels, and they increase those levels by performing actions, and traveling deeper into the UnderMine. When the peasant dies, and a run is over, the familiar returns to level 1.
Each time a familiar levels up, it gains a new ability. For example, when the Canary levels up to level 2, it increases gold income for the peasant in addition to also picking up gold.
Each familiar has a theme, and supports a different kind of build and playstyle.
The Familiars:
Canary - The canary helps the peasant pick up gold and works well with resource strategies
Firebird - The Firebird fires large fireballs at enemies and helps support fire based builds
Thunderbird - The Thunderbird fires lighting at enemies and helps support lightning based builds
Sylph - The Sylph allows the peasant to pray more often and with reduced cost, supporting blessing based builds
Spirit - The Spirit lets the peasant carry more potions and helps with potion based builds
Nikko - Nikko, the flying monkey, pounds enemies in melee, and helps the peasant critical strike more often
Sol’s Phoenix - The Phoenix is a defensive familiar and will heal the peasant when they take damage
Djinn - The Djinn is crafty and will uncover secrets for the peasant
Other Features and Content
Introducing the Big Chest:
Opened for 3 keys
Spawns only in the Dungeon and beyond
Can appear where other chests do
Contains a lot of gold, a guaranteed ham, and some other things
Interacts with chest related things like Leftovers and Empty Coffers
Added the rare relic: Cosmic Egg
Cosmic Egg increases the rate that familiars gain experience
Added the common potion: Biscuits
Biscuits increases the rate that familiars gain experience for a limited time
Added many new encounters to the Goldmine, Dungeon, and Halls
Added a video option to constrain the mouse cursor inside the game window
Added 5 new achievements: “Everyone Be Cool, This is a Robbery,” “Behind the Bookcase,” “Breeder I,” “Breeder II,” and “Familiar with Familiars”
Bug Fixes
Improved landing logic of many entities that would often get stuck on top of torches and statues
Fixed an encounter in the mines where an electric crystal would spawn in rocks
Fixed an encounter in the mines where an ignited oil field could spawn on or near doors
Treasure rooms spawned from Adventurer’s Whip no longer spawn off of secret rooms
Black Rabbit no longer loses her talk function when leaving and reentering her secret encounter in the Dungeon
Many enemies have had their hitboxes cleaned up and should:
No longer get stuck on walls
Be easier to attack in some cases
Fall into holes more consistently
Fixed a bug where sometimes two chests would stack on top of each other when lighting torches in the goldmine
Fixed a spinner trap in the Dungeon and Halls that would sometimes move diagonally
PocketGrill no longer tries to cook cooked food that’s been re-rolled into uncooked food
Items that proc off resource gain (for example Conductor and Gold Tooth) continue to proc even when you’re at max for that type of resource
Fixed a display bug with Gold Frenzy that caused it not to reset to 0 when its timer expired
Fixed a bug that would cause arrow traps to spawn behind dynamic wall sections
Fixed a bug that would cause the Rockpile Mimic to remain idle after transforming
Food no longer plays any effect or grants certain achievements if you’re at full health and have the “Pickup food at full health” option disabled
Cleaned up a few peasant animation glitches
Fixed a crash that could occur when using a shrine with more slots than prayers to fill them
Fixed a bug that could occasionally cause the Imp’s flamestrike graphic to become stuck on-screen
Fixed an autosave issue related to Rainbow Kernels
Balance
There is a much lower chance of transmuting a Pilfer into a Hoarding Pilfer using a TRANSMUT3 machine
Lowered the chance that a TRANSMUT3 machine will appear in the shop for each level of the upgrade
The cost to use a TRANSMUT3 machine has been increased to 50 health, and increases by 50 health increments
Removed chance for enemies to spawn in a small bridge encounter in the Halls of Din
Spiders spawned from Spider Eggs are now considered minions and will not proc certain types of relics that look for enemy death
Skeletons swing attack has a smaller hit cone
The ignite damage taken from torches has been lowered
Ground flames now ignite the target for a uniform 3 seconds
You can now escape Selt’s rock cage by jumping out of it (slightly reduced the visual height of the rocks to help indicate this)
Reduced the size of the collider on Selt’s body segments
Lowered contact damage with Selt’s body segments
Altar rooms now have a 50% chance of being locked
Decreased the shop cost of Talisman
Increased the shop cost of Holy Water
Aegis now lowers base incoming damage by 50% when below 25% health
Hyperstone now increases base swing speed by 50%
Alacrity Serum now increases base swing speed by 50%
Savagery Serum now increases base crit chance by 200%
Shadow's Fang now increases base crit chance by 200%
Cracked Orb now increases base incoming damage by 20%
King's Crown now increases base swing damage by 10%, throw size by 0.35, and base throw speed by 40%
Queen's Crown now increases base throw damage by 10%, swing range by 0.4, and base attack speed by 20%
Iron Branch now increases base health by 10%, base swing damage by 5%, and base swing speed by 10%
Mediocre Ring now increases base health by 10%, base swing damage by 5%, and base throw damage by 5%
Demon Ring now increases base swing damage by 15%
Guantes now increases base throw damage by 15%
Ursine Ring now increases base health by 20%
Sonic Boom now increases base throw speed by 80%
Strength Serum now increases base swing damage by 25%
Haunted Locks now deals damage to the peasant when using a key instead of cursing them
Slightly reduced the health of the spate fly
Slightly lowered increased health gain from Shaker upgrades
Increased the damage of Large Ember
Increased the damage of Immolation Potion
Blessing and Curse changes
An explanation on blessing and curse changes: Blessings have been unified to increase the base stats of the peasant by the same amount as an upgrade purchased by Wayland or Dodson. Minor curses are the same, only they reduce your base stats by the same amount a blessing would increase them. Now, for example, if you have a blessing of Strength you gain 4 damage to your swing, but if you have the Minor Weakness curse you lose 4 damage. They cancel each other out in this way. Any blessing now cancels out its minor curse equivalent.
Major curses are now the equivalent of 2 of their minor counterparts. Overall this makes a lot of the major curses much weaker than before. In general, blessings are marginally more powerful and curses are much weaker.
Minor Frailty now decreases health by 15% of your base health
Major Frailty now decreases health by 30% of your base health
Minor Weakness now decreases base swing damage by 4
Major Weakness now decreases base swing damage by 8
Minor Imbalance now decreases base throw damage by 3
Major Imbalance now decreases base throw damage by 6
Minor Arthritis now decreases base swing speed by 0.125
Major Arthritis now decreases base swing speed by 0.25
Major Brittleness now increases damage taken by 20%
Minor Famine now decreases healing by 10%
Major Famine now decreases healing by 20%
Minor Clumsiness now decreases gold retention by 5%
Major Clumsiness now decreases gold retention by 10%
Major Blisters now decreases throw speed by 8
Toughness now increases health by 15% of your base health
Balance now increases base throw damage by 3
Strength now increases base swing damage by 4
Craftsmanship now increases gold retention by 5%
Explosiveness now increases base bomb damage by 10
Exuberance now increases base attack speed by 0.125
Fortitude now lowers damage taken by 10%
Heartiness now increases healing by 10%
Wealth now increases base gold value by 10%
Savagery now increases base crit chance by 5%
Modifier Changes
Additive modifiers change your “base” stats Percent-based modifiers calculate against your base stats but do not change your base stats
(What this means is that when you get a curse like Minor Frailty (which now reduces your health by 15%) it will be perfectly canceled out by Toughness which increases your health by 15%)
Other Changes
Improved support for widescreen resolutions
Hole graphics in the Halls to more accurately match their hitboxes
Wayland’s Boots now give immunity to Lurker spikes
Added a warning to the crafting menu explaining that though you can craft as many Relics, Potions, or Prayers as you want, you will only be allowed to use the first one on your next run
Clarified the effect of Cracked Orb
Clarified the effect of Key Blade
Removed the word “basic” from the description of Potion of Plenty
Improved the chance of finding Kurtz in the Delvemore Dungeon
Skeletons no longer chase the peasant with their move behavior
Changed the sprites for holes in the Halls of Din to better match the area where the peasant will fall into one and to be more consistent with the other zones
Tickers now perform an initial movement in which they can not activate. This should give the player a small window when entering a new room to reposition before they can explode
Bag O’ Bombs has a new icon to better indicate that it is a bag full of bombs
Hoodie now has a new minimap icon
Altar rooms are now properly marked with the candle icon instead of Hoodie
Recolored Seasoned Kernels to be more distinguishable from Popcorn Kernels
Items now have a brief invulnerability period when they first spawn. This will prevent items from instantly dying to your bomb blast if a cursed torch curses you with The Crumbles
Cursed torches now curse the source of their death
Gold and Thorium are now immune to status effects
Gaining or losing max hp now sets your current hp to the same ratio as before. Note that this does not proc items that listen for your current hp to change
Sacrifice spikes now only proc if they’ve actually done damage. This means that they cannot be triggered with Wayland’s boots or an active Nullstone
The canary, pilfers, and Pilfer Ring no longer try to pick up “costed” gold, for example, golden food for sale in the pilfer shop
Pilfer shop items can now be cooked and re-rolled with Transmuatgen Blast. Destroying a shop item now charges you for the cost of the item. As with all items, shop items have 5 hp and take damage in increments of 1
Melee attacks are now much more generous if you’re standing on top of the thing you’re trying to hit
Flying sparks from an exploding barrel now cast a shadow so they’re easier to predict
Oil can no longer appear on bridges
The lower-left status display can now show up to 60 elements at once
Changed the visual effect of Large Ember and Immolation Potion
We're very excited to preview our first major content update for UnderMine! Welcome to the Collector Update, featuring new content, lots of balance changes, even more bug fixes, and our all-new Familiar system.
We've written up an extensive preview on our website. So, if you'd like to discover what is coming up in the UnderMine, head over here:
We're very excited to announce that we are working with our localization group to bring you UnderMine in the following new languages:
French
Spanish
Simplified Chinese
Japanese
Korean
We will continue to translate the game into other languages as we can. We're also investigating ways to get our community involved in translation. Whether that means polishing up some lines, translating announcements like this, or helping us with small, spot translations for new items and features.
The game no longer crashes if unable to initialize the Steam API. If Steam fails to initialize, you'll still be able to play, however achievements will be disabled until the problem is resolved.
If you have encountered this problem, please check the Steam Discussion Forums for solutions.
Big week! Seriously though, we are blown away with the reception to UnderMine. Derek and I spent late nights talking through our thoughts on how the game would be received. Our biggest worry was that we would release the game and no one would care. Well... we can lay that worry to rest, because it seems like a lot of people care, which is incredible.
We are very excited for the future of UnderMine and we look forward to working along side you to turn it into something very special. And with that said, here is another update!
This will be the last update before PAX West. Both of us are attending so there won't be any time to work on the game. However, if you are in Seattle and attending the show please come by the Indie Megabooth and say 'hi' to us.
Update - Version 0.1.2.13
Features
You can now mouse-over your potion and bomb for a tooltip
UnderMine now detects up to 3 controllers at once
A new secret door has been added to the HUB: Keep Out!
Added a few more Goldmine encounters
Bug fixes
Resource caps are now better enforced
Throwbo much less likely to get stuck in his throwing animation, preventing the doors from opening
Killing an awakening peep skeleton now no longer keeps doors shut
Skulls now die if they fall in a pit
Fixed an issue related to doors closing briefly when killing a Curse Wisp or skull with a ranged attack
Footman shield bash now hits one frame later in the animation to be more readable
Black Rabbit’s chest game or the Pilfer Loyalty program are now declined if you close their dialog with the close button
Fixed an issue related to stacking multiple +MaxHP items
Fixed the dungeon encounter that sort of looked like “that symbol”
Fixed a bug preventing your key bindings from correctly saving changes to the Journal key
Fixed a mine encounter that could spawn holes at the end of bridges
Fixed a bug causing the Goldmine music to loop too early
Fixed a bug preventing you from moving after jumping down a hole to the next zone
Fixed a bug where killed furnaces would show up in the vanquished enemies section of the game over screen
Waking Light and Rain of Fire no longer activate in Hoodie’s room
Tickers now display damage numbers when attacked
Opening the Steam overlay no longer locks your movement when returning to the game
Fixed a crash related to corrupted save data. Still investigating the cause of corruption
Balance Changes
Spider and Wolf Spider attack radii reduced
Spider and Wolf Spider hitbox increased so that they can be hit easier when leaping
Spiders now appear in lower quantity
Arachnophobia curse only releases 1 spider, down from 1-2
Peasant no longer loses gold when picking up the Summoning Stone, or Stone of the Recreant
Noori’s health has been increased
Elixir now heals the player to full
Catalyst now heals the player for an additional 1 HP when healed from any source other than Catalyst
Each Berry upgrade now adds an extra 20% base potion duration instead of a flat 15s
Auglycerin now spews more gold but for less duration
Shop in a Bottle now has a lower discovery chance
Health lever encounters now scale their cost when they are used
Health lever encounters now have more generous and varied rewards
The first relic room is now always unlocked
Rewards (items dropped from the ceiling after combat) have been reduced in frequency
Rewards can now include steaks (ceiling meat)
Moving diagonally while using the keyboard no longer causes you to move faster
Blackguards deal slightly more damage
Blackguards now ignore the peasant’s damage grace period
Other Changes
Some special encounters are now labeled on the minimap
By default, Interact is now E, Bomb is now R, and Craft is now F. Apologies to all the people who dropped bombs on themselves while trying to talk! Note that these changes should not overwrite existing binding configurations
Fixed an issue that caused mouse aim to not work properly at resolutions other than 1920x1080
Fixed a crash that infrequently happened during the health-lever encounters
Fixed an issue where blueprints lingered in Black Rabbit's chest game
Balance Changes
Increased the gold from rocks and walls that appear after killing RPM, but before killing Selt
The peasant’s grace period expanded from 0.3s to 0.5s
Damage from the ignite status effect now ignores the peasant's grace period
Damage from the poison status effect now ignores the peasant's grace period
Damage from electrified water now ignores the peasant's grace period
Damage from spikes now ignores the peasant's grace period
Other Changes
Mouse aim is now set to on by default for mouse and keyboard controls
A quick explanation about the grace period changes:
The peasant's grace period is the invulnerable state he enters after he takes damage. We increased this from 0.3 seconds to 0.5 seconds. This will hopefully reduce some of the frustration from taking rapid hits from enemies.
Because we expanded the grace period, we needed to make sure other types of damage were not giving the peasant a "damage shield." Status effects like fire and poison now ignore the grace period, which means they do not interact with it. This is so that the peasant can still take regular hits while on fire, or so that he can't skip over spikes by running really quickly.
We are proud to announce that UnderMine has officially launched into Early Access and we are incredibly excited to finally share our baby with the world.
We have worked very hard on this project and hope it lives up to your high standards. We also look forward to working with you, the community, to deliver amazing updates that continue to expand UnderMine into something you can play for years.