We've released a small update today, improving the way the AI's navigate. It's mainly aimed at bringing our text adventures in-line with the latest features of our new in-house engine.
Permanently switched graphics from ASCII to tiles, replicating most ASCII effects in tile form (damage splash, blood).
Renderer migrated from SDL1 to SDL2, no longer using unstable custom OpenGL code
New intro level
Enhanced ending level providing proper closure to the story
Improved music in several places
More responsive movement when rapidly changing direction
Small level changes (lighting, tweaks to story)
Primitive inventory system (mostly to make Torches for dark places at this time)
Ability to travel back and forth between levels a la Hexen hubs - useful to grab health or scrap
Beta option to use mouse aiming (still limited to 8 directions, obviously)
Game no longer pauses on player thoughts or NPC quips; other minor cosmetic improvements
Known Issues:
Inability to switch back to ASCII mode at this time (too many rendering pipeline changes). NOTE: old ASCII version is now available in "beta" branch with password "asciigraphics"; however, it also lacks all the non-graphics updates that made it into the bitmap version.
Unresolved water warping effect picked up during SDL2 migration
Video resolution options are not there at the moment; game defaults to desktop resolution
"Previous weapon", "Next weapon", "Next Inventory Item" keys are missing, thus complicating the mapping of controller buttons to keyboard
(Possible) Future Plans:
Random campaign generation with achievements for passing the first 2,4,8,16, etc levels without dying.
# Two new chest Armors # Four new enemies making the endgame a bit tougher # Three new amulets # One new ring
Changes
# Increased stats on mid difficulty enemies (late cave, early crypt) # Items bought from vendor will now also be automatically equipped if there is room # You can now drag things from vendors directly to your equipment, unless you already have an equipped item, that item needs to be unequipped first
Bugfixes
# The key achievements did not unlock if you dragged them from the pedestal instead of clicking on them # Some rings had amulets as sprites, this is fixed now but it might make your current game have a few empty sprites for rings (just white squares)
Conqueror mode is open, and challengers are appearing everywhere. The enemies you've fought before have returned and are vowing revenge, so go ahead and challenge them!
[Feature added] The screen resolution options have been increased, and now there are more resolution options for you to choose.
[balanced adjustment] Fixed a bug in version 1.1.02 where Fencilidan was too powerful. Adjust the formula of battle attack, defense and critical. -Attack is affected by Strength, Agility, Dexterity, and Lewdness. -Defensive is affected by Stamina, Technique, obedience, and Seductionand. -Critical is affected by Willpower and Kinkiness.
[Bug Fix] If you don't have enough coins to buy an item, the message will jump twice.
【OST album is released!】
You can't miss it if you like BGM in games! This OST contains 12《Jerez's Arena》's tracks, including tracks from the game that are not used in the game but are only included in this album, and the theme/ending song that has a vocalist.
Every player that logs in and says hi will get a special login reward. Then if you play over 100 mins throughout Closers Day, you’ll be gifted 20 Death Walker's Collar. Remember to trade them in for some adorable Panda themed items in the Bamboo Forest crafting event!
Closers Day lasts from September 5 (06:00 UTC) to September 6 (05:59 UTC).
September Closers Day Special Sale
We also have some special pouch sales in store for Closers Day. Make sure to check them out in the "Special Items" tab in the EMP shop.
Trouble Hunter Chronicles: The Stolen Creed - Iskonsko Studio
This weekend Trouble Hunter Chronicles: The Stolen Creed launches closed alpha testing!
We got a lot of applications from the interested community and the chosen applicants will be receiving their steam keys over the weekend. Alpha testing is here to rough test the game functionality on a variety of user systems, hunt for bugs and get a general feedback on game usability.
While we are sure the alpha testers are happy to be the first testing out the game, enjoying the scenes, dialogues and music, not a lot of actual game content will be revealed so don't feel like you're missing out!
Stay tuned to our social accounts (we suggest discord) and wishlist the game as we have more pre-launch events and surprises in store!