What's changed? Two achievements were triggered incorrectly (Man of Culture required reading 9 books, which is a problem since you only have access to 8), and Toxic Environment checked if HP < 0, which won't happen since I never let it drop below 0. Oopsie.
I streamlined the Black Rose 1 quest-line a little, and bumped up probabilities of the Rose dropping; I think that quest-line was the most complex of the side-quests, and a lot of people didn't complete it. Hopefully it's better now.
Finally I looked at character abilities; I was incorrectly triggering Bella's defensive abilities (it's supposed to be 10% damage reduction in the early game, 25% in the late game... instead it had turned into 0% early game and 35% late game). I also tinkered with Emily's Dragon-slayer, so it's only available after she hits the power threshold.
Hopefully this is the last update for Book 1 :) I'm busy writing Book 2, with the first day hopefully done today. Once it's done it will be pushed to the Beta Branch of Steam; if you're interested in being a Beta tester come join us on Discord to chat ( https://discord.gg/NQrQrht ).
For those interested, here's a full change-log (you can also view it in-game, from the settings).
1.0.4a - Fixed achivement Toxic Environment not triggering correctly
1.0.4 - Updated probability of triggering Black Rose 1, and shifted where the flag is set that enables the quest line up
1.0.3 - Spelling pass - Fixed Bella's defensive ability (10% and 25%) triggering correctly. The 10% bonus was triggering at the same time as the 25%, giving 35% - Reduced the HP of townhouse Golem - Fixed a bug where invalid images could throw an exception, potentially halting script - Fixed a bug where you could lose the poker UI after dragon combat - Fixed an achievement (Man of Culture) claiming there are 9 books (there's 8 in book 1) - Fixed Emily's Dragonslayer attack to only trigger after she hits the power threshold
Hello. I am back with some more changes and bug fixes:
- Increased speed in which a minute passes from 4 seconds/min to 2.5 seconds/min. - Many crows will now spawn earlier. - Fixed a bug where patrol wouldn't spawn until 1 AM.
Hopefully these changes will make the game feel more threatening towards the beginning so it doesn't get boring!
Drilly Willis wishes a Merry Christmas to all who celebrate it, and knows that you probably got some fancy game with AAA graphics today that nonetheless disappointed you the moment you turned it on and discovered that it had zero drillheaded heroes and zero ice cream monsters.
Never fear! Drilly is here to save your holiday misery with a big, red-cheeked update...
DRILLY WILLIS 1.2
NEW GAME +: Keep your purchased upgrades, in-game achievements, and map, and play the game again! If you've beaten the game and started to re-explore The Banished World your save will be automatically updated to a NEW GAME + save.
SMOOTHER BOSS FIGHTS: Attack patterns, HP levels, and damage have been adjusted to make bosses a more forgiving and rewarding experience without taking away the core challenge. Which brings us to...
DIFFICULTY MODES: You can now choose your difficulty level when you start a new game as well as any time while playing via the OPTIONS menu. Want a balanced experienced? Select ROCK difficulty. Want those brutal boss battles back? Select METAL. Want enemies to seemingly fall right onto your drill and die easily? Choose POP.
UNLOCKABLE THRASH DIFFICULTY: Beat the game at least once to unlock THRASH, a difficulty so extreme it probably shouldn't even exist. But it does... oh, yes, it does!
SLANTED PLATFORMS COLLISION: A bug with slanted platforms has been fixed. The game should better sense Drilly's feet touching a slanted platform while running.
This is a substantial update for Blood Trail. The game will feel and play differently than before. There may be serious bugs that you encounter while playing. You also may notice odd or missing sounds, textures, or other assets. Many of these issues we are aware of, but some we may not be. So please report everything you find here in the discord in the #bug-reports channel.
There will be a more comprehensive changelog entry eventually, but for now these are the major changes:
Physical weapons and hands enabled.
Physical Melee with stabbing, slashing, bludgeoning, grappling, and punching.
Pick up and use dropped enemy weapons. (Enemy guns coming soon...)
Performance optimizations made to enemy characters.
Bullet holes and other superficial damage effects now appear on enemies.
Blood and gore effects updated.
Settings menu accessible from wrist watch, many new options added.
Rebuilding of nearly all systems from the ground up.
Arena maps now feature weapon selection and round options menus.
Smart heavy bag added to the Sandbox map.
Visual updates to Sandbox and Arena maps.
Fixed many bugs.
Introduced many bugs.
Game files storage space reduced to 11GB.
You can access the experimental branch by right-clicking the title in Steam, then going to properties>betas, and then selecting experimental in the dropdown menu. Restart steam to make sure the update begins!
Merry Christmas! And thank you all so much for playing! Can't wait to hear what you think!
Hey there! My name's Vinh (maybe better known by some of you as _Kilburn ), and I handle most of the programming and game design stuff in Repentance, along with a few artsy bits such as item sprites and visual effects. Today I'd like to talk about one of the upcoming characters in Repentance: Bethany!
Bethany is my attempt at giving Magdalene a more challenging, attack oriented counterpart. At first she was a white mage type character with an entire set of holy themed spells and a mana counter that would fill up with soul hearts, but I quickly realized that was way overcomplicated and she eventually shifted towards a more exorcist-like archetype, catching souls and using their power to defend herself.
When playing as her, soul hearts will drop more often, but instead of granting health, they count towards a new "soul charge" counter, adding 1 charge per half soul heart. Active items will then draw from that counter when used on an empty or partial charge. This allows you to use your active items more aggressively while still saving charges for when you need them the most.
She also starts with a neat active item: the Book of Virtues! When used, this book spawns one wisp familiar that orbits you, blocks shots, and fires low damage tears. This might not seem like much but...
...this wisp will also follow you between rooms and stick around until it dies! Which happens whenever it comes in contact with an enemy or gets hit by too many projectiles. This means if you play carefully enough, you can end up with a whole bunch of wisps lighting up the room while protecting you.
If you've already experienced the Antibirth mod you're probably thinking "wait I know this character, she sucks, no one wants to be stuck with the same active item and no devil deals for the whole game!!!". Well you got me, I lied, the Book of Virtues isn't quite an active item. Check this out:
That's right, when you pick up any active item, the book will open up and the item will combine with it, allowing both to be used at the same time! You can still swap active items as normal but the Book of Virtues will always stay in your active slot and attach to whatever's in there. Losing your active item, for example after activating a single use item, will simply result in the book reverting to its closed state.
On top of it, many active items will grant a unique effect to the wisps they spawn, which either compliments their original purpose or brings them in a completely different direction. For example here's My Little Unicorn in action:
As a general rule you can expect items with a short cooldown to produce fragile wisps that are easy to lose, and items with a long cooldown to produce sturdy wisps that stick around for longer. As for single use items or items with no cooldown? Who knows? Anything is possible!
Okay fine, how about this:
Using How to Jump offensively? Nonsense!!!
I'm very happy with how this turned out (thanks for the design input Edmund!) and I hope this will be a good incentive for you to give some of your least favorite active items another chance!
Of course, keep in mind things are still subject to change before release.
Repentance is coming along well and I really appreciate how understanding the community has been. It will be worth the wait. You guys rock.