Knock Downer Rejoice! This patch adds new KO features to many bosses and monsters, and many more KO system/gui/fx improvements. (Now K.O. enemy will receive additional 100% phy.dmg) We also added new transform ability (which actually took two days to coded :P) that let Demon transform into new being while retaining his power and status. For now you can try it with Killjoy's PsychoClownParty along with many new SSS updates.
Again our Demon Slum election has now enter its final week. So here's the results along with new reward improve update. (you can now claim reward for 6th-12th place.)
Thank you for playing and hope you enjoy knocking down enemies to smell your stinky feet!
Patch Note v7.72
- Added new KO animation to: Lycidas, Didemdum, Suriya, Chukwa, MisterS, BaalRex, Dekko, Crappy, Rhonos, Trollolo, Beholder, Confissor, BScareWitch, ScareFarmer, DekkoDad, DekkoMom, ParasiteWalker, ParasiteRipper, Guardian, HolyKnight, HolyMonk, HolyBishop, Hybrism, Azrael and many more.
- Physical Damage to KO target will now garunteed 100% hit with additional 100% mod. (Dex not included)
- Added new KO Bar to hover target bar.
- Added new KO Bar to boss bar.
- Added a new special rogue knight costume for Wiktor: (+Dark damage.)
- Added a new special kimera doll costume for Amy: (+Light damage.)
- Added new transform system for all demons.
- Added new SSS for Hermont: WhiteWash - Replace ice with LVL(4-9)s frost, or else remove debuffs from all targets in 30m.
- Added new SSS for Hermont: BeatingPummel - Deal 6xSTR({0}~{1}) dmg with current element as stacking damage.
- Move Hermont CrushingPeak to SSS4
- Added new SSS for Killjoy: Misfortune - Deal TAL({0}~{1}) m.dmg and inflict a random TAL({2}~{3}) stat down on target for {4}s.
- Added new SSS for Killjoy: Riddler'sTrick - Lock and randomly inflict powerful ailments on all enemies in the {0}m area for LVL({1}~{2})s.
- Added new SSS for Killjoy: PsychoClownParty - Transform nearby demon allies into Killjoy for LVL({0}~{1})s. (Revert when a skill is used.)
- Update Slum's mayor candidate voting score. ** The Last 6 ranked candidates will no longer be Voted - players who vote for them can throw His/Her Voting Proof into the Flame altar to get the listed rewards.** *** Change some rewards from upper ranks. ***
Liquid pools under wading depth (200 drams) are now called 'puddles'.
Liquid pools at or over swimming depth (2000 drams) are now called 'deep pools'.
Added new, connected tiles for puddles.
Added a few new tile variants for the following pure liquid pools: wax, algae, green goo, brown sludge, black ooze, honey, primordial soup, salt, lava, slime, asphalt, and the four rare liquids.
You can now restore from a checkpoint in the menu options.
Reduced the cold resistance on elaystine skull cap from +25 to +5.
Added resistances to the tier 5 relic haurberk.
Tier 3 relic pistols are no longer carbine-like.
Shem -1 is now counted as a friend for the purposes of A Call to Arms and The Assessment.
The default interaction on witchbark is once again 'eat'.
Fewer of the cider, wine, honey, and oil vessels you come across in random dungeons are mysteriously owned.
Star kraken no longer extrude [sultan wall] objects.
Followers trying to join you after a map transition no longer spawn in lava or over open pits.
Fixed a bug that prevented you from blowing the conch of the Aji while wielding it in your thrown weapon slot.
Fixed a bug that caused Liihart and Meyehind to resurrect when you progressed Kith and Kin.
Fixed a bug where loading a more recent quick save after restoring from checkpoint would cause zone thawing errors.
Fixed a rare issue that caused map generation to ignore locked doors when determining pathable connectivity.
Fixed a rare issue that caused stairs to be disconnected.
Fixed a typo in tier 3 gauntlet relics.
Fixed a conjugation bug in rubber-based cooking effect descriptions.
Hello! I thought just recently that I had moved on from this game for good and wouldn't be making any more patches. But the nature of this project has always been to keep coming back after I think it's finally finished. (Really--long ago I said the game was finished when there was only Classic Mode.)
I've just recently finished The Upturned, a physics-based platformer with some very huge, complex scenes, and that taught me a lot of tricks to increase performance. So with this patch the game runs at least twice as fast. Hooray!
You can follow me on twitter @ZeekerssRBLX. You're also welcome to chat on our discord.
I've also just started a patreon, so if you'd like to support me and get a look at what I'm currently working on...
I am aiming to have Zofia's open beta within the next few weeks at the end of May - It will be open sign-ups and be done via Steam's playtest tool. It shouldn't look much more different than downloading the demo.
The beta will include the character editor, a handful of story levels and some of the challenge maps. (Maybe more if I can get it done in time)
Based and the demo's feedback (and some internal testers), there are a couple of changes and additions that will be happening:
- Some of the magic elements you can use were either wildly useful or very situational, so many of these are being reworked to either be more useful, or allow some alternative interactions.
For example, you can now smack the rock columns to hurl a large boulder towards enemies:
- The 'possess' spell and 'swap' spell will likely be coming back but only in certain situations. (To hopefully make them less game breaking)
- Some physics objects can now be picked up and dragged with the grapplehook.
- There will be a few more level changes made to the prologue, as well as some performance tweaks.
I will put out more details as we get closer to the release date.
well version 1.0.5, you had a good run... BUT GET OUT OF THE WAY IT'S TIME FOR RAT UPDATE!!! LET'S GOOOOOOO!!! YES YES YES!!!
Tweaks
Marbles the Rat now has more dynamic movement
Marbles the Rat now constantly moves and no longer randomly stops chasing enemies or the player.
Marbles the Rat now attacks slightly quicker than before.
Made 'Rosie' a proper stationary enemy.
Made items in Brutal mode have varied prices like they are in Standard mode, they should overall be cheaper throughout the run.
Made the item "IV Bag" Give +1 Heart.
Made 'Dead Butterfly' a Bullet Speed down.
Fixes
Fixed the Rat buddy not being able to attack stationary enemies.
Fixed piercing bullets not destroying bubbling blood bullets spawned from 'Junksters'
Fixed improper level generation in world 2 (Pertaining to only hard levels)
Fixed panties not having a blue outline when fully charged like the rest of the temporary stat boost active items.
Removed Chester BoGreen.
Yeah this update started out as just me getting ready for a more sizeable update but then oopsie! Found a huge exploit/glitch on accident after trying to find it hours ago and assuming the person who reported it just had some weird, unrepeatable malfunction, wowza! Anyways yeah, new update with some fixes, hope ya like, and another update that isn't as rushed will come yer way soon enough!