Here, have an update; 0.2.12! (Technically, 0.2.12b now, after a haphazard bug-fixing morning)
This should address a lot of common bugs and crashes.
I've also changed the way the STR and DEF stats work for calculating melee damage, finally collapsing STR down to a single value like the rest of the stats instead of being a weird range of "x to y".
"Why did you do that?" you may ask.
"Because it always bugged me, having this one odd-stat-out that is represented in a way completely unlike any of the others," I reply.
Now that all the stats are boiled down to a single value, it's a lot more consistent. Additionally, the algorithm for calculating damage is much simpler than it used to be and should be easier to tweak if I need to in the future.
Attacks now deal between 65-100% of the attacker's STR stat, and DEF reduces that amount by (roughly) 10% per point of DEF (capping at a 95% reduction at 10 DEF, with some exceptions for crits and other similar defense-bypassing blows). There are a few extra steps in there to ensure that attackers don't deal too many 0s in a row, but that's basically the gist of it! It's much simpler than the convoluted and opaque 10-step process that damage calculation was before.
I hope I didn't change the way things feel too much, but let me know how the new formula feels!
There have also been a few balance changes to shut down some extremely cheesy builds - like High-LUC + Multicast resulting in essentially infinite spells, or using pilfer and secondhand to constantly trade the same weapon to enemies and get extremely good equipment. If you didn't know about those exploits; sorry, but you missed your chance! I'm sure there are new ones to find that I'll have to fix soon enough, though.
In future news, the Deep Dark update (aka 0.3.0) is coming along very nicely! I'd say it's looking on-track for release later this year - hopefully sometime in autumn? One of the last things left to do is a big audio pass on all the new content; making sure it sounds sufficiently wet and scary, and that all the enemies are properly aurally horrifying. Don't forget that I do weekly dev-streams where you can catch me working on the game, if you ever want to stop by and see what's new (though beware if you don't want to be spoiled!). You can also catch me on the Catacomb Kids Discord, where I'm very active.
We had some unexpected trouble building for Mac and Linux, so 0.2.12 is up on Windows only for now. The other platforms should be available next weekend.
Changes
Rewrote how melee attack damage is calculated
Consolidated STR into a single numerical value
Partially-filled bottles of lava now solidify into normal rocks when submerged in water
Amulets now identify faster under certain circumstances depending on the amulet's type Ex. Amulets of shadow identify faster when worn beyond the range of a lightsource, amulets of health only increment their identification each time they tick a heal, etc.
Resourceful now causes meal effects to last for an additional floor
Added more trackable objects for wanderer's vision ability; Campfires, switches, standing torches, etc.
Torches will try to spawn next to the entrance door on Anticropolis floors when there's space
LUC's effect is now capped at 10 for the purposes of ending status effects early and getting no-cost multi-casts
Wellwished's spell gain no longer applies on Get Luckys caused by Multi-Cast
INT now has a stronger effect on dipped weapon duration
The Poison and Might status effects now cancel out one another's recieved damage multipliers
Shield bash status effects proc chance now scales with INT and LUC
Made Whirlwind+Magic Blast multicast more useful
Downward Thrust sword skill now stuns based on distance from the user; creatures further away are stunned for a shorter duration
The duration of Slow also scales in a similar way; foes further from the center of the spell shake off the status sooner
Fixes
Crash: When Eeol corpses cook
Crash: Upon gaining peppered fishanha meal
Crash: Upon loading a game with corn kernel/popcorn in the meal queue
Crash: "<unknown_object>.<unknown variable> [...] at gml_Script_unit_hit"
Crash: Missing string "_LANG_OBJ_BLOOD_CRYSTAL_UNSTABLE" When blood crystals recieve damage
Crash: When setting Player 1 Gamepad to disabled
Crash: When descending floor or pausing after getting a leg severed without retrieving footwear
Crash: When interacting with invisible torches (which are another bug that I've fixed)
Bug: Flame-Warrior grumbuls that spawn with the device also spawn with an invisible torch (see above)
Bug: Can kick open locked doors even without a key
Bug: Getting chomped by eeols causes hp to increase instead of decrease
Bug: It is possible for player energy maximum to drop below 2, in various situations
Bug: Kills with soul-weapons that bring blocked energy beyond energy maximum bug out the energy bar
Bug: Killing owl-men in their owl-form with reaper weapons or acid can cause the owl's humanoid form to reappear
Bug: Blowing gasses with tinker-bot's gust propeller causes the gas to multiply and behave strangely
Bug: Bottled skulls create 'skeleton soup', and bones cannot become soup - instead of them both creating broth
Bug: The cracked ice barriers in the anticropolis sometimes leave behind invisible collision boxes after being destroyed
Bug: Fire in the anticropolis transition stage sometimes melts the exit door even when it's in a completely different part of the stage
Bug: Savory gorhounds only fill one meal queue slot
Bug: Text of cracked mana batteries is different when held vs not held
Bug: Tinker-bot retains status effect immunity from insulated chassis even after switching to another chassis type
Bug: Tinkerer/Engineer's "Repair" option at the ghost doesn't have a description
Bug: Trance spells, tracked creatures, and amulet effects - break, blink, -of light, etc - draw their character overlay in the wrong place
Bug: Equipment improvement messages display with the wrong text style
Bug: Sometimes loading games can cause the player's armor to have weird visual glitches
Bug: Tunnel generation for the hidden shortcut room is frequently broken
Bug: Attaching and/or regenerating legs can lead to a variety strange, buggy behavior
Bug: Rarely, furnace tiles can spread out from the slime-switch room and take over the level
Bug: Level gen issues with certain premade rooms
Bug: Secondhand can be applied to the same weapon multiple times by planting it on enemies via pilfer
Bug: Acrobatic auto-dodges ~all~ airborne attacks instead of only the first recieved
Bug: Hack and Slash doesn't continue chaining unless you also have Weapon Master
Bug: Hammers ignore defense and floor damage caps
Bug: Changing Sound Effect volume mid-game doesn't affect the volume of humanoids' voices
Bug: Pressing "Esc" to access the options/quit menu in two-player mode causes several issues
Bug: Fixed several issues around the volume and panning of sounds in split-screen co-op
Bug: In versus mode, players' limbs almost always fall off when they die
Bug: Siphoning cold charges from frost bolt icicles does not destroy them
Bug: Loading games into stages with escaped enemies sometimes causes the enemies to appear as giant portraits of the player character
-Added camera zoom. -Wells can now be built from character inventory and the workbench. -Extensive rock placement and terraforming done on the Midlands. -Added a trader to the Fen Witches area. Prices may or may not be reasonable. -Added a few paths to the Alder Grove. Paths have clay and sand resources.
First of all, a big welcome to all new people, and thank you for joining and supporting us.
DM-Titanium created by Byron Gore (aka CM_FX) is now added to the official maps pack!
Description:
There’s no hiding here! Designed for close combat, this old Titanium warehouse makes for a cozy arena! Due to an ever-changing atmosphere and extreme temperatures, the planet has become unsafe for human workers, but perfect for their robot counterparts. Control the health in order to succeed. Will you dominate or be dominated?
Some of you reported problems on our Discord. Here is a list of the problems resolved in this update.
Weapons
➡️ Helios: fire rate increased and damage rate balanced ➡️ Judge: Fire rate increased, damage rate balanced, alt-fire projectile speed propagation updated, and projectile particle reworked ➡️ Pulsar: fire rate increased ➡️ NoHope: Muzzleflash updated
Perks
➡️ Flux: perk logic updated. Teleportation switch is no more available. The flag is dropped when teleportation is used. ✔️
Duel Mode
➡️ Esport mode available, activation from the server command ?bEnableCompetitive=1 ✔️
Map preview
➡️ Vote map preview fixed for DM-Playground and DM-Ross✔️
Any issues, feedback or you just want to discuss with devs, feel free to join Discord. Stay tuned, and see you soon 🙂 Master Arena Dev Team.:winter2019coolyul:
Relic turned 25 years old this year! To celebrate, we're rolling out deep discounts across a wide range of our most famous products. Head here to check out everything that's on sale.
Not only that, but the popular mini-game Armor of Heroes returns for a limited time. The game is free to keep if you redeem it by the 23rd of June.
-To redeem the game head to: http://community.companyofheroes.com -You will need to log in [or sign up] and then click the main banner to arrive at the rewards page -Link your steam account on the rewards page -Once you have linked your account, you will need to claim your copy -The button to claim is found where the previous link Steam account button was previously placed
Relic turned 25 years old this year! To celebrate, we're rolling out deep discounts across a wide range of our most famous products. Head here to check out everything that's on sale.
Not only that, but the popular mini-game Armor of Heroes returns for a limited time. The game is free to keep if you redeem it by the 23rd of June.
-To redeem the game head to: http://community.companyofheroes.com -You will need to log in [or sign up] and then click the main banner to arrive at the rewards page -Link your steam account on the rewards page -Once you have linked your account, you will need to claim your copy -The button to claim is found where the previous link Steam account button was previously placed
Aqua Populo Version 1 is here, join the Leaderboard and test your skill!
How deep can you go? Pilot your sub through 100 waves of angry sea-life and punishing bosses in Normal Mode or see how long you can survive the mounting pressure of Timer Mode.
Normal Mode: You will descend through 100 challenging waves facing 10 punishing bosses as you progress through Normal Mode. Enemy spawn points and bonuses are randomized on every run. Complete Normal Mode to unlock Survival difficulty with no 1-Up bonuses from standard enemies and dedicated leaderboards. Timer Mode: In Timer Mode the waves are endless with bosses triggered by timer rather than wave count. The boss encounter rate and HP increases as you descend. Try your luck and see how long you can survive...