As the game approaches the end of its Early Access roadmap, especially in terms of major features which will be added, it can now support full C# modding without breaking mod compatibility every version (hopefully).
As such, this version now introduces the full range of mods, letting enthusiastic members of the community contribute their own visions of apocalyptic darkness and Lovecraftian terror. Full C# modding allows them to write code to be run alongside the game's own, and add to nearly every part of the game. Already a number of gods are being play tested, from Uravlv's Living Void, to Wonderblundr's expansion of the Deep Ones, to the demonic Kishi from Doopliss and NPC's Ixthus (apologies if I missed anyone, the discord moves so fast and new gods are introduced so quickly it's hard to keep up).
Alongside this, further opening up of the game allows texture mods, and already on the Steam Workshop Scrdest has put an AI to good use, generating thematically appropriate art replacements for items which Shadows' usual collection of old paintings couldn't cover.
This is a very exciting time, and while this update might potentially be a bit bumpy, as we work out the last few unexpected issues with the modding process (hopefully nothing too major will come up), it will herald a new chapter for the game.
Sadly, the Insect God has been delayed. It will remain on the beta-branch for another version, waiting for some art assets and a bit more work and balancing before it's fully ready. Fear not, it's well on the way, and playable on the Steam beta-branch, if you want to risk more bugs than just the infested fungal monstrosities it introduces.
Holy Orders have also been improved a bit, with the first pass of a set of `Divine' Entities which humanity worships. Their trust in these creatures may or may not be well-placed, as you can occasionally sway them to your sides, if you pay attention to their desires. This feature too will hopefully be expanded in the next update, along with the finishing up of the Insect God. Normally I'd have delayed a bit more, but there were so many great mods in such a good state of completion, it felt rude to tell the modders to wait for me to be done with my bit before they could show their work to the general public.
In detail:
Gameplay: -Victory is now calculated, in most cases, as percentages of population -Ophanim's sap life only drains one temple's population, as opposed to all temples -If you force a hero to retreat when attacking you, the default menace/profile gain is now lower -The hunger is now a level 2 blood magic -Heirophants' special abilities now cost 40 complexity, but add 50% of their intrigue to the progress per turn -Rulers preference towards Deep One now increases or decreases the cult's maturation speed -Theocracies won't join battles if they risk attacking other theocracies -Your agents can cure madness in a location, if need be (not madness effects in locations, however) -Holy Orders now worship minor divine entities, which have an agenda, and will reward/punish you for changing the world to fit their desires -Sovereigns can now appoint 'national religions' which will force all their kingdom to adopt their Holy Order -Your corrupted acolytes or agents from nation-state religions can preach to sovereigns to get them to like your Holy Order to a higher degree -Your agents can 'undermine religion' in an infiltrated temple in a multi-faith nation to reduce the sovereign's liking for the temple's religion
Other: -Mod loader added, to allow you to enable or disable mods and to re-order them if necessary -Mods can now change parameter file -Mods can add cultural naming schemes -Map view for population added -Game now checks for resolution issues more aggressively, and should avoid being in the wrong resolution in fullScreen mode, regardless of minimising and system resolution changes mid-game -Dark tendril graphics now cover more of the face, to be more obvious in dark background situations -You can now click on a unit's task on the left-hand-side to go to its destination, if it is performing a "go perform challenge" task or a "go to location" task
Bugfixes: -Holy Orders can't be turned into Dark Empires -Fixed graphical issue with orc warlords -You can no longer perform 'unite the hordes' while either horde is at war -Fixed Iastur's mechanics description -Ghasts (and other uncontrollable evil units) can no longer be stolen from -Witches covens can now turn into Deep One sanctums -Organised dissent now properly ends on the death of the ruler -Bugfixes to orc expansion behaviour in locations with ancient ruins -Attempt at reducing the risk of clicks outside of the game causing undesired inputs -Fixed bug with Iastur power gain not giving the 33% amount gained -Lay low can no longer cause profile/menace to increase -Acolytes will no longer consider curses such as Deep One or The Hunger as 'not a Holy Task' -Typing into the map filter should no longer move or scale the map -Fixed bug in insanity
This update received the highest number of patches. We decided to move all the change lists to the new announcement instead editing the old one, and to accompany each patch with a new announcement in the future to avoid confusion.
Beta-19.1
Fixed incorrect tag detection before loading an item into the Steam Workshop
Fixed a bug that caused a death run to start separately with default run
Fixed incorrect tinting of natural light sources
Beta-19.2
Fixed a bug that caused an immortal player to keep dying from Darkness in a personal hell
Fixed a bug that didn't count the teleportation kill of the Exhausted.
Fixed incorrect definition of endings
Fixed the ability to kill Exhausted with a shaft
The doors in the organ room have been redesigned
Reworked some of tiles in pandemonium
Beta-19.3
Fixed incorrect rendering of Abel's depth and direction on the intro level
Fixed incorrectly sorcery abort in the last room on pandemonium level
Fixed incorrect bloom rendering for slime objects
Fixed no camera shaking when hitting player with slime during teleportation
Fixed incorrect medkit place in secret area on steam machine level
Fixed incorrect player positioning on the map on different levels
Fixed memory leak related to player character sprite
Redesigned box sequence that starts the default run in arcade mode
Slightly changed some objects placement in the caves and the graveyard levels
Reworked and optimized monsters' hearing
Slightly optimized glare system
Static and dynamic shadows are optimized
Reduced all monsters visibility range
Real time reading of config file has been replaced by "config load" command
Added light sources in room with copper key on crystal caves level
Beta-19.4
Fixed some objects disappearance on the intro level after loading arcade mode run
Fixed a bug that caused all pipidasters to turn into an infernal box
Beta-19.5
Fixed bug that caused level autosave after repairing a corrupted save file
Fixed incorrectly placed torch in a cave level
Fixed incorrect display of explosion kill stats
Fixed object type files for Tiled
Fixed bug that caused all monsters to be pointed to the right at the beginning of a random run level
Fixed game crash that occurs when a gibs or explosion appears at the beginning of a level
Fixed(?) random game crash when loading the game
Fixed incorrect display of NPCs sitting on chairs on intro level
Improved debugger for critical errors
Beta-19.6
Fixed grammatical errors in Polish localization
Fixed a bug when dead monsters could explode during a pause
Fixed incorrect behaviour of steam engine and gears on "steam machine" level
Fixed incorrect display of Lanterns on save file preview
Fixed bug that caused all Lanterns to be pointed to the right at the beginning of Lantern event
Added Lantern previews for all levels
Beta-19.7
Fixed frog's missing particles when dying
Fixed incorrect corpses depth
Fixed a bug that caused monsters to hear a not moving player pressing the run button
Fixed a bug that caused phantoms that appeared too far from the player to be non-active
Fixed incorrect depth display for Darkness in personal hell
Fixed incorrect saving player's previous position
Fixed bug that clock sound in intro level didn't stop after level change
Reworked snowmans getting damage and death
Reworked monsters' stop chasing method
Slightly optimized gibs
Removed some unused monsters' parameters
Beta-19.8
Fixed wrong wall type in ssecret area on the "cave" level
Increased activation radius of the box at the beginning of the default run
Changed position of chair next to the box
Beta-19.9
Added parameter "e_allowtele" for "Trigger Autosave" object
Fixed incorrect walls depth on "cathedral" level
Fixed bug that caused blown up phantoms to count in stats
Beta-19.10
Fixed bug that caused "e_allowtele" parameter in "Trigger Autosave" to reset after loading the game
Beta-19.11
Fixed incorrect voice volume in sound settings menu
Fixed incorrect snowman shadow display
Fixed issue with killed snowman had a soul
Fixed player's ability to step outside the level playable zone at the entrance to the "steam engine" level
Fixed glare from not working flashlight on "crystal caves" level
Fixed a bug that caused the global parameter "gui_hud" not to be saved
Fixed a bug that could cause the player to turn the flashlight on and off during a pause
Fixed a bug that caused organ music not to stop after level change
Fixed a bug that allowes player to open the door back in the last room on the "pandemonium" level
Fixed incorrect programming the array to global variable
Reworked and optimized display of hints when picking up items and getting score
Reworked clock sound on "intro level"
Doors with parameter "e_toggle" are now interactable
Removed interaction hints for interactive objects during sequences
Changed location of monsters in the last room on the "steam machine" level
Changed how doors work on "ending" levels
Added ability to take the key out of the "cathedral" level
Beta-19.12
Fixed grammatical errors in localizations
Fixed void appearing after loading the "intro" level save file in default run
Fixed interactivity overlay on top of door notification with "e_toggle" parameter
Fixed incorrect depth of stalagmites on "cave" level
Fixed a bug that could cause the player to open doors via teleportation
Fixed a softlock that occurs when trying to teleport to the last room on "pandemonium" level
Reworked and fixed incorrect door detection on "organ" level
Reworked final hallway on "pandemonium" level
Saving the game now saves void (arcade level end) object too
Added alternative message for opened door with parameter "e_toggle"
Updated Nimax.
Beta-19.13
Fixed bug that allowes player to kill friends with a Shaft spell
Fixed another possible softlock related to the door in the last room on "pandemonium" level
Fixed story levels breaking after running custom maps with the "forceload_entities" global parameter set to "false"
Fixed friends appearing after loading "ending" level in arcade mode
Fixed broken object types file for Tiled
Slightly moved changelevel trigger on "pandemonium" level
Expanded "Spawner" entity
Added "Force Active Area" entity to documentation.
Global parameter "forceload_entities" changed to "unload_entities", reworked and accounted in save files
Beta-19.14
Fixed a bug that caused one of the endings to break
Fixed a bug that made it impossible to complete the game after loading the game on "pandemonium" level
Beta-19.15
Fixed a bug that caused Abel to appear in the "organ" room in arcade mode
Changed how "e_sound_begin" and "e_sound_end" work in "Entity Dialogue"
Fixed a bug that causes boss on "industrial" to unload while too far from player
Fixed path finding for Lanterns
Boss on "industrial" level is now always chasing the player
Beta-19.16
Fixed a bug that caused inactive "Entity Display" to draw a text frame
Fixed bug that caused "Entity Hurt" to not saving
Fixed "Entity Spawner" not loading correctly from save file
Fixed (again) the ability to kill your friends with the Shaft
Fixed incorrect playback of monster burning sound by Lanterns
Fixed incorrect "lantern_immunity" parameter work for light objects
Fixed incorrect rotation of objects in Tiled
Reworked and fixed effects when burning monster by Lanterns
Added "save" and "load" commands for debugging
Significantly optimized game saving
Redesigned Lanterns' AI
Slightly redesigned path finding for player on "Classic" and "RPG" control schemes
Tree placement in the graveyard was changed
Significantly improved overall game optimization system
Added support of "offset" parameters for Tiled layers
Beta-19.17
Fixed a critical bug that caused some objects to disappear
Fixed some GUI elements twitching when the camera moves
Returned overall optimization system from Beta-19.15
Beta-19.18
Fixed game crash when Lantern tries to find a target to move on
Beta-19.19
Removed support for deprecated object types for Tiled
Fixed broken Christmas present's shadow
Fixed bug that caused Christmas presents not to disappear outside of Christmas event time
Minor main menu fixes
Added parameter "e_disable" for "Entity Programmer"
Added "e_destroy_self" parameter for "Entity Spawner"
"Entity Graber" renamed to "Entity Grabber"
Beta-19.20
Fixed teleportation ball double bouncing sound when hitting a door
Fixed incorrect damage dealing by nightmare and nightmarish while player is teleporting
Fixed a bug when monsters would not complete an attack while the player is teleporting
Fixed incorrect main menu depth
Beta-19.21
Fixed broken light of some iems
Beta-19.22
Fixed a bug that caused exploded monsters to disappear from the level and phantoms to be torn apart
Beta-19.23
Fixed incorrect display of game version in workshop menu
Fixed incorrect creation of fireballs when using the last modifier
Reworked the requirements for the "another brick in the wall" achievement
Patch notes: -Fixed huge issue with not being able to jump on the fish from Pisces. -Changed the level design for Gemini 2, so that it isn't as "cheeseable" (It is still possible if you know the trick >:D)
Fixed 'Fumbles Lost' stat in Season Leaders (Team, Rushing)
Fixed Career 'Season Game Plans' dialog
Improved AI fourth down decisions even more (hopefully)
Changed win-loss percentage to three decimal places on exports
On the AI, I've opened it up a little (back to going for more fourth downs), but still kept it more sane in the fourth quarter. I also added some key checks when the AI down to one play. Basically, the AI should hopefully play even better in the closing minutes now. I'll continue improving the AI (and other things) in 2024, of course!
Fixes: - Many improvements made to French translation and grammar. Still some work to be done here. - Fixed an issue where some equipment was not being correctly rewarded from elites/bosses. If you’ve already killed these bosses/elites, you will get the rewards automatically given to you when entering the menu screen (you’ll see the popups). You’ll need to start a new match then exit out to correctly select those rewards. - Fixed a typo with Enrage description in the codex.
Changes: - Added Demon, Forest Demon, and Giant to Act 3 Nodes 15 and 16 enemy pools to make them easier to find.
Menu is totally controllable with keyboard or controller, no mouse needed
* Intercept your opponent while trying to complete your own lines
** I finally bought the second controller, so I was able to properly test and implement this feature
*** Some people complained that Random Number Generator was bugged: figures often repeated as if they were "stuck" or, on contrary, were never seen during the game. However, this was not a bug, this is how probability works: odd sequence are much more likely than intuition tells us. Indeed, this true randomness is unsuitable for comfortable play. Therefore, I implement two alternative randomness methods: Fair Random and Sequential. Fair random is now a default RNG method.