We want to thank the thousands of players who have come to play our first public demo, and for all those who reported bugs to us on our Discord and gave tons of great feedback!
This update is our way of saying thank you to those who've played, and making the experience just a little bit better by fixing a bunch of bugs and issues that many people have reported.
We don't want this demo to be a static thing that is the same from day one. We want this to be a show of what the overall development of Below the Stone is going to be; Listening to the community, talking about our plans. And then delivering updates that are strongly based on player feedback to show that we are listening. Though, with full disclosure, it needs to be clear that some updates may be more strongly focused towards our own internal plans for things that need to be done. But the importance of devs listening to the community will never be forgotten, and will always be a priority. We know this very strongly, because we are also gamers who've witnessed studios/devs slowly loosing touch with their community. And we believe that is a sign of the downfall of a studio.
Community always matters, when it comes to games on the internet.
So with all of that being said, I now present the change log for this update. So everyone can go out and witness these changes for themselves.
Change Log
Below The Stone - Pre Alpha 0.7.1
* Those really annoying explosions that would happen in the caves? Yea those, we call them "weak walls". Those were intended to be "cave-ins" that were easier to avoid, but also just as freaky. So we have replaced the explosions with a longer "cave collapse" sequence which is fairer in terms of avoidance, but at least twice as thrilling and enjoyable to encounter.
* "Weak walls" (the things that used to explode) now spawn 2.5 times less than previously. [from 0.5% to 0.2%] (Trust me, those percentages are small, but it's a considerable difference)
* Tweaked the loot tables for normal/gold chests in dungeons; you'll have to work a little harder for that good armor now. Gold chests will also have some more goodies, though.
* Also tweaked loot tables of "bonus chests" that you get in the kingdom
+ Added "remainder bar" to shopkeep ui (Imogen) to indicate that when you sell some items, the gold amount may have a little left over that doesn't go over into the next whole number.
* Selling items at the shopkeep will have a value reduction of 40% now (as was originally intended); hence the need for a "remainder bar".
* Addressed an issue where eating healing items (mushrooms) would cause the health bar to randomly show more health than there actually was, which made it appear that you would lose health when eating another mushroom. (should be fixed)
+ Added numerical health display along with the existing health bar
* Updated the "shadow texture" that appears over wall tiles, to give a more fair view of what ores or other things could embedded in the walls. (just not ears)
* Addressed an issue where walls would sometimes be broken/unminable, combined with distant explosions (no, that was not the game self-destructing). Long story short, the distant explosions were related to the bug. Things weren't being unloaded properly.
* Torches now burn enemies when hit!
+ Added some extra description to some items
* Made descent end screen (escape drill pod) ui sounds a bit more quieter. Hopefully, it's not as jarring now.
* Adjustments to creature ai to try and fix object avoidance
* Updated colors of "object selectors" to be more consistent
+ Added special "can't mine" icon to "mining selector" to indicate that a wall can't be mined. (helpful for our color-blind peeps)
* Kroz the Grizzled Miner (in caves) now has a light and tries really hard to not occupy the same space as another rock. 🤞
* Updated wood sprite to now be an image of a plank. (you're welcome Jonny)
+ Added Dopefish.
* Spiders no longer machine-gun their spider webs rambo-style into a wall when their view of the player is obstructed.
* Reduced the health of skull spawners (skeletons) and tent spawners (kobolds), so you might have a fighting chance now.
* Fixed a bug where dead kobolds may still move around and attack even though they are clearly laying face flat on the ground.
* Spawners (skull and tent) now act a bit more like Minecraft spawners; their respawn timer only counts down if their "total entities spawned" counter is not at its maximum. So you can kill a spawned monster, and another one won't instantly spawn right as it dies, which should make dealing with spawners more fair.
* Fixed a bug where the player would sometimes get flung at high speed after closing a dialog window. This was due to the dialog window pausing the physics simulation (as intended), but for some reason, the velocity of the player would "accumulate".
* Fixed a bug where players would be stuck frozen if they exited the game while in a dialog window (physics was still paused, and would never unpause).
* Updated dynamite recipe to require guano 🤤
+ Added a literal trash can to the kingdom that you can throw items into.
* Updated newsletter button on the main menu (now directs to a webpage with form).
Thank you everyone for supporting this game, one month from its release! Today, we are announcing that Con amore will be added to the game!
Addition of Con amore
The side story Chloe's Requiem -Con amore- has been added. After beating the main game, Con amore will be unlocked The player will enjoy the story from the perspective of the cats, and collect songs to help the cursed people in the manor. The endings will changed based on the songs collected ※To unlock Con Amore, one of the endings of the main game need to be beaten.
If your save data has been deleted, please contact support@annulus.com for the cleared save file.
* Pet breeding will now show the resulting pet's traits. The new pet can be rerolled at the cost of some gems. * Feeding pets should now be processed much more quickly. * Instruments re-balanced to use hybrid Charm/Strength. * Weekly Challenge Content updated.
"71" was deleted from Grizzly Logger Flower Power so its name can fit in the Results page.
Grizzly Logger Flower Power updated in the Tracker script.
Deleted rocks from Vehicle Selection screen due to hard to solve bug.
Rebalanced vehicle audio for engines and impacts.
Reduced maximum audio source distance from 50 to 20 for less convoluted sound effects.
Compact vehicles don't slow down as much in the mud anymore.
Clear Saved Data for more accurate unlock level and unlock vehicle announcement icons.
All 7 levels now have accurate level unlock, vehicle unlock, and honeypot unlock icons.
The images of the levels in Main Menu are also up to date now.
Honeypot in Arch Angel is now visible.
Honeypot in Charles Run is now visible..Arch Angel now has more set dressing.
Arch Angel lighting rebaked.
Arch Angel cloud color is fixed.
Pretzel Drop now has water down below.
Pretzel Drop interactive rocks removed until performance is fixed.
Grass blows in the wind more realistically.
Collisions with Props emits impact effect, being rolled out slowly prop by prop.
Vehicle engine sounds reduced 50%.
Vehicle impact sounds replaced with new custom sounds.
Vehicle weight, speed and class information is accurate again.
The layout and structures for Charles Run were updated in a few key places, mainly the bridge that crosses over the path after the cave. Work has begun on levels 8 and 9 which are currently hidden to players. A menu image for Charles Run was also added. And a respawn zone was added to the pond in Charles Run.
The video background in the Main Menu now uses the WebM VP8 codec for Linux compatibility.