Dwarves: Glory, Death and Loot Playtest - ichbinhamma
- Added new Artifacts: -- Dragon Bacon (Battle 0+) -- Cursed Amulet (Battle 70+) - Added new Runes to the Rune Circle: -- Curse: UNIQUE. Damage increases by 5(10)% per debuff on the target. (Offensive, Clear-cut, T3) - Changed color of close button to red - 'Ring of Thunder' will now be displayed in battle when activated - Added 'Iron Mace' to shop tier 12
Changelog: +reduced the bug associated with the fact that they can cowardly hide in the base room (except for the tutorial room, because it should) +Fixed display HP. Now the word hp is displayed instead +cursor +added a widget hint to the wave 5 +changed the soundtrack for a wave from 5-8 +corrected the loss of the card on the waves from 5-7 +Added Obama +the mechanic of death has been redesigned, now the rollback goes one wave down and not to the second
Added two-dimensional effect mode and four cartoon crew members.You can click the cartoon switch in the settings section to activate it. If you like it, we will equip these character weapons and add more characters soon.
We’re starting to add Stealth mechanics, QoL changes, and tweaks to levels to make it easier for the baby birds dipping their feet into the game! 😀
Soon enough we’ll be getting back in the Writer’s Room to start working on Chapter 3 and, perhaps, maybe even Chapter 4… 😉 (also yes, the title is a reference to Freaks and Geeks 🤓)
Key Changes
HIDING
“Hiding” Feature Showcase
We’re working on some new features for players who prefer to play more stealthily. One of the features you’ll notice in 2.3.0 includes Hiding spots! These give you the ability to hide behind and/or under certain furniture without getting spotted by Roof Turrets and/or Security Guards (so long as you haven’t been spotted entering a hiding spot.)
We are still prototyping more potential Upgrades and features that enhance the “Stealth” elements of the game, and other useful one-time buffs, plus some QoL stuff that both new players and veterans will appreciate, so stay tuned!
END SCREEN UPGRADES
“End Screen Upgrades” Feature Showcase
You can now enable/disable and apply Upgrades after beating a level! This will make Upgrades more accessible and, hopefully, make them play a more active role during the game :)
REBALANCING AND TWEAKS
The primary focus of this update has been to rebalance some levels to make the game more accessible to newer players, and other tweaks to generally make the game more enjoyable to play. More tweaks and features are to come! 😀
🏃❤️Just Keep Running for Charity
Yup! We’re running a FUNDRAISER for Just Keep Running, and ALL PROCEEDS ARE GOING TO CHARITY! We raised over $70 for Heart to Heart International last time, so let’s try to BEAT THAT RECORD! ❤️
For just a dollar, you can get Just Keep Running as well as some other benefits, such as HQ Downloads of the Soundtrack, Bonus Content, and Steam Keys for Just Keep Running! (Once we launch in Early Access)
100% of all Net Earnings from the Sale and Twitch Revenue will be donated to World Central Kitchen, which prepares & serves fresh, nourishing meals to communities and areas impacted by natural disasters and during humanitarian crises.
If you wanna support the cause, you can either PAY FOR JUST KEEP RUNNING via the fundraiser, or you can WATCH VSWEDEOFFICIAL on Twitch, where Victor does Gaming content and Dev Streams of Just Keep Running & T-1000, and contribute via cheering, tipping, subscribing, or watching ads! {LINK REMOVED}
HIDING: You can now hide behind/under certain furniture/obstacles and be completely hidden from enemies so long as they haven’t spotted you entering that hiding spot. This should be beneficial to players who prefer to play the game more stealthily.
END SCREEN UPGRADES: You can now access your Upgrades at the end of levels! Once you reach the End Screen, you’ll have the option to open the Upgrades menu.
Added new HUD animation at the start of chapters.
Minor improvements and changes to sound effects to more clearly communicate certain gameplay info.
CHANGED
Reoptimized and adjusted certain levels and stages to balance gameplay for newer players:
1-2, Stage 4: Time Trial Time increased 45s -> 60s
1-3, Stage 5: Time Trial Time increased 45s -> 60s
2-1, Stage 4: Time Trial Time increased 45s -> 60s & Minor changes to stage
2-2, Stage 4: Repositioned and removed certain Lasers
2-3, Stage 3: Repositioned and recolored keycards to make them easier to spot
2-4: Recolored Overwatch keycard to make it easier to spot and differentiate from other keycards
Made the “Walljump Counter” more clearly communicated
The I.M.I.Self Intro volume now changes according to the Master Volume setting. You should no longer be blasted with loud intro noises now if you’ve changed the volume settings! :D
FIXED
Loading bar freezing up at 1/10th of the progress.
Screen glitch effects potentially not disappearing when a Story Message is skipped.
Banished 2 souls to the shadow realms (source code)
KNOWN ISSUES
Playing a level for the first time on the Steam build might result in slower loading times. We’re looking into potential solutions for this.
Playing the game with a Switch Pro controller may lead to issues controlling the player's character. This is seemingly an issue with the Unity Input System, and sadly out of our control.
Playing the game with a Dualshock 4 controller, or playing on a Steam Deck while having a keyboard connected, may lead to issues involving controlling the game with the Keyboard itself. This is also potentially an issue with the Unity Input System, which is beyond our control.
Major releases usually include extensive visual & technological additions, like new campaign chapters and/or major new features, or overhauls of significant systems that might invalidate older game versions, such as save files.
Minor releases include visual & technological additions and changes that are significant but likely do not include anything that may invalidate older versions of the game.
Hotfix releases mostly include quality-of-life changes or fixes to other bugs and issues.
Ive just released some fixes for some issues that have been brought to my attention since release, they are minor issues but help make things look how they are supposed to. My focus at the moment has been working on a trailer for the game whilst I brainstorm ways of fixing my SFX issue, but I'll be working on that for the next update so please bare with me. A list of the changes are below.
Fixed the sword that was active in the throne room
Fixed Miranda's positioning when returning to the village as Kenneth
Fixed an issue in the chapel where the coffin couldn't be interacted with
Fixed the overlapping sprites on Kenneth in the forest cutscene
Added walls to the back of the safari so it isn't just an endless void in view
I believe those were all the changes I made. As I said, they were very minor visual things, nothing super exciting.