Sep 16, 2016
NECROPOLIS: BRUTAL EDITION - Harebrained Schemes
  • Reduced frequency of random crashes while playing
  • Resolved issue that prevented animations from displaying for others in multiplayer when killed on sticky traps
  • Resolved issue that caused loss of stolen items (from the Bandit) in multiplayer
  • Resolved issue that caused a chest to rarely appear inside another chest
  • Resolved issue that caused Male Blackguard to become Female when equipping Armor of the Infernal Lich
  • Increased the spawn rate of multiplayer focused resurrection scroll
  • Hitbox and attack animation polish
  • Resolved minor localization issues
  • Environment and character polish
  • Audio and visual effects polish
  • Minor UI bug fixes
Sep 16, 2016
NECROPOLIS: BRUTAL EDITION - Harebrained Schemes
  • Reduced frequency of random crashes while playing
  • Resolved issue that prevented animations from displaying for others in multiplayer when killed on sticky traps
  • Resolved issue that caused loss of stolen items (from the Bandit) in multiplayer
  • Resolved issue that caused a chest to rarely appear inside another chest
  • Resolved issue that caused Male Blackguard to become Female when equipping Armor of the Infernal Lich
  • Increased the spawn rate of multiplayer focused resurrection scroll
  • Hitbox and attack animation polish
  • Resolved minor localization issues
  • Environment and character polish
  • Audio and visual effects polish
  • Minor UI bug fixes
NECROPOLIS: BRUTAL EDITION - Harebrained Schemes
We’ve reached a milestone in our ongoing improvement work on Necropolis. Eight weeks ago, Harebrained Schemes committed to respond to feedback from critics and the community with a series of free updates and improvements. That work culminates in today’s free update, the NECROPOLIS BRUTAL EDITION.

Version 1.1 contains the following additions, enhancements, and fixes for Necropolis.
  • Added a new playable character, The Brute, with 7 unique armor sets including the fearsome Raider’s Garb which offers increased damage at some hefty costs.
  • Added a new outdoor environment, The Black Forest, with 36 new modules!
  • Added a new starting module to reduce the time needed to get back into the action.
  • Added 7 more new enemies including the Bandit - watch it, he’ll steal your loot!
  • Added 16 new weapons, with unique abilities such as the Arcane Shadow - a devastating maul that deals incredible amounts of damage, but its curse strips the player of most of their defenses, use at your own risk.
  • Added new traps, the Necropolis wasn’t deadly enough so we added some spinning blades and even deadlier spike traps. The Black Forest has its own traps, too.
  • Added 5 new consumable items (potions, scrolls, etc.) including the Multiplayer focused Resurrection scroll! All your fellow adventurers in danger and downed? Revive them from a safe distance!
  • Added new loot! Recipes are now part of loot drops, you can find them throughout the Necropolis. Buying is now just one way to expand your potion and crafting potential!
  • Improvements to blocking and shield bashing. Stamina costs for successful blocks has been reduced, as well as the threshold for shield breaks has been increased, meaning it will happen less often. Lastly, damage bleed through (in the event of shield break) has been lowered.
  • General performance improvements
  • Localized all text

These 1.1 release improvements are of course in addition to the previous improvements we’ve released since launch, which include:

Content
  • Added 2 more new enemies, including the Fire Djinn.
  • Added 6 more new weapons featuring unique abilities and effects including one which slows enemies with each slash, for example.
  • Added 2 more new armor sets with greater risks and rewards.
  • Added an additional new potion and scroll, each designed for higher impact in Multiplayer.
  • Added several new behaviors to some enemies for greater challenge (flanking, grouping, predictive movement, and attack cycling).
  • Added 25 more new environment modules.
  • Balance changes for Changelings, Gemeaters, Spider Queen, Bone Effigy, and Naguals.
  • Buff to ‘Mr. Monk's Most Excellent Pamphlet on Avoiding Exhaustion’ Codex, it now regenerates more exhaustion than before and in a shorter time scale.
  • Major rebalance to the revive system. Revive will now bring you back at a diminished ratio every time you die down to a minimum HP and Stamina/Exhaustion.
  • Loot re-balance:
    • Reduced gem drops on all enemies
    • Reduced crafting drops on all enemies
    • Removed Iron Ration from starting recipies
    • Reduced crafting cost on Potion of Big Boy Strength
    • Increased crafting cost of some common recipes
  • Jumping is now more responsive, allowing you to jump out of more situations or in quick succession.
  • Improved UI messaging to reflect save actions, “Save & Quit to Desktop” and “Save & Exit To Title screen” text.
  • Major update to all weapon and codex descriptions to expose more functionality.
  • Improvements to AI aggro line of sight.
  • Added early spawn opportunities for some larger, stronger enemies on earlier floors.
  • Revised and rebalanced all armor sets.
  • Added new spawn animations for some Skeletons and Hoardmen.
  • Revised Hoardman aware behavior to make them quicker to take action.
  • Corrected imbalanced effects on some healing potions.
  • Changed “Rotten Is Just Another Word for Delicious” codex to completely prevent vomiting when eating rotten food.
  • Added option to invert X-Axis Camera to Options / Settings.
  • Added DLC Soundtrack files.

Bug Fixes
  • Fixed an issue with our procedural environment algorithm. A large assortment of previously hidden environment modules (over 30) are now available.
  • Resolved minor issue with elemental VFX and SFX.
  • More responsive general performance on lower spec computers.
  • Resolved minor audio issues in multiplayer.
  • Removed armor switching exploit.
  • Resolved issue that prevented a menu option from displaying text in several languages.
  • Found a workaround for crashes at launch when using a Razer headset.
  • Removed developer console access.
  • Resolved an issue that could prevent the main menu from opening on launch when Necropolis was set to several non-English languages.
  • Steam Achievements are now viewable through the Steam client.
  • Fixed an occasional issue with multiplayer jitter when switching armor.
  • Fixed many minor bugs.
NECROPOLIS: BRUTAL EDITION - Harebrained Schemes
We’ve reached a milestone in our ongoing improvement work on Necropolis. Eight weeks ago, Harebrained Schemes committed to respond to feedback from critics and the community with a series of free updates and improvements. That work culminates in today’s free update, the NECROPOLIS BRUTAL EDITION.

Version 1.1 contains the following additions, enhancements, and fixes for Necropolis.
  • Added a new playable character, The Brute, with 7 unique armor sets including the fearsome Raider’s Garb which offers increased damage at some hefty costs.
  • Added a new outdoor environment, The Black Forest, with 36 new modules!
  • Added a new starting module to reduce the time needed to get back into the action.
  • Added 7 more new enemies including the Bandit - watch it, he’ll steal your loot!
  • Added 16 new weapons, with unique abilities such as the Arcane Shadow - a devastating maul that deals incredible amounts of damage, but its curse strips the player of most of their defenses, use at your own risk.
  • Added new traps, the Necropolis wasn’t deadly enough so we added some spinning blades and even deadlier spike traps. The Black Forest has its own traps, too.
  • Added 5 new consumable items (potions, scrolls, etc.) including the Multiplayer focused Resurrection scroll! All your fellow adventurers in danger and downed? Revive them from a safe distance!
  • Added new loot! Recipes are now part of loot drops, you can find them throughout the Necropolis. Buying is now just one way to expand your potion and crafting potential!
  • Improvements to blocking and shield bashing. Stamina costs for successful blocks has been reduced, as well as the threshold for shield breaks has been increased, meaning it will happen less often. Lastly, damage bleed through (in the event of shield break) has been lowered.
  • General performance improvements
  • Localized all text

These 1.1 release improvements are of course in addition to the previous improvements we’ve released since launch, which include:

Content
  • Added 2 more new enemies, including the Fire Djinn.
  • Added 6 more new weapons featuring unique abilities and effects including one which slows enemies with each slash, for example.
  • Added 2 more new armor sets with greater risks and rewards.
  • Added an additional new potion and scroll, each designed for higher impact in Multiplayer.
  • Added several new behaviors to some enemies for greater challenge (flanking, grouping, predictive movement, and attack cycling).
  • Added 25 more new environment modules.
  • Balance changes for Changelings, Gemeaters, Spider Queen, Bone Effigy, and Naguals.
  • Buff to ‘Mr. Monk's Most Excellent Pamphlet on Avoiding Exhaustion’ Codex, it now regenerates more exhaustion than before and in a shorter time scale.
  • Major rebalance to the revive system. Revive will now bring you back at a diminished ratio every time you die down to a minimum HP and Stamina/Exhaustion.
  • Loot re-balance:
    • Reduced gem drops on all enemies
    • Reduced crafting drops on all enemies
    • Removed Iron Ration from starting recipies
    • Reduced crafting cost on Potion of Big Boy Strength
    • Increased crafting cost of some common recipes
  • Jumping is now more responsive, allowing you to jump out of more situations or in quick succession.
  • Improved UI messaging to reflect save actions, “Save & Quit to Desktop” and “Save & Exit To Title screen” text.
  • Major update to all weapon and codex descriptions to expose more functionality.
  • Improvements to AI aggro line of sight.
  • Added early spawn opportunities for some larger, stronger enemies on earlier floors.
  • Revised and rebalanced all armor sets.
  • Added new spawn animations for some Skeletons and Hoardmen.
  • Revised Hoardman aware behavior to make them quicker to take action.
  • Corrected imbalanced effects on some healing potions.
  • Changed “Rotten Is Just Another Word for Delicious” codex to completely prevent vomiting when eating rotten food.
  • Added option to invert X-Axis Camera to Options / Settings.
  • Added DLC Soundtrack files.

Bug Fixes
  • Fixed an issue with our procedural environment algorithm. A large assortment of previously hidden environment modules (over 30) are now available.
  • Resolved minor issue with elemental VFX and SFX.
  • More responsive general performance on lower spec computers.
  • Resolved minor audio issues in multiplayer.
  • Removed armor switching exploit.
  • Resolved issue that prevented a menu option from displaying text in several languages.
  • Found a workaround for crashes at launch when using a Razer headset.
  • Removed developer console access.
  • Resolved an issue that could prevent the main menu from opening on launch when Necropolis was set to several non-English languages.
  • Steam Achievements are now viewable through the Steam client.
  • Fixed an occasional issue with multiplayer jitter when switching armor.
  • Fixed many minor bugs.
Aug 16, 2016
NECROPOLIS: BRUTAL EDITION - Harebrained Schemes
Continuing our ongoing improvement work, Version 1.0.4 contains the following additions, enhancements, and fixes for Necropolis.
  • Added 2 New Enemies, including the Fire Djinn.
  • Added 6 new weapons featuring unique abilities and effects including one which slows enemies with each slash.
  • Added 2 New Armor sets with greater risks and rewards.
  • Added a new potion and scroll, each designed for higher impact in Multiplayer.
  • Added several new behaviors to some enemies for greater challenge (flanking, grouping, predictive movement, and attack cycling).
  • Added 17 new environment modules.
  • Buffed Spider Queen, Bone Effigy, and Naguals..
  • Buff to ‘Mr. Monk's Most Excellent Pamphlet on Avoiding Exhaustion’ Codex - it now regenerates more exhaustion than before and in a shorter time scale.
  • Major rebalance to the revive system. Revive will now bring you back at a diminished ratio every time you die, down to a minimum HP and Stamina/Exhaustion.
  • Loot re-balance
    • Reduced gem drops on all enemies
    • Reduced crafting drops on all enemies
    • Removed Iron Ration from starting recipes
    • Reduced crafting cost on Potion of Big Boy Strength
    • Increased crafting cost of some common recipes
  • Jumping is now more responsive, allowing you to jump out of more situations or in quick succession.
  • More responsive general performance on lower spec computers.
  • All new text added in previous updates now have translations.
  • Improved UI messaging to reflect save actions, “Save & Quit to Desktop.”
  • Resolved minor spawning issues.
Aug 16, 2016
NECROPOLIS: BRUTAL EDITION - Harebrained Schemes
Continuing our ongoing improvement work, Version 1.0.4 contains the following additions, enhancements, and fixes for Necropolis.
  • Added 2 New Enemies, including the Fire Djinn.
  • Added 6 new weapons featuring unique abilities and effects including one which slows enemies with each slash.
  • Added 2 New Armor sets with greater risks and rewards.
  • Added a new potion and scroll, each designed for higher impact in Multiplayer.
  • Added several new behaviors to some enemies for greater challenge (flanking, grouping, predictive movement, and attack cycling).
  • Added 17 new environment modules.
  • Buffed Spider Queen, Bone Effigy, and Naguals..
  • Buff to ‘Mr. Monk's Most Excellent Pamphlet on Avoiding Exhaustion’ Codex - it now regenerates more exhaustion than before and in a shorter time scale.
  • Major rebalance to the revive system. Revive will now bring you back at a diminished ratio every time you die, down to a minimum HP and Stamina/Exhaustion.
  • Loot re-balance
    • Reduced gem drops on all enemies
    • Reduced crafting drops on all enemies
    • Removed Iron Ration from starting recipes
    • Reduced crafting cost on Potion of Big Boy Strength
    • Increased crafting cost of some common recipes
  • Jumping is now more responsive, allowing you to jump out of more situations or in quick succession.
  • More responsive general performance on lower spec computers.
  • All new text added in previous updates now have translations.
  • Improved UI messaging to reflect save actions, “Save & Quit to Desktop.”
  • Resolved minor spawning issues.
Aug 2, 2016
NECROPOLIS: BRUTAL EDITION - Harebrained Schemes
Per our update about our ongoing improvement work, Version 1.0.3 contains the following additions, enhancements, and fixes for Necropolis.
  • Major update to all weapon descriptions to expose more functionality. This update is English only and translations will be added in a future update ASAP.
  • Fixed an issue with our procedural environment algorithm. A large assortment of previously hidden environment modules (over 30) are now available.
  • Added several new environment modules for levels 1 & 2.
  • Improvements to AI aggro line of sight.
  • Added early spawn opportunities for some larger, stronger enemies on earlier floors.
  • Revised and rebalanced all armor sets.
  • Added new spawn animations for some Skeletons and Hoardmen.
  • Revised Hoardman aware behavior to make them quicker to take action.
  • Corrected imbalanced effects on some healing potions.
  • Gemeater balance tweaks.
  • Changed “Rotten Is Just Another Word for Delicious” codex to completely prevent vomiting when eating rotten food.
  • Increased spawn window of Changelings and adjusted their attributes.
  • Updated Exit To Title screen text to be more explicit that the game automatically saves upon exit.
  • Added auto-save warning screen that explains how the save system works.
  • Added option to invert X-Axis Camera to Options / Settings.
  • Resolved minor issue with elemental VFX and SFX
  • Resolved minor audio issues in multiplayer.
  • Removed armor switching exploit.
  • Fixed various other minor issues.
Aug 2, 2016
NECROPOLIS: BRUTAL EDITION - Harebrained Schemes
Per our update about our ongoing improvement work, Version 1.0.3 contains the following additions, enhancements, and fixes for Necropolis.
  • Major update to all weapon descriptions to expose more functionality. This update is English only and translations will be added in a future update ASAP.
  • Fixed an issue with our procedural environment algorithm. A large assortment of previously hidden environment modules (over 30) are now available.
  • Added several new environment modules for levels 1 & 2.
  • Improvements to AI aggro line of sight.
  • Added early spawn opportunities for some larger, stronger enemies on earlier floors.
  • Revised and rebalanced all armor sets.
  • Added new spawn animations for some Skeletons and Hoardmen.
  • Revised Hoardman aware behavior to make them quicker to take action.
  • Corrected imbalanced effects on some healing potions.
  • Gemeater balance tweaks.
  • Changed “Rotten Is Just Another Word for Delicious” codex to completely prevent vomiting when eating rotten food.
  • Increased spawn window of Changelings and adjusted their attributes.
  • Updated Exit To Title screen text to be more explicit that the game automatically saves upon exit.
  • Added auto-save warning screen that explains how the save system works.
  • Added option to invert X-Axis Camera to Options / Settings.
  • Resolved minor issue with elemental VFX and SFX
  • Resolved minor audio issues in multiplayer.
  • Removed armor switching exploit.
  • Fixed various other minor issues.
NECROPOLIS: BRUTAL EDITION - Harebrained Schemes
Hey Everyone!

Now that we’re past the rollercoaster week of releasing NECROPOLIS, we want to let you know what’s next. As with everything we make, the Harebrained Schemes team has scoured the player responses and critic reviews to begin the process of turning your feedback into an action plan for supporting and improving the game. We deeply appreciate all of the constructive comments we received and the thought that went into them. We know we have work to do and we're committed to making NECROPOLIS live up to its potential.

At a high level, here’s what we’ve learned so far:
  • First, NECROPOLIS is a game people *want* to like. Many reviewers and commenters prefaced their criticisms with statements like, “I really wanted this to be good.”
  • Second, people expected more content and more variety for their money. Whether it’s more enemies, more environments, more loot, or more variety in a level, the message is that more variety is needed.
  • Third, many of the item descriptions in the game are obscure and unhelpful, making it hard to make decisions about what to buy or equip. And because our item descriptions are obscure AND written in the Brazen Head’s snarky/humorous tone, some people find them irritating.
  • And fourth, some players found the game too easy and the AI in need of improvement. For example, players report that many enemies can be beat using the same tactics and they want more variety and challenge in combat.


With that in mind, here’s what we’re doing to improve NECROPOLIS.

The improvements and new content described below will be added to the game FOR FREE when each one is ready over the course of the next several weeks. Please note that the timeframes listed below are meant to be rough guidelines rather than hardcore deadlines.

TODAY
  • Text descriptions of the magical codexes in the Scriptorium are more informative. This change is included in Release 1.02 today for English speaking countries. Other languages will receive that update next week after translation.
  • Resolved issue that prevented a menu option from displaying text in several languages.
  • Found a workaround for crashes at launch when using a Razer headset.
  • Removed developer console access.
  • Resolved an issue that could prevent the main menu from opening on launch when Necropolis was set to several non-English languages.
  • Steam Achievements are now viewable through the Steam client.

ONGOING
  • Continue to fix high-impact bugs.
    Continue to improve enemy behaviors to make creatures more fun to fight.
  • We’ll be exploring enemy speeds, aggression settings, animation timing and more to better differentiate enemies and vary their challenges.

SHORT-TERM (Coming over the next two weeks)
  • Revise weapon descriptions to provide better clues as to their advantages or drawbacks.
  • Revise spawning system so that enemy spawning feels more logical and less frustrating.

MID-TERM (Coming 2-4 weeks from now)
  • New enemies that change up gameplay.
  • Revise enemy spawning so that some harder enemies will show themselves earlier in the game, resulting in more challenging combat with a greater variety of enemies.
  • New weapons and armor sets featuring unique stats with positive and negative trade-offs to allow for more varied play styles.
  • Turn crafting recipes into loot objects that can be found throughout the Necropolis to encourage further exploration.
  • Update the co-op revive system to provide a greater challenge.
  • Improve shields to make them more effective in combat.
  • Loot rebalancing based on feedback.

LONG-TERM (Coming 4-8 weeks from now)
  • Improvements to the final enemy to make him more challenging.
  • New and better designed traps.
  • New ways to engage with and affect the environment, like the platforms you can rotate.
  • Completely new outdoor environment - The Black Forest - a wintry deathscape to explore.
  • New Black Forest enemies.
  • New potions and scrolls.
  • A second playable character, the Brute.


Okay, that’s the plan as we know it - to provide as many free tweaks, fixes, and content additions as we possibly can in the coming months. Thanks again for all your feedback and support on our first foray into 3D action and roguelike gaming. With strong continued sales, we hope to improve NECROPOLIS even more over time. If you like the game and want to see it continue to grow and evolve, tell people about it. Personal referrals are the most effective way to get new people into the game.

Finally, the best way to ensure that your constructive feedback and suggestions get to the developers is by replying to this thread so that everyone on the team knows where to look.

Thanks,
HBS
NECROPOLIS: BRUTAL EDITION - Harebrained Schemes
Hey Everyone!

Now that we’re past the rollercoaster week of releasing NECROPOLIS, we want to let you know what’s next. As with everything we make, the Harebrained Schemes team has scoured the player responses and critic reviews to begin the process of turning your feedback into an action plan for supporting and improving the game. We deeply appreciate all of the constructive comments we received and the thought that went into them. We know we have work to do and we're committed to making NECROPOLIS live up to its potential.

At a high level, here’s what we’ve learned so far:
  • First, NECROPOLIS is a game people *want* to like. Many reviewers and commenters prefaced their criticisms with statements like, “I really wanted this to be good.”
  • Second, people expected more content and more variety for their money. Whether it’s more enemies, more environments, more loot, or more variety in a level, the message is that more variety is needed.
  • Third, many of the item descriptions in the game are obscure and unhelpful, making it hard to make decisions about what to buy or equip. And because our item descriptions are obscure AND written in the Brazen Head’s snarky/humorous tone, some people find them irritating.
  • And fourth, some players found the game too easy and the AI in need of improvement. For example, players report that many enemies can be beat using the same tactics and they want more variety and challenge in combat.


With that in mind, here’s what we’re doing to improve NECROPOLIS.

The improvements and new content described below will be added to the game FOR FREE when each one is ready over the course of the next several weeks. Please note that the timeframes listed below are meant to be rough guidelines rather than hardcore deadlines.

TODAY
  • Text descriptions of the magical codexes in the Scriptorium are more informative. This change is included in Release 1.02 today for English speaking countries. Other languages will receive that update next week after translation.
  • Resolved issue that prevented a menu option from displaying text in several languages.
  • Found a workaround for crashes at launch when using a Razer headset.
  • Removed developer console access.
  • Resolved an issue that could prevent the main menu from opening on launch when Necropolis was set to several non-English languages.
  • Steam Achievements are now viewable through the Steam client.

ONGOING
  • Continue to fix high-impact bugs.
    Continue to improve enemy behaviors to make creatures more fun to fight.
  • We’ll be exploring enemy speeds, aggression settings, animation timing and more to better differentiate enemies and vary their challenges.

SHORT-TERM (Coming over the next two weeks)
  • Revise weapon descriptions to provide better clues as to their advantages or drawbacks.
  • Revise spawning system so that enemy spawning feels more logical and less frustrating.

MID-TERM (Coming 2-4 weeks from now)
  • New enemies that change up gameplay.
  • Revise enemy spawning so that some harder enemies will show themselves earlier in the game, resulting in more challenging combat with a greater variety of enemies.
  • New weapons and armor sets featuring unique stats with positive and negative trade-offs to allow for more varied play styles.
  • Turn crafting recipes into loot objects that can be found throughout the Necropolis to encourage further exploration.
  • Update the co-op revive system to provide a greater challenge.
  • Improve shields to make them more effective in combat.
  • Loot rebalancing based on feedback.

LONG-TERM (Coming 4-8 weeks from now)
  • Improvements to the final enemy to make him more challenging.
  • New and better designed traps.
  • New ways to engage with and affect the environment, like the platforms you can rotate.
  • Completely new outdoor environment - The Black Forest - a wintry deathscape to explore.
  • New Black Forest enemies.
  • New potions and scrolls.
  • A second playable character, the Brute.


Okay, that’s the plan as we know it - to provide as many free tweaks, fixes, and content additions as we possibly can in the coming months. Thanks again for all your feedback and support on our first foray into 3D action and roguelike gaming. With strong continued sales, we hope to improve NECROPOLIS even more over time. If you like the game and want to see it continue to grow and evolve, tell people about it. Personal referrals are the most effective way to get new people into the game.

Finally, the best way to ensure that your constructive feedback and suggestions get to the developers is by replying to this thread so that everyone on the team knows where to look.

Thanks,
HBS
...

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