Luca Update - Now with 50% More Bullets and 100% More Ceilings!
To increase the realism and immersion of the game the height of the rooms has been doubled and a ceiling put on top of each dungeon room. This improves the feel of the game tremendously by maintaining the illusion of the Virtual Reality™.
They were originally no ceilings in the game because with room scale mode the world would need to scale down and with a small play area the players head would often be well above the ceiling.
Now the ceiling optionally will turn off for room scale mode or in certain rooms where enemies do a high jump.
Additionally, we've made a variety of improvements and increased the base weapon firing rates by 50% to make the combat even more satisfying.
Full Release Notes & Change Log
Worked on polishing ceilinged room.
Ceilinged room cosmetics finished.
Enabled depth texture rendering to enable soft particles.
Fixed z-fighting arch on west wall.
Started looking at native Oculus builds for Luca.
Updated SteamVR.
Loosened restrictions on sliding Locomotion.
Fixed alternate GUI position now that rooms have ceilings.
Removed ceiling on treasure room so elevator doesn't squish player.
Increased all firing rates by 50%.
Removed bow weapon.
Cut "Dragon Medium Four Way" enemy type.
Set Dragon four way replacement to normal 3 dragon, not ballistic spray dragon.
Lowered number of fatty's and murderers on Level 1.
Fixed a few bosses that were not removing ceiling.
Legend of Luca Release - Oculus Rift w/ Touch Support!
We've added support for Touch thru OpenVR. So the game is new fully playable with the Oculus Touch. We are impressed with the tracking volume of the Oculus Touch system. Even with two tracking cameras on one side of a room there are very little occluded tracking spots.
Be sure to calibrate a play area in SteamVR before playing or the floor and world scale will be incorrect.
Unfortunately, OpenVR hasn't shipped with models of the Touch controls yet. So the game will still show Vive controller models until it's updated. Please use the picture above to understand how the controls are mapped in the game until updated controller models get shipped by Valve.
In addition we've fixed a variety of bugs and made some game difficulty tweaks. The final boss is now a little easier and the heart drop frequency has increased.
Legend of Luca Release Notes - Sliding Locomotion! - 8 Player Classes Added
Due to popular demand I've added sliding locomotion as an alternative to teleporting. You can now press up on the LEFT touchpad to slide around at a fabulous 8 meters per second! Teleporting is still available on the RIGHT touchpad for those that are still prone to motion sickness.
If you appreciate us adding this heavily requested feature please leave a great review on steam for Luca! It's super important and will enable even more additions to the game.
Also, we added 8 new character classes that can be unlocked and introduce a variety of new fun play styles to the game.
New Legend of Luca Character Classes!
Paladin - Traditional Stats and Abilities
Shaman - Healer that has tons of health but hits less hard. It's the easiest character to complete the game with.
Grenadier - Want to blow crap up? This is for you! All of your bullets are replaced with delightful bombs that explode on contact with your enemies, that thou mayest blow thine enemies to tiny bits, in thy mercy!
Dragon Trainer - Starts with Rhaegos :rhaegos: and the fabulous Dragon Shield. But zero heart containers!
Death Knight - Starts with Dual Wielding and high DPS. Good times ensue.
Mercenary - A greedy class that has damage increased the more coins you collect.
Harbinger of Death - Because the Grenadier didn't have enough bombs.
We also added 10 new achievements that you can checkout over at http://steamcommunity.com/stats/433600/achievements
Most achievements unlock new items. We also added about a dozen new upgrades for you to discover!
Release Notes - All Bosses Redesigned - Levels 4 & 5 Overhauled - Game Difficulty Rebalanced - Improved Graphics - New Music Added - And Much More!
Changed Bomb physics to offer better control
Updated tileset for future enemies
Dragon Bouncy Splitter
Added Increased Health of Orcus, Punisher of Broken Oaths
Skeleton Swordsman SFX on hit when invulnerable plays a metal clang sound to communicate invulnerability
Skeleton Swordsman improvements to charge animation.
Skeleton Swordsman charge speed reduced by 50%
Audio added to charge and sword swing of skeleton swordsman
Changed drop and pickup sound of Bomb
Bouncy dragon laugh animation now loops
Skeleton Swordsman now steps back a couple steps and makes a noise before charging
New Skeleton Swordsman enemy that moves to be the range of it's charge away from player
Started on Silenus, Lord of Drunkenness alterations
Silenus, Lord of Drunkenness Green projectile improvements
Changed two of four summoning skeleton mages into shooting mages in a room on level 2 that was too hard
Lord of Drunkenness health balanced with addition of Green version of Lord of Drunkenness
Lord of Drunkenness jumps less frequently and does not shoot
Lord of Drunkenness always spawns with Green Lord of Drunkenness
Added Spiked Ball Projectile used by Mors, Personification of Death
Mors, Personification of Death boss completely revamped now has Jump and slam charge attack, swing and slam melee attack, spin and throw spiked ball attack
Changed start weapon from Comitas to Justicia.
Changed ballistic Projectile enemy attacks.
Added additional enemy voices to enhance the audio design of the bad guys.
Tileset updated for new enemies
New Zombie King Boss, encounterable on Level 1
New Demon Grunt arching spray attack
New Shotgun like arching attack for Greater Summoning Skeleton Mage
New arching more predictable trajectory rather than random attack for Dragon Spread
New Enemy Zombie Murderer Lobber. Throws a series of 9 knives arching towards the area of the players location
Pot breaking sounds amplified
New more ceramic sounding pot breaking sound
Increased Zombie Jumper size by 25% to make them easier to see and shoot
New verbal taunts to Zombie Jumper
Zombie Jumper will laugh occasionally even without vision of the player, should make it so you aren't surprised as easily going around corners
Mors, Personification of Death sound design improved
Added Enemy Movement Type BounceDiagonal for bouncy "Pong" like flying dragon movement.
Added SpawnFourPrefabsAndSetUniqueDirectionsOnThemMove.cs for split flying dragon.
Doubled size of coin pickup.
Adjusted projectile physics. Turned off interprolation. Adjusted to make it less likely that they will penetrate colliders.
Fixed haptic pulses not stopping when game gets paused in the middle of a pulse. :vc:
Added Haptic Pulse for axe throw and catch.
Added Haptic Pulse for lightning sword charge and fire.
Fixed Scroll of Explosion bombs falling thru floor.
Redid Zombie Murderer Recolors
Added additional zombie murderer skin colors. Brown and Purple.
Added clear target volume requirement for teleporting.
Changed plinth and elevator to Depris layer so that you can port onto them.
Added Timed Spikes Dragon Companion shoots parallel to floor now, making it much more useful. :rhaegos:
Fixed boss health gage when multiple bosses exist.
4 Timed Spike Varieties Added Spikes to Mors, Personification of Death boss rooms
Clay pot breaking sound now on both pots
Balanced 4 rooms in level 2 that were ending runs at exceedingly above average rates
Added 4 new rooms to level 2 with new Splitting Bouncy Dragon
Added spikes and bones to level 3 start room
4 new rooms including new bouncy dragon on level 1
Modified 2 maze rooms on level 1
Added 6 new rooms to Level 3
Level 4 Redesign - 30 new rooms! Including 4 newly created enemies and redesigned skeleton swordsman. Level tweaks from play testing
Added sound for spikes
Room balance modifications after play testing
Increased Skeleton Swordsman health
New Demon Bomb Blaster enemy
Redesigned level 5 with 31 new room designs Demon Bomb redesigned with improved combat AI, sound effects, and animations
Decorative candles for level 5 moved to debris layer so they no longer block movement
New projectile attack added to Orcus, Punisher of Broken Oaths
Vulcan, God of Fire now Taunts the player Vulcan sounds improved Vulcan fire projectile visual increases in size after being fired
Improved Lord of Drunkenness sounds.
Slightly modified effects of gold drop upgrades.
Handle edge case of ballistic Projectile trajectory calculation.
Increased anti-aliasing.
Turned on soft shadows. Changed bow to have higher arrow speed as a bonus instead of seeking arrows, which were overpowered. Increased boss healths for longer battles. Changed Lightning upgrade to be rechargeable.
Lowered strength of White Lotus upgrade.
Lowered strength of Bloodthirsty upgrade.
Made levels bigger.
Added additional dead end rooms.
Changed Bow attack to not have seeking.
Instead the arrows will move 3x as fast as the bows special ability.
Make sword melee damage not explode the red walls. Red block mazes become nearly impossible to do as is.
Many pots added to Level 2 rooms that were missing pots, should help with survivability on floor 2.
Decreased amount of pots in some empty rooms with excessive pots
New hidden room variation
Changed sword projectiles. Instead of embedding in walls they bounce off and land on floor. Also changed the hitbox size and shape for them.
Fixed Demon grunt can bug out and not run death animation when he dies from an explosion.
Fixed Demon Bomb is playing and looping sound on awake, should stop playing sound on death
Increased Scroll, Heart, Shield, and Bomb drop rates while lowering Coin, and Key drop rates.
Dice added to loot table
Scaled Dice cost with floor and number of rolls.
Changed pricing of all items in shops to scale with level. Fixed Orthogonal move toward player enemies should try to move around pillar or wall instead of running straight into it indefinitely
Ensure treasure room doors are locked after level 1.
Added new music. Added hidden rooms.
Lowered upgrade price a bit.
Fixed Level 2 room with 2 upgrade chests behind walls in center of room. It was OP.
Changed upgrade message time length to 4 seconds from 6.
Added more hidden rooms.
Added more hidden room variations.
Added shields to shop items.
Removed potion from shop items.
Fixed explosion sound volumes.
Hide spiked ball visual on collision.
Check parent active on bombs so that everything doesn't explode when a room is destroyed (on level change)
Cut the Nineteen Eighty Four "wireframe view" upgrade item, because it sucked.
Major Update! 20 New Enemies - 75+ New Room Designs - New Special Weapon Attacks - Unlimited Ammo!
Some major changes to the weapons of A Legend of Luca have arrived in the latest release!
The ammo system was removed because it was difficult to understand and rarely led to satisfying game play. It was more annoying that anything, so the ammo system has been completely cut from the game. All player weapons will now always have unlimited ammo and their special abilities available. So now all players are even more powerful and the difficulty of the game has been increased to maintain the challenge of the game.
All of the melee weapons now have a ranged attack that's always available.
Clemetia, the Axe of Mercy's special throw ability is now always available and won't run out.
Veritas, the Greatsword of Truth has a charged lightning attack similar to brimstone from Binding of Isaac.
Virtus, the Sword of Valor, has a piercing special ability where the thrown swords will go through enemies.
Firmitas, the Glaive of Tenacity's special ability of destroying touched blocks is now always on and has a constant particle effect to help remind you and because it looks awesome.
Level and enemy designs for levels 1 through 3 have been added to and overhauled. Levels 4 and 5 rooms will be redesigned in the next few weeks.
We added many new enemy variations and recolors of the enemies to have many more variations of attacks and movements to make the core combat more satisfying. As part of the design we've been trying to add more swarms of slower moving enemies to the rooms. As part of our play testing we wanted to make sure that all rooms can be beaten without taking damage to ensure that the game is fair to the players.
As part of the room design overhaul we've added room shape flagging to the level generator, so now (although the rooms will currently always be the same size) we can design custom rooms knowing that the player will enter from one side or that certain walls will not have doors. This enabled many new types of fun and unique room experiences!
Also added more rigid bodies to objects like candelabras, chairs, barrels and jars. This will make them movable and active physics objects, which is really cool and adds to the immersion and presence of the game.
In addition we've made many changes and tweaks to continue to polish and refine the game. Thank you all for your support and please continue to send great feedback.
:rhaegos:
Complete Change Log
Zombie Fatties now differentiated by color
Slowed down roll speed of all Fatties except Side Shooting Fatty
Created new Fatty that spawns two smaller Fatties on death
New smaller Fatty moves and rolls slower than rest of fatties
Zombie Fatty roll attack is no longer seeking, this better matches expected behavior and will no longer roll into you after a side dodge
Zombie Fatty sound effects for rolling attack now better match the roll duration and includes a jump sound at the end of the roll
Added color variations to Skeleton Archer
Added some decoration to second floor start room
Added Archer Spawning from Pot
Skeleton Mages are differentiated by color
Added Skeleton Mage Spawn Commoner which after a short tell begins summoning Red Zombie Commoners
Added Skeleton Mage Spawn Medium which after a medium length tell summons a skeleton swordsman
Added Skeleton Mage Spawn Greater which after a long tell spawns a boss with reduced health
Fixed Fire Projectile to not dissipate before it would hit the wall since it had been slowed down previously
Disabled stop movement stun on Red Zombie Commoner, will now always run towards the player
Reduced Red Zombie Commoner Speed by 17%
Implemented door blocking, so that rooms can be designed to depend on certain walls to not have doors.
Increased room linking (some rooms wouldn't be as connected as they should have been. Missing doors)
Implemented random and specific room design flipping
Redesigned rooms on level 2
Added more rigid bodies to objects like candelabras, chairs, barrels and jars. This will make them movable and active physics objects.
Fixed Orcus Skeleton Boss gem projectile visual.
Adjusted boss healths.
Lowered shield drop rate.
Fixed instant room transition mode dropping weapons.
Some new Empty Rooms for all floors
Removed empty rooms exclusive to floor 2, should reduce empty rooms spawning too frequently in floor 2.
Increased health of fatties
Zombie Commoner intermittent attack working and attack sound is improved
Added two more tiers of zombie splitter. They never stop!
New blue slow arching projectile for Demon Grunt
Color differentiation for Demon Grunts
New Standing and shooting in falling arch Demon Grunt enemy
Removed all ammo systems from game.
Removed ammo scrolls.
Reworked ammo upgrade items.
Added projectiles to swords.
Added pierce special projectile to virtus.
Made Firmitas special break block ability always on.
Changed lightning greatsword to charge and hold.
Tweaked scale of projectiles.
Changed mass of projectiles to match scale.
Removed more boss spawn animation invulnerability.
Gave Fat dragon increasing health per level
Level 3 rooms re-designed
Lowered health of Zombie Fatty and Zombie Commoner in response to projectile multi hit being fixed
Added earlier audio tell before Skeleton Archer shot
Added Six shots that come out of Green Demon Grunt On Death
Removed extra empty and hidden rooms in 4th and 5th floor
Changed drop rate on barrels to be same as pots
Changed upgrade item drop rate on barrels to 0, will increase chest encounter rate to compensate if necessary
Fatty spawn and death sounds changed
Added Spawn animation to Demon Grunt Rise Up
Added new prefab for Demon Grunt Rise Up Spray and is configured for level editor
Added AnimationTriggerDelay to enhance tell on skeleton archers.
Changed enemy LOS checks to player come from the top of their head instead of their center point, so that they can sometimes shoot over blocks if they are tall enough.
Items no longer block you from porting on top of them
Skeleton Archer animation timing delayed to give more time for sounds before shot is fired
Fixed destructible walls bug where debris were not showing and wall would stay visible
Some Level 2 room tweaks
Lowered Potion drop rate
Increased Scroll drop rate
Added unique voice flagging so that the Goddess Diana never talks over herself.
Removed decorative spawns of items that block enemy movement
Fixed Diana multi voice on level loads.
Imp now makes a grunt for a second before charging
Fix room flipping messing up spawn positions of elevator and other plinths.
Changed stun particles.
All weapons of virtue now have unique spawn particles.
Switched stun particle to blind particle effect.
Added SpawnOnStart to enemy move system for summon ritual visual.
Demon Imp Jumps and screams before attacking
Imp jump sound cuteness improved
Dragon small does a backflip and sound before shooting at you
Reimplemented Stun
Added Visual effect to Skeleton Mage when summoning
Tweaked greatsword spawn/pickup particles.
Release Notes
Level 1 room design changes.
Typical enemy projectiles are now half the speed
Auto Dual-Wield when picking up a second weapon
Stop locking weapon room doors.
GIF recording disabled
Each pickup now has a unique drop sound effect
Made it so pots are more often spawned in groups.
Skeleton Mage Triple Shot now spreads in all 3 dimensions
Exploding Gems from boss are increased in size
Dragon Familiar shots fixed to damage enemies and environments and his firing position raised so shots don't hit the ground as frequently
Zombie Fatty attack frequency decreased
Zombie Commoners will screech when they enter within a short range
Can now differentiate Skeleton Mages by color
Chest script allows spawning of specific object
Dragons are now differentiated by color
Mage color additions.
Zombie Variations now visually distinct in color and equipment
Modified Dragon Medium Four Way sfx to not blow out your ear with headphones on.
Zombie Jumper screams for joy when he jumps at you.
New skeleton mage does 360 shot with equal shot distribution and does not spawn enemies
New skeleton mage does spread triple shot at player
Lowered health on two new mages in comparison to previous mage
Fatty Poop no longer damages enemies
Slowed Fatty movement so they don't skate with their movement
Fixed Fatty positioning, was clipping slightly with the ground before
Made big dragon more dangerous, shoots 7 fireballs in zig-zag pattern
minor attack rate tweaks on spread shot dragon and single shot dragon
Added Medium Dragon: shoots 4 shots at 90 degree angles
Added sounds on dragons and dragon attacks
Zombie Jumper paths now paths towards the player. Now more difficult, but previously would jump at the player when it seemingly wasn't paying attention to you before. Should also help resolve sentiments that enemies were oblivious to player.
Zombie Commoner that is spawned from fatties has increased health.
Small Zombie commoners move slightly faster than before to match their animation
Zombie Fatty has increased health, base enemy now farts right before roll attack and does not spawn enemies, attacks with increased frequency
New Summoning Zombie Fatty, does not try to engage the player, has more health than first Fatty, summons zombie grunts
New Side Shooting Fatty, does new special sideways ranged attack your inner child is sure to love then roll attacks player, has slightly more health than first fatty
Messing with fatty variations and new poop projectile
Tweaked attack rates of murderer zombies
Zombie Murderer Triple shot working
Fixed some bugs with enemy move repeating
Started work on new rise up enemy
Added sound effects for Zombie Murderer
Zombie Murderer throws knifes from longer range and shoots knives out on death
Release Notes
Enabled Single Pass Rendering, giving a draw call reduction of 50%. Since Luca is CPU limited this gives a 100% boost in performance
Increased size of all weapons nearly double
Made weapon blink when invulnerable instead of hand
Removed hand models
Removed non-boss level music to contrast the emotional experience.
Added ambient wind sound
Moved pillars in weapon rooms
Fixed spawn glitch on Orcus, Punisher of Broken Oaths
Fixed gui cursor positioning
Removed uses of old zombie commoner
Skeleton King on Level 3 balanced to be more in line with difficulty of other floor 3 bosses
Removed some spike rooms in Level 3
Changed enemy projectiles to not collide with enemies
Fewer Empty rooms
Higher average rewards in empty rooms
Zombie Murderer no longer does ranged attack
New Ranged Zombie Murderer that does triple attack
Added enemy knife projectile
Adjusted sizes of zombie commoners
Added Green recolor for zombie murderer
Updated SteamVR to latest version
Removed Bloom Filter as it was contributing to ghost rays and poor legibility
Reduced small dragon spread attack from 18 to 9 shots
Fixed ambient lighting
Trading Cards Now Available!
Just added new steam trading cards as well as reward backgrounds and emoticons!
Check out the cool HTC Vive emoticons as part of the collection.
Here's one for the Vive Headset - :vive: (vive)
Here's one for the Vive Controller - :vc: (vc)
Here's one for the Vive Lighthouse Trackers - :vlh: (vlh)
The drop rate on the cards is set to 15 minutes and there's seven in the set so it should be fairly easy to complete.
ENJOY! :rhaegos: :zgrin:
Release Notes
Added big padlock to locked chest to make it more obvious that it needs a key.
Fixed initial music ducking.
Fixed zombie boss shader (was shiny).
Fixed save data location.
Release Notes
Added room scale back as an option. Requires restart.