- fixed the item highlight info not disappearing sometimes - fixed the mines not cleaning up correctly, resutling in NG+ sometimes getting softlocked - fixed multiple smaller NullReferenceExceptions - adjustments to the sound mix
Hotfix ea0.1.2.2
- fixed dead weight throwing a console error with the crossbow - shops have a way higher possibility of spawning in a dungeon now (they should spawn every time now) - fixed business senseless and overstock flyer spawning the same type of object as previously bought - fixed some NullReferenceExceptions - adjusted the shop droptables - fixed a major issue with droptables not using the correct probabilities for drops - fixed seed specific offset not being correctly applied - fixed an issue with the text highlight info sometimes not disappearing - fixed an issue where the load methods for the save file broke for some unknown reason
Hotfix ea0.1.2.1
- seeded runs will be more consistent now - dungeon difficulty is constant, no matter the save file progress of the player - secret rooms will appear no matter the save file progress of the player - fixed bosses not being seed consistent (random boss in overgrown gatehouse) - fixed an issue with the world generator sometimes not generating transitions - dungeons now generate with a slight seed dependent offset to combat position based hashes for certain objects being pretty similar for different seeds - fixed obects generating inside walls of doors - fixed dagger getting equipped when reloading the crossbow (rift/quest issue) - adjusted the hand alignments on rift a bit - fixed knife not keeping the rotation of the hand when thrown - fixed crossbow rotating during movement and making aiming more difficult - fixed a non vr mode issue of the main menu not showing
The OpenXR and Insight Rework Update!
Ancient Dungeon ea0.1.2.0 has been released! The main part of this update was the time consuming port over to OpenXR as well as a huge code cleanup and rework to make many interactions less buggy and the gameplay more stable. PCVR players can look forward to playing with shadows to make the game look a lot more beautiful. The Insight system has also been reworked to lay the groundwork for more Insight related additions in the future. There have been tons of improvements under the hood, many of which can be checked out in more detail by looking at the previous devlogs!
The port over to OpenXR has been a challenging and time consuming task. We are pretty satisfied with how it turned out, however there can still be issues that our testers might not have spotted. So if you notice any issues (especially with more unknown or lesser used headsets) please let us know in the Steam discussions or our discord server. We will be closely monitoring this release to make the transition seamless for all players.
Now that the huge undertaking of porting the game over to OpenXR is done, we can 100% start focusing on new content. We have a lot of exciting stuff planned, and will post a new devlog soon!
additions: - the Insight system has been reworked! Players now also collect additional Insight for spending money in shops, killing enemies, and completing floors. Hard mode also now gives a multiplier on collected additional insight. Collecting Journal Pages, Milestones and Items now gives more Insight than before. The amount of Insight depends on the difficulty of the milestone or the item tier. - a rework of the Insight Board, which now has more Insight upgrades in different categories. To ensure a smooth transition to the new system, all your bought Insight upgrades will get refunded on update. - PCVR now has point light shadow support and graphics settings (more settings to come in the future). Be aware, that shadows can cause a huge performance impact. - picking up a mark pickup will drop an already equipped mark on the ground instead of voiding it - 2 new Insight upgrades
changes/fixes: - updated the Project to Unity 2021.3 - With the change to OpenXR a lot of interaction issues have been fixed because the whole movement, climbing and interaction system has been rewritten from scratch! - The player stats have been reworked in a way that makes item combos more consistent in how they calculate damage (no matter the order in which they have been picked up) - several items now have extra sound effects when they activate (Deafening Bell, Dented Gold Chime, Discarded Door Chime, Gaping Totem, Glowing Orange Spot, Needle of Oroborous, Packrat Mandible, Pit Friend, Silver Spoon, Swollen Dragon Lung, Tarnished Silver Chime, Tress of Silken Hair) - lots of physics improvements: movement or weapon stutter should not occur anymore - hard mode now spawns more enemies - optimized several parts of the world generation algorithm to reduce the amount of lag spikes - doors will not pop up anymore during generation when entering a next floor, the floor is already generated one the player gets there - improved performance should result in a smoother framerate (especially on Quest) - increased render resolution on Quest 2, which should result in a much sharper picture - seeds are now completely consistent in the world generator - this includes podest rewards, slot machine outcomes, enemy drops, shop selection and more - be aware, that depending on your progress in the game, the same seed can still look different. For example, players that have secret rooms unlocked will have a different dungeon layout than players that don't have them unlocked yet - improved the hold angle settings system - your UI pointer can now be used on both hands - cracked mirror now reduces your luck a lot more in exchange for better stats - myopic lens has been reworked - assassins mark now deals damage to bosses according to 25% of their max health - befouling sludge now has a chance to deal crit damage - enabling and disabling the ingame console without running a command will no longer block achievements for the run - grinning totem now gives luck based on the amount of coins and keys that have been reduced - Experimental versions now have a big warning in the main menu - If a mod is broken, it will now show a big warning in the main menu - fixed glittering orb and some items not working in hard mode - fixed gaping totem not showing damage increase in stats when having coins - fixed damage inconsistencies with NG+++ - reworked abacus bead - fixed some items / progresses not having the correct behavior in NG+ and beyond - fixed vial of blue blood + ruptured dog eye + glass cannon killing the player - lobster bib now takes into account which type of food you are eating - fixed shopkeeper boss hitboxes - fixed challenge runs having hard difficulty when it was selected in the run preparation screen - increased the length of the player sword and dagger by one voxel (to offset the more realistic holding position) - increased bullet slime spit distance - fixed hedges and potentially some other objects not getting cleaned up when the floor is completed - better handling of pickups stacking their effects - some visual improvements for the ingame console - reworked the potion system which should fix most of the potion related bugs that have been reported - fixed an issue in NG+++, which did not kill the player when DONT_SCALE_NEWGAME damage was applied (for example Packrat Mandible does this type of damage) - reworked business senseless insight upgrade (now always gives an item, but only 1) - Calcified Pustule now deals a small amount of extra damage instead of dealing less damage
modding additions: - It is now possible to create custom weapons via modding (this feature is not fully developed yet, more improvements are coming in future updates) - It is now possible to create overrides of items (the new weapon system already uses this to give items weapon specific changes) - A mod settings menu where mods can create custom settings to toggle specific features of a mod on or off
modding changes: - GetEnemiesInRadius and GetLivingInRadius have been changed to take a Vector3 instead of a Transform - New Stat system TODO: write change tutorial - renamed BlockChance to EvasionChance, renamed ShopPriceMultiplier to ShopDiscount (ShopDiscount now works the other way around compared to ShopPriceMultiplier) - renamed SwordDamage to PrimaryDamage, renamed KnifeDamage to SecondaryDamage - renamed SwordCritChance to PrimaryCritChance, renamed KnifeCritChance to SecondaryCritChance - removed IncreaseEvasionByRule, because it is now automatically calculated via the Stat System - droptable.AddToDroptable now also has hardmodeProbability as a parameter - reworked the potion/orb system to take care of a lot of things automatically, like keeping track how often the player has been affected, which enemies have been affected and vignette effects. - ChangeRandomPlayerStatsSlightlyUnique and ChangeRandomPlayerStatsSlightly now take a key value as their first parameter because of the new stat system - UpdateWeaponColors does no longer need an array of strings of which weapons need to be colored. Instead there now is UpdateWeaponColorsPrimary, UpdateWeaponColorsSecondary, UpdateWeaponColorsAll, UpdateWeaponColorsMelee, UpdateWeaponColorsRanged - SetTrailColor and SetTrailEmission have the same behavior now - Exposed many new Types - renamed AmountPickupFoundDuringIn to PickupFoundInRun - renamed AmountTotalPickupsFoundDuringRun to TotalPickupsFoundInRun
Devlog #9.5 - ea0.1.2.0 is in the final stages of testing!
Hey everyone, this is a quick info that version ea0.1.2.0 is now officially out on the experimental branch, which means it will no longer show up as an experimental version in game. If no (big) issues are found in the coming days, we will move this build over to the official branch and announce that the update is officially out now.
This also means that your progress will now be saved on your regular save file
Have fun!
Devlog #9 - Public experimental version out now on experimental branch!
Hey everyone. We're glad to announce that the next update "OpenXR and Insight Rework" is live on the public experimental branch, which is available to everyone. To access the experimental branch, you need to do the following:
Right click "Ancient Dungeon VR" in your library, press "Properties" and then under "Betas" you can select the "experimental" branch.
NOTE: All progress that you do on the experimental version of the game will not transfer to your normal save file, so you can easily switch between the game versions without fear of breaking your original save file.
If you play the experimental version, please report any issues you encounter either on our discord server in the #experimental-testing channel, or in the steam forums (we have created a new subforum specifically for experimental versions)
For the next few weeks we are going to monitor feedback and will fix the remaining issues and then we will release it officially. After that, work on the next content update will begin!
Current known issues:
Teleport mode is not yet working
Wall clipping is possible with climbing objects
Grabbing objects sometimes bugs out
Some sealed souls delves do not work yet
Thank you for playing and have fun!
Full changelog:
additions:
the Insight system has been reworked! Players now also collect additional Insight for spending money in shops, killing enemies, and completing floors. Hard mode also now gives a multiplier on collected additional insight. Collecting Journal Pages, Milestones and Items now gives more Insight than before. The amount of Insight depends on the difficulty of the milestone or the item tier.
a rework of the Insight Board, which now has more Insight upgrades in different categories. To ensure a smooth transition to the new system, all your bought Insight upgrades will get refunded on update.
PCVR now has point light shadow support and graphics settings (more settings to come in the future)
picking up a mark pickup will drop an already equipped mark on the ground instead of voiding it
2 new Insight upgrades
several items now have extra sound effects when they activate (Deafening Bell, Dented Gold Chime, Discarded Door Chime, Gaping Totem, Glowing Orange Spot, Needle of Oroborous, Packrat Mandible, Pit Friend, Silver Spoon, Swollen Dragon Lung, Tarnished Silver Chime, Tress of Silken Hair)
changes/fixes:
updated the Project to Unity 2021.3
With the change to OpenXR a lot of interaction issues have been fixed because the whole movement, climbing and interaction system has been rewritten from scratch!
increased render resolution on Quest 2, which should result in a much sharper picture
lots of physics improvements: movement or weapon stutter should not occur anymore
hard mode now spawns more enemies
optimized several parts of the world generation algorithm to reduce the amount of lag spikes
doors will not pop up anymore during generation when entering a next floor, the floor is already generated one the player gets there
improved performance should result in a smoother framerate (especially on Quest)
seeds are now completely consistent in the world generator
- this includes podest rewards, slot machine outcomes, enemy drops, shop selection and more
- be aware, that depending on your progress in the game, the same seed still may look different. For example, players that have secret rooms unlocked will have a different dungeon layout than players that don't have them unlocked yet
improved the hold angle settings system
cracked mirror now reduces your luck a lot more in exchange for better stats
myopic lens has been reworked
befouling sludge now has a chance to deal crit damage
enabling and disabling the ingame console without running a command will no longer block achievements for the run
grinning totem now gives luck based on the amount of coins and keys that have been reduced
Experimental versions now have a big warning in the main menu
fixed glittering orb and some items not working in hard mode
You can now change the UI pointer hand by using the trigger on whatever hand you want to use while the pointer is active
fixed gaping totem not showing damage increase in stats when having coins
fixed damage inconsistencies with NG+++
reworked abacus bead
fixed some items / progresses not having the correct behavior in NG+ and beyond
fixed vial of blue blood + ruptured dog eye + glass cannon killing the player
lobster bib now takes into account which type of food you are eating
fixed shopkeeper boss hitboxes
fixed challenge runs having hard difficulty when it was selected in the run preparation screen
increased the length of the player sword and dagger by one voxel (to offset the more realistic holding angle)
increased bullet slime spit distance
fixed hedges and potentially some other objects not getting cleaned up when the floor is completed
some pickups now have a chance of appearing multiple times, and their effects will now stack: Aberrant Blade, Bargain Signed in Blood, Black Box, Blood Pudding, Discarded Door Chime, Dueling Gloves, Lobster Bib, Punctured Breastplate
better handling of pickups stacking their effects
some visual improvements for the ingame console
reworked the potion system which should fix most of the potion related bugs that have been reported
fixed an issue in NG+++, which did not kill the player when DONT_SCALE_NEWGAME damage was applied (for example Packrat Mandible does this type of damage)
reworked business senseless insight upgrade (now always gives an item but only 1)
Calcified Pustule now deals a small amount of extra damage instead of dealing less damage
modding additions:
It is now possible to create custom weapons via modding (this feature is not fully developed yet, more improvements are coming in future updates)
It is now possible to create overrides of items (the new weapon system already uses this to give items weapon specific changes)
A mod settings menu!
modding changes:
GetEnemiesInRadius and GetLivingInRadius have been changed to take a Vector3 instead of a Transform
New Stat system
renamed BlockChance to EvasionChance, renamed ShopPriceMultiplier to ShopDiscount (ShopDiscount now works the other way around compared to ShopPriceMultiplier)
renamed SwordDamage to PrimaryDamage, renamed KnifeDamage to SecondaryDamage
renamed SwordCritChance to PrimaryCritChance, renamed KnifeCritChance to SecondaryCritChance
removed IncreaseEvasionByRule, because it is now automatically calculated via the Stat System
droptable.AddToDroptable now also has hardmodeProbability as a parameter
reworked the potion/orb system to take care of a lot of things automatically, like keeping track how often the player has been affected, which enemies have been affected and vignette effects.
ChangeRandomPlayerStatsSlightlyUnique and ChangeRandomPlayerStatsSlightly now take a key value as their first parameter because of the new stat system
UpdateWeaponColors does no longer need an array of strings of which weapons need to be colored. Instead there now is UpdateWeaponColorsPrimary, UpdateWeaponColorsSecondary, UpdateWeaponColorsAll, UpdateWeaponColorsMelee, UpdateWeaponColorsRanged
- SetTrailColor and SetTrailEmission have the same behavior now
Exposed many new Types
renamed AmountPickupFoundDuringIn to PickupFoundInRun
renamed AmountTotalPickupsFoundDuringRun to TotalPickupsFoundInRun
Hello everyone, welcome to the 8th development update. First things first, I want to apologize for not writing a new devlog for this long. It was mainly for two reasons. First, most of the work we do currently is fixing issues that came up with the OpenXR rework which are not really interesting to talk about. If everything goes smoothly, almost none of these improvements will be noticeable for the players, because the game will behave the exact same way it did before (just with fewer bugs). The second reason is that I was on vacation and also moved into a new apartment, which slowed things down for a few weeks. But still, there has been a lot of progress in finishing the OpenXR rework and we expect to launch the first internal experimental version for testers in 1-2 weeks.
This internal version will not be available for everyone initially, and will be tested by our testers in our discord server. Once that experimental version is deemed stable enough, we will launch a public experimental version that everyone can check out so we can iron out the last issues.
We definitely don't want to rush this part. The OpenXR rework basically meant that we had to rewrite almost all of our basic interaction code, like player movement, controller tracking, grabbing items, equipping stuff and more. So we want to be extra sure that everything works as expected.
After the port is complete, we will start to focus mostly on new content for the game, so stay tuned for that! We have a lot of new things planned for this and next year.
Devlog #7 - Mar 9 2022 - Insight Rework, Physics and Seeds
Hello everyone and welcome to the 7th development update. We are still working on porting over to OpenXR, but we are close to having back most of the functionality of the non OpenXR version. We have also taken some time to add a few new features.
Redesigned Insight Board
We have spent some time on adding a few new insight upgrades for next update. We also have reworked the look of the insight board, which now groups all the insight upgrades into a few categories which can be unlocked like tiny skill trees. The new board design also gives us more room to add more insight upgrades in the future without having a huge list of upgrades like in the old board.
More ways to earn insight
With the rework of the Insight board we have also looked at how we can make players earn more Insight than there currently is. We decided to add more ways for players to earn Insight so more runs will get players towards their goal of buying the next upgrade. You can now earn Insight with: - Collecting Items that have not been found before (amount depends on item tier) - Completing milestones (amount depends on difficulty) - Collecting journal pages - Killing enemies (30 kills result in 1 Insight) - Spending money in shops (50 coins result in 1 Insight) - Completing floors (every floor grants 1 Insight)
We have also introduced a difficulty multiplier which multiplies your Insight if you play on hard mode to give you more incentive to play on a harder difficulty if you want to collect insight.
Improved Hard Mode
We are currently also working on making hard mode more interesting. We are looking into spawning more enemies than in normal difficulty as well as a few other new mechanics to make it feel more distinct from the current normal difficulty.
Physics Improvements
Many people have reported issues with the physics not working properly all the time. The issue can be seen best in the gif below. What happens is that the physics was not always properly synced up, which resulted in held weapons and objects not properly syncing up and sometimes skipping a frame. We have now improved the consistency of the physics timestep which results in weapons properly attaching to the player hand without any delay.
Consistent Seeds
Right now, if you enter a seed and play the game, the world generation will very quickly get non-deterministic and generate something entirely different than someone else who is playing the same seed. We have spent a lot of time getting the world generation to be consistent for a given seed. If you now share a seed with someone else, you can be sure to play a dungeon with the same layout, same items, and same enemies. Everything, even the slot machines outcomes in shops should be the same. This change was needed for a few things: We can now more accurately respond to bug reports with the world generation because if someone now provides us with a seed, we can be sure to get the exact same world generation and fix bugs more easily. Secondly, these consistent seeds are needed for a feature way in the future: Daily Runs with leadersboards (more on that in a future devlog). Also, our speedrun community is looking forward to breaking the 5 minute barrier with a set seed run!
WHEN IS IT COMING OUT?
Porting to OpenXR has taken way more time than we thought, but it was worth it. Now that almost everything is working again as it should be, we are close to launching the first experimental version so that the testers can start bug hunting. If everything goes well, the first experimental version will be out in a few weeks. However, I'm also on my first holidays since release in the second half of March, so there might be some delays with the experimental version. Thank you everyone for supporting this project, we are almost finished with the boring porting part, and can soon start creating new content!
You can also check our trello page to see our progress on the update in real time: https://trello.com/b/Zy8Xhc4G/ancient-dungeon-vr-progress
Devlog #6 - Feb 10 2022 - PCVR Improvements and Porting
Hello everyone, this is the 6th development update. We are still working on porting over to OpenXR and we are making good progress. Here's a quick rundown of what happened over the last two weeks.
Graphics improvements for PCVR
We decided to upgrade our Unity Version once again to 2021.2 in order to have access to realtime point light shadows. Since realtime shadows are pretty performance intensive, this feature will most likely only be available on PCVR and not on the Quest version (further testing needed). Here are a few screenshots to show the difference:
A reworked settings menu
We have reworked the look of the settings menu to make it more easy to navigate, by splitting settings up into multiple categories. With the addition of shadows, we will also now have graphics settings for the game.
Reworked weapon system
We have reworked the weapon system to be more generalized and moddable, which means custom weapons can be modded in in the next update. We are also starting on prototying a third weapon combo in the near future.
Boring porting stuff
Most of the work the last two weeks has been spent on getting back to base functionality with OpenXR. This means, being able to climb, pick up objects, adjusting hand rotations, supporting different controller layouts and more. This process will probably still take until the next devlog in two weeks, but we are almost finished with it. We also had to update multiple shaders that did not work anymore with the new Single Pass Instanced rendering mode.
All in all, we are making good progress with the rework, and once we have something stable, we will start testing it with our testers in order to ensure the switch will go over smoothly.
Devlog #5 - Jan 26 2022
Hey everyone. This is the 5th development update. This time it will be a short one since we are still in the middle of the codebase rework.
Codebase Rework Last devlog we talked about most of the things you can expect out of the codebase rework, so we will only focus on the things we have already got working:
Switched to Unity 2020.3 and removed the old VRTK framework
Implemented OpenXR into to the project
Implemented some QoL additions, like menu pointers on both hands, mod settings, and some item changes
Reworked the stat system to make it more consistent
Worked on creating a modding documentation to make modding more accessible
Currently, we are looking into implementing the climbing, grabbing and pickup mechanics back into the game with OpenXR as well as the weapon interactions. I'm currently estimating that getting back all functionality with OpenXR will still take around 2-3 weeks. After that we will also need additional time for all of the other optimizations and things planned for the rework, mainly the improved seed system for the world generation, localization support, and optimizing parts of the codebase.
We hope to get this done quickly, so that we can start creating new content for you again!