This patch is quite significant as it marks the end of early access for Assault on the Necrospire. I'd like to thank you all for your support during this period and I hope that I was able to incorporate as many of your suggestions as possible. I'll continue to fully support the game post release and if I decide to add any new features they will be completely free.
If you encounter any problems or issues please let me know.
Highlights
Hard mode is now available and can be enabled as a run modifier. Hard mode grants a large magic find bonus, but provides enemies with more challenging abilities.
Player
Slightly increased base life
Enemies
Ghosts - Time delay before teleporting increased
Bouncing Skull - Reduced move speed slightly
Skeleton Archer - Increased angle of split shot attack
Spider Nests - Spider spawn rate now increases as nests are damaged
Ooze - Reduced number of projectiles fired in the random attack pattern
Wisp - Removed AoE attack that triggered on death
Items
Epic and legendary drop rate bonuses gained from magic find increased
Altered a number of buggy interactions
Rooms
Altered a number of room layouts, particularly in instances where the room difficulty was out of sync of the average difficulty of the floor
Misc
Slightly increased camera pan speed
Screen shake is less jarring
Player hitbox is now more accurate on the sides
11/06/17 - Controller support beta
Hi all,
Controller support is now available for testing on the beta branch. To access this branch, you'll need to take the following steps:
Right click Assault on the Necrospire in your steam library
Click on the betas tab
Select beta - 1.2.1 from the drop down menu
Your game should update and display a controller status on the bottom left of the main menu
Please ensure that your controller is plugged in before you start the game. As I've only been able to test this functionality on an Xbox controller, I am particularly interested to hear from people using other gamepads. If anything doesn't feel right or isn't working properly, please let me know. Thanks.
Edit 17/06/17
Controller support has been deployed to the main game branch as patch 1.2.1. Many thanks to those who tested on the beta branch.
Patch 1.2 - 05/06/17
Hi all,
I'm pleased to say that 1.2 is now live! Apologies once again for the particularly long development time on this patch. While controller support did not end up making it into this release, it will be the next feature implemented.
A few notes on multiplayer:
When hosting, please ensure that your chosen port is forwarded in your router settings (TCP)
Only the default loadout is currently available in coop
Due to the nature of networked play, bugs may have slipped through the net. If you encounter any problems please post on a bug report on the steam forums
Highlights
Floor 9 and the Necromancer boss fight are now available
Coop multiplayer is now available
General
Fixed frame drops that occurred when a new enemy was spawned into an already loaded room
Loading times between floors have been significantly reduced
Traversing doorways is now a little easier
Corrected incorrect keybind messages on tooltips and intro tips
Enemies
Monster damage reduced in the mid-game
Skeleton archer damage reduced
Skeleton archer projectile speed slightly reduced
Items, Artefacts and Spells
Fixed a number of buggy spell interactions
Clarified a number of item tooltips
Increased drop chances on epic and legendary items
Armour of the Bull - Now grants medium health bonus
Engraved Crest - Now grants medium health bonus
Wyvern Armour - Radius reduced
Temporal Disruptor - Cooldown reduced
Kallinor's Longbow - Mana cost reduced
Thermobaric Glyphs - Explosion range increased
Monk's Cover - Invulnerability time increased
Fury of the Storm - Damage increased and proc chance reduced
Dragon Armour - Burn range slightly reduced
Scroll of Flight - Cooldown and mana cost reduced
Gregormack's Pride - Cooldown and mana cost reduced
Magical Key - Mana cost reduced
Phase Scroll - Mana cost reduced
Resonating Cube - Mana cost reduced
Arcane Vial - Mana cost reduced
Dubious Potion - Health penalty reduced
Mouldy Map - Mana cost reduced
Red Globe Essence - Mana cost and cooldown reduced
Enriched Essence - Now correctly restores mana
Anti - Cooldown reduced
Rusty Shovel - Added to the game
Patch 1.2 Update - 3/5/17
Hi all,
It's been a while since the last announcement, so I just wanted to provide a quick update on patch 1.2's progress.
What I originally set out to implement in this patch is completed; that is floor 9 and the Necromancer boss fight. The longer development time on this patch has been caused by the addition of multiplayer. Implementing networked play into a code base designed for single player has been somewhat tricky, but it's pretty much there. Barring any unforeseen issues, I should have the patch released fairly soon.
Thanks very much for your patience and if you have any questions please let me know.
Co-op Multiplayer - 28/2/17
Hi all,
I'm very excited to announce that in addition to the previously announced features, patch 1.2 will also include coop multiplayer. I've been holding off this announcement until I had a working prototype and I'm pleased to say that's now the case. In 1.2 you'll be able to team up with an online partner and venture through the Necrospire together.
Here's a brief FAQ of what to expect:
How many players can be in the same game? Multiplayer will be limited to 2 players.
How will shops and items work? Each player will have their own inventory/equipment, but the items that spawn in the Necrospire will be shared. To accommodate this, item spawns will be higher.
Will the difficulty change? The Necrospire will be toughened up to account for two players.
Can different players be in different rooms? When a player exits a room, the other player will also exit. Likewise going up a floor will cause both players to ascend.
What happens when a player dies? If you die, your partner will also suffer the same fate!
Will pickups be shared? Health globes, fonts etc. will be shared amongst all players.
Closing comments
To connect to another player you'll need to enter their IP address and port. While more involved features such as matchmaking and a server browser would certainly be nice, I feel that it would be too much work at this stage. Depending on the popularity of multiplayer I may revisit this in the future.
While this extra work means that 1.2 will take longer to release, I hope that what it adds to the game will make up for it. It's difficult to give an accurate ETA on this patch but I'll let you know when I have more details.
If you have any thoughts or suggestions, please let me know in the comments.
Patch 1.2 preview - 7/2/17
Hi all,
It's been a couple of weeks since the release of patch 1.1 and I'd like to let you know about what's to come. The next update (patch 1.2) will feature floor 9 and the Necromancer boss fight, along with new items, balance changes and various bug fixes. I've also been working on controller support, however this has proven to be more work than expected due to the mouse code being heavily ingrained. Due to this I can't guarantee if 1.2 will feature controller support, but I'm hopeful that it will make it in.
If you have any thoughts or suggestions, please leave a comment!
Patch 1.1 - 26/01/17
Patch 1.1's main features are the addition of loadouts and staff swiping. Further information on these mechanics can be found in last week's announcement. In order to permanently unlock all of the loadouts, you'll need to find the items that compose them in a single run.
You can check that you have this patch via the build number on the bottom left of the main menu.
General
Loadouts have been introduced to the game
Staff swiping has been introduced to the game
Default attack speed increased
Default movement speed increased
Default friendly projectile speed increased
Boss pools have increased in size
Ghost invisibility time reduced
Keybinds can now be altered in Documents/Necrospire/settings.ini. Please see the FAQs and common problems thread for more details
Fixed an issue where attack speed could potentially become out of sync
Relics can no longer be used while dead
Enemy projectile hitboxes have been reduced in size
Globes can no longer be picked up if you wouldn't benefit from their effects
Attacks are no longer processed during the boss intro screen
Passive items no longer activate while the game is paused
Fixed an issue where the relic icon could incorrectly display as blank
Moved various unfair enemy spawns
Controls
Right click now defaults to staff swipe
Space now defaults to relic
Tab now defaults to map
Items
Omen Talon - Added to the game
Arachnid's Embrace - Added to the game
Telescopic Slicer - Added to the game
Silver Staff Glyph - Added to the game
Caustic Necklace - Added to the game
Magical Key - Mana cost reduced from 5 to 3
Plaguelord's Manual - Mana cost reduced from 5 to 3
Ruby Necklace - Mana cost reduced from 2 to 1
Gambler's Die - Mana cost reduced from 5 to 4
Upcoming gameplay changes - 16/01/17
Hi all,
I'm hard at work on the 1.1 patch and I'd like to let you know what to expect from it. This patch will feature two new mechanics; loadouts and staff swiping. Here's a summary of what they do:
Loadouts
Loadouts are a small number of pre-set items that can be equipped prior to starting a run. These items are themed towards certain playstyles and you'll have to weigh up the pros and cons of each to decide which one to go with. Trusty staff will be removed as a starting relic and added to a loadout of its own. Loadouts are aimed at adding variety to the early game and wont alter the core gameplay of creating builds based on loot you find.
Staff Swiping
Staff swiping will augment attacking as a core mechanic. It will allow you to swipe your staff in a 360 degree arc, damaging and knocking back nearby enemies as well as reflecting all attacks your staff comes in contact with. It will have a short time based cooldown. The aim of this mechanic is to add pace to the gameplay, as well as providing an alternative to regular attacks.
While I have a rough idea of how long these features will take to implement, staff swiping in particular will require the game to be rebalanced. Due to this I can't give an accurate ETA on this patch, but I'll try my best to get it completed as soon as possible.
If you have any questions or thoughts, let me know in the comments.
Patch 1.0.7 - 12/01/17
Thanks to everyone who has given feedback on the game so far. I've been listening to common concerns, especially regarding the speed and variety of gameplay. This patch increases the pace of the starting floors, which should allow builds to get going quicker. It also includes some bug fixes and adds a greater variety of projectile effects.
You can double check that you have this patch via the build number on the bottom left of the main menu.
General
Starting attack speed increased
Starting damage slightly reduced
Starting movement speed slightly increased
Spindle and Emperor's Guard have had their health slightly reduced
Enemy health reduced on floors 1 and 2
Attacks reflected by enemies are now coloured red
Bombs dropped by Emperor's Guard no longer cause frame drops
Epics now have a small chance to spawn on floor 2
Reduced the explosion radius on explosive barrels
Added 9 new rooms to floors 1 and 2
Increased the drop rate on mana globes
Items & Spells
Disruption - Now changes the attack cosmetic
First Blood - Now changes the attack cosmetic
Wounding - Now changes the attack cosmetic
Blood Infusion - Now changes the attack cosmetic
Spiked Thorns - Now changes the attack cosmetic
Ember Hatchet - Now changes the attack cosmetic
Ember Dagger - Now changes the attack cosmetic
Reflective Incantation - Now changes the attack cosmetic
Fragmentation - Now changes the attack cosmetic
Fragmentation - Removed unintended interactions with finale and enhanced payload