Here, have an update; 0.2.12! (Technically, 0.2.12b now, after a haphazard bug-fixing morning)
This should address a lot of common bugs and crashes.
I've also changed the way the STR and DEF stats work for calculating melee damage, finally collapsing STR down to a single value like the rest of the stats instead of being a weird range of "x to y".
"Why did you do that?" you may ask.
"Because it always bugged me, having this one odd-stat-out that is represented in a way completely unlike any of the others," I reply.
Now that all the stats are boiled down to a single value, it's a lot more consistent. Additionally, the algorithm for calculating damage is much simpler than it used to be and should be easier to tweak if I need to in the future.
Attacks now deal between 65-100% of the attacker's STR stat, and DEF reduces that amount by (roughly) 10% per point of DEF (capping at a 95% reduction at 10 DEF, with some exceptions for crits and other similar defense-bypassing blows). There are a few extra steps in there to ensure that attackers don't deal too many 0s in a row, but that's basically the gist of it! It's much simpler than the convoluted and opaque 10-step process that damage calculation was before.
I hope I didn't change the way things feel too much, but let me know how the new formula feels!
There have also been a few balance changes to shut down some extremely cheesy builds - like High-LUC + Multicast resulting in essentially infinite spells, or using pilfer and secondhand to constantly trade the same weapon to enemies and get extremely good equipment. If you didn't know about those exploits; sorry, but you missed your chance! I'm sure there are new ones to find that I'll have to fix soon enough, though.
In future news, the Deep Dark update (aka 0.3.0) is coming along very nicely! I'd say it's looking on-track for release later this year - hopefully sometime in autumn? One of the last things left to do is a big audio pass on all the new content; making sure it sounds sufficiently wet and scary, and that all the enemies are properly aurally horrifying. Don't forget that I do weekly dev-streams where you can catch me working on the game, if you ever want to stop by and see what's new (though beware if you don't want to be spoiled!). You can also catch me on the Catacomb Kids Discord, where I'm very active.
We had some unexpected trouble building for Mac and Linux, so 0.2.12 is up on Windows only for now. The other platforms should be available next weekend.
Changes
Rewrote how melee attack damage is calculated
Consolidated STR into a single numerical value
Partially-filled bottles of lava now solidify into normal rocks when submerged in water
Amulets now identify faster under certain circumstances depending on the amulet's type Ex. Amulets of shadow identify faster when worn beyond the range of a lightsource, amulets of health only increment their identification each time they tick a heal, etc.
Resourceful now causes meal effects to last for an additional floor
Added more trackable objects for wanderer's vision ability; Campfires, switches, standing torches, etc.
Torches will try to spawn next to the entrance door on Anticropolis floors when there's space
LUC's effect is now capped at 10 for the purposes of ending status effects early and getting no-cost multi-casts
Wellwished's spell gain no longer applies on Get Luckys caused by Multi-Cast
INT now has a stronger effect on dipped weapon duration
The Poison and Might status effects now cancel out one another's recieved damage multipliers
Shield bash status effects proc chance now scales with INT and LUC
Made Whirlwind+Magic Blast multicast more useful
Downward Thrust sword skill now stuns based on distance from the user; creatures further away are stunned for a shorter duration
The duration of Slow also scales in a similar way; foes further from the center of the spell shake off the status sooner
Fixes
Crash: When Eeol corpses cook
Crash: Upon gaining peppered fishanha meal
Crash: Upon loading a game with corn kernel/popcorn in the meal queue
Crash: ". [...] at gml_Script_unit_hit"
Crash: Missing string "_LANG_OBJ_BLOOD_CRYSTAL_UNSTABLE" When blood crystals recieve damage
Crash: When setting Player 1 Gamepad to disabled
Crash: When descending floor or pausing after getting a leg severed without retrieving footwear
Crash: When interacting with invisible torches (which are another bug that I've fixed)
Bug: Flame-Warrior grumbuls that spawn with the device also spawn with an invisible torch (see above)
Bug: Can kick open locked doors even without a key
Bug: Getting chomped by eeols causes hp to increase instead of decrease
Bug: It is possible for player energy maximum to drop below 2, in various situations
Bug: Kills with soul-weapons that bring blocked energy beyond energy maximum bug out the energy bar
Bug: Killing owl-men in their owl-form with reaper weapons or acid can cause the owl's humanoid form to reappear
Bug: Blowing gasses with tinker-bot's gust propeller causes the gas to multiply and behave strangely
Bug: Bottled skulls create 'skeleton soup', and bones cannot become soup - instead of them both creating broth
Bug: The cracked ice barriers in the anticropolis sometimes leave behind invisible collision boxes after being destroyed
Bug: Fire in the anticropolis transition stage sometimes melts the exit door even when it's in a completely different part of the stage
Bug: Savory gorhounds only fill one meal queue slot
Bug: Text of cracked mana batteries is different when held vs not held
Bug: Tinker-bot retains status effect immunity from insulated chassis even after switching to another chassis type
Bug: Tinkerer/Engineer's "Repair" option at the ghost doesn't have a description
Bug: Trance spells, tracked creatures, and amulet effects - break, blink, -of light, etc - draw their character overlay in the wrong place
Bug: Equipment improvement messages display with the wrong text style
Bug: Sometimes loading games can cause the player's armor to have weird visual glitches
Bug: Tunnel generation for the hidden shortcut room is frequently broken
Bug: Attaching and/or regenerating legs can lead to a variety strange, buggy behavior
Bug: Rarely, furnace tiles can spread out from the slime-switch room and take over the level
Bug: Level gen issues with certain premade rooms
Bug: Secondhand can be applied to the same weapon multiple times by planting it on enemies via pilfer
Bug: Acrobatic auto-dodges ~all~ airborne attacks instead of only the first recieved
Bug: Hack and Slash doesn't continue chaining unless you also have Weapon Master
Bug: Hammers ignore defense and floor damage caps
Bug: Changing Sound Effect volume mid-game doesn't affect the volume of humanoids' voices
Bug: Pressing "Esc" to access the options/quit menu in two-player mode causes several issues
Bug: Fixed several issues around the volume and panning of sounds in split-screen co-op
Bug: In versus mode, players' limbs almost always fall off when they die
Bug: Siphoning cold charges from frost bolt icicles does not destroy them
Bug: Loading games into stages with escaped enemies sometimes causes the enemies to appear as giant portraits of the player character
0.2.11d Patch Notes
A couple super quick fixes for the build from earlier today!
Fixes
Crash: When returning to the spell learning menu from the [esc] quit menu
Bug: Unlocking doors will sometimes destroy all other unheld keys on the floor
Bug: Sparks from amped weapons are absolutely ridiculous
Bug: Humanoid shadows cast by torches draw wrong
Bug: Accidentally left a couple debug buttons active >_>
0.2.11 Patch Notes
Happy (just-about) New Year!
Here's hoping 2022 sees the world in a better place than 2021. Fingers crossed!
But at the very least, to round out this year (aka. "2020: Part 2"), have a Catacomb Kids update. (Just on Windows for now: Mac + Linux following in a few days.)
0.2.11
It's not the Deep Dark yet, but it is a bunch of bugfixes!
The Deep Dark update should be out probably sometime early next spring. It's very nearly done in terms of content, but still needs a big audio pass and some finessing of certain edge cases in the level generation. Once the Deep Dark is released, I'll get started working on the fourth - and final - area: The Mad Hell!
But that's all still in the future! In the meantime, here's the patch notes for this update. Most significantly, I've added a shortcut system, whereby activating a certain machine that occasionally appears in the Anticropolis will thereafter on every subsequent run spawn a shortcut between the Upper Dungeon and Anticropolis. It won't be a free trip though; the shortcut entrance is hidden, and guarded by tough enemies.
New
Added unlockable shortcut between Upper Dungeon and Anticropolis, which can be opened via a machine in the AC
Changes
Arrows no longer collide with other carryable items, like corpses, potions, mushrooms, etc.
Broken spikes no longer collide with boulders, letting them fit in li'l pits snugly now
"Weakness" incurred by amulet of shadows no longer procs "Lucky!"
Torches are now ignited by lava instead of extinguished
Finally fixed the Anticropolis transition stage to re-introduce the frozen door and side-tunnels!
Doubled the duration of blue slime on feet when thrown at foes
Flames from "Fire And Ice" Tome can light campfires and torches now
Locked doors can be opened by throwing keys at them
Items have their prices locked upon being bought or sold
LUC has a smaller impact on the prices of sold items, and a larger impact on the prices of bought items
Improved the timing of the death replay, so that it always captures the moment of death
Normal Bear body takes less damage when her limbs are severed
Fixes
Crash: When trying to read nonexistent string for nonexistent spell _LANG_SPELL_GROWTH'
Crash: When trying to read the encyclopedia entry for Burrah Bois
Crash: After tabbing away from the game while in the tutorial
Crash: In co-op perma-split-view mode when the players coming near together after spending time apart
Bug: Shopkeepers sell [No Armor]
Bug: Getting crushed by a crush trap in the tutorial can cause an undo loop
Bug: Aiming Wizard Throw up or down with spellwright causes the hand to travel too far
Bug: Sideways- and upwards- facing laser traps still attract items from below when charging up
Bug: Crabs can hang on to ethereal creatures and wraiths which have not yet appeared
Bug: Spikes overlapping flame pipe traps are triggered to move when the trap is activated
Bug: Broken Crush Traps don't destroy spikes
Bug: Performing the "Execute" dagger skill drops you super fast, and behaves erratically when next to walls
Bug: Named flame-warrior grumbuls use the head sprite of normal grumbuls
Bug: The player cannot remove spikes that embed in them
Bug: Sometimes hitting armored enemies causes a loop of continuous hits
Bug: Some enemies that don't bleed still cause thrown items that kill them to become bloody
Bug: Cannot dip or mix bottles of slime despite the "use" action saying you can
Bug: Bottled corpses can still rot
Bug: Casting cure makes you immune to headaches forever
Bug: Spellbooks can burn when going through intra-level doors that are on opposite sides of lava
Bug: Pressing "esc" again while the save game prompt is over the quit game menu causes issues
Bug: Grumbuls can still flee the level while carrying keys
Bug: Can stampede the bear while it's still sleeping without alerting it or waking it up
Bug: Limbs draw incorrectly on character portraits in the level-up screen
Bug: Mirror puzzles in the Anticropolis sometimes generate without switches to turn on the laser
Bug: Campfires in the Anticropolis still warm the player even when extinguished
Bug: Controls can switch between player 1 and player 2's saved input setups during the level generation screen
Bug: Several bugs with the death screen in co-op, including being unable to continue in Generous mode
Visual: Some elements of the ui were out of resolution with the rest of the game
Misc: Fixed some memory leaks
(Unfortunately, this update will break any saved games you have, sorry!)
0.2.10f Patch Notes
Some new bug-fixes, as well as pushing some older fixes live for Mac and Linux.
Fixes
Crash: Identifying potions completely by holding onto them with high INT causes a crash
Crash: When striking Grave Monoliths with melee weapons, as they try to lose limbs they do not have
Crash: Relating to items caught in whirlwind while already being held
Crash: Relating to Spiked Barricades in the Anticropolis
Crash: When going through doors with undead followers
Crash: Relating to the Grumbul Tank's legs and some status effect shenanigans
Crash: "voice_init" ... I think I finally fixed this one? Gosh I really hope so.
Crash: When striking a humanoid with a wrench that doesn't have certain equipment
Bug: Ogo spawn with daggers called "small weapon"
Bug: Can't repair a Tinkerbot with a wind-up turtle
Bug: Grenade-built tinkerbots spawn their explosion in the wrong place
Bug: Grenade-built tinkerbots don't retain their self-destruct upon descending to the next floor
Bug: Pouncing on enemies and attacking them with a dagger hits inconsistently
Bug: Tinkerbot only takes damage from being "zapped" while not in water
Bug: The "Execute" Dagger Skill frequently destroys the dagger used
Minor: You can now initiate a dash while standing on water with gossamer shoes
Minor: You couldn't heavy-lift other players in co-op
0.2.10d Patch Notes
Changes
Erasing game data now asks for confirmation, and allows you to be more selective with what you want to delete
Trap doors can be broken open with Break, to make them more consistent with normal doors
The game now prompts you to save when you quit from the esc menu in Generous mode, and warns you about losing your progress in Permadeath and Continues modes
Made some improvement to the behaviors of vampiric thralls
Made dropkick much more accurate against small creatures and rolling foes
Fixes
Crash: Tutorial crashes
Crash: Game sometimes crashes when killing things with soul-weapons
Crash: Several crashes related to vampiric thralls
Goof: Some blocks have extra debug numbers all over them (that I forgot to turn off)
Bug: Externally-loaded encyclopedia entries aren't rendering line breaks properly
Bug: Trap floors sometimes generate without a proper entrance and spawn the player in walls or ceilings
Bug: Sometimes the name of enchanted equipment ends with an extra "and"
Bug: Sometimes when jumping up onto a ledge the player clings to the ground strangely
Bug: Enemy footwear wasn't generating as the right type
Bug: Pressing [delete] prompts the "are you sure you want to delete this file?" dialog even when no selected file exists
Bug: Defeated Bosses display the wrong icon on the timeline for the Tank and Bear
Bug: Shop door passwords aren't always consistent between level seeds/saving and loading
Bug: Grumbuls in the Tank Fight will sometimes contantly generate "?"s above their heads
Bug: Issues with controllers and keyboards stealing each others' input in co-op
Bug: Campfires in Grumbul Forts draw behind the walls of the forts
Bug: Weapons sometimes spawn as default templates 'small weapon', 'cutting weapon' etc.
Bug: Equipment with telepathic enchantments is missing the "of empathy/telepathy/sensing" part of the name
Bug: Shop passwords are sometimes too obscured by background elements to be of any use
Bug: Doing a Daily Run after a normal run won't reset the internal floor/run time, making the timeline weird
Bug: Quitting in Generous mode on Floor 1 creates a save summary with the wrong class name and hp
Bug: Catacoins earned in the Daily Run aren't added to ones Catacoin total
Bug: Overwriting another save when saving a recovered game in Co-op doesn't work
Bug: Shopkeeper doesn't target player upon being lit on fire
Bug: The wrong level music plays after loading games, sometimes
Bug: View focus on breaking ice barriers is weird and impacts performance poorly
Bug: Armor of reflection doesn't properly deflect plague flies
Typo: The loading screen subtitle for the twins has an errant "#" in it
Typo: Armors "of the Ghost" were misnamed "of Dreams"
0.2.10 Patch Notes
New
Saving and loading!
You can quit a run between floors and pick it up again later.
There are currently only 2 save slots each for single player and co-op. This might change later.
No mid-floor saving and quitting though
New stage transition/loading screen! I think it's cool I hope you do too!!
Three different game modes:
"Permadeath" is what you're used to!
"Continues" lets you spend Catacoins to retry a floor after death, getting more expensive each time.
"Generous" lets you retry a floor as many times as you want (but you won't gain Catacoins).
New [esc] menu lets you change sound and screen settings mid-game
New meals and meal effects:
Gorhound meal
Eeol meal
Frolix meal
Some others...
Added support for PSX and Nintendo gamepad input prompts, and an option to choose between them in options > controls
Changes
Suction feet now only activate when holding "up" while adjacent to a wall
Renamed "dragon breath" to "bear breath" because dragons aren't real
Added soups to Potion-dealers' shops
Changed appearance of soups to show what they contain
Added a new effect to peppered fishanha meal; grants armor while wet
Breakthrough is no longer impeded by blocks of snow
Gorhounds' pounce-bite scales in bite count with depth, but can now be shaken free of by button mashing
On floor 5, the grumbul bearing the device now has it stown away instead of spawning it upon their death
Made elemental shield enchantments' status effects proc less frequently
The view holds on breaking ice barriers for a bit longer now, so you can see them break
Dagger Skill 3, "Execute", now stabs foes 3 times, has a less complex input, and is generally better all around
Made Plague less effective against bosses
Fixes
Crash: Determining reputations relating to shields after having blocked attacks but without having been hit
Crash: Determining Reputations in a run after using only chain lightning or dark bolt without landing any melee combat hits
Crash: When hitting enemies with poison blob trance or dipped weapons
Bug: Only one prosthetic leg effect works at a time
Bug: Prosthetic legs draw incorrectly in the character's portrait
Bug: Could not properly rebind class abilities
Bug: Could not properly reassign inputs to dpad
Bug: Getting pounced on by a gorhound sometimes causes clipping through walls and floors
Bug: Gorhounds facing direction can change while in their climbing animation
Bug: Leaving the top of the level with dark phase causes a softlock
Bug: Portals sometimes don't warp the player if they crouch-jump upwards through them
Bug: Grumbuls don't always spawn on floor 5, making the tank door inaccessible
Bug: The grumbul bearing the device can flee floor 5, making the tank door inaccessible
Bug: Getting tumbled over water while wearing gossamer shoes can cause an infinite stun softlock
Bug: Dagger skill 3 "Execute" often fails when it shouldn't
Bug: Several issues with mirror puzzle generation in the Anticropolis
Cosmetic: Spikes spawning on top of flame pipes look strange, so that doesn't happen any more
0.2.10! Saving, Loading, Game Modes!
HEY!
It's me again, the guy making this game! It's been a minute but I'm back with an update! (Including for Mac and Linux users!! Finally!!!)
This update adds saving and loading to the game! Currently (and probably forever) you can only save/load between floors, but now if you're having a good run that you don't want to give up because you have a bus to catch -- or whatever it is that interrupts peoples' gaming these days -- you can just save and quit out upon each floor's completion and return to it later!
Saving and Loading
This is something I'd been wanting to add for a long while, but as I worked on the Deep Dark and it became more and more apparent that an average, cautious run to reach the later levels would probably be an hours-long affair, the ability to save a game and resume it later suddenly changed from a nicety to an imperative. I want Catacomb Kids to respect your time, and not demand a disgusting amount of your day to beat.
So I took a (longer than expected) detour from working on the Deep Dark to figure out how to add saving and loading to the game. And as I toiled and approached a functional system, through my testing I came to realize something:
Playing the same floor over and over again can be really gosh-dang fun.
Game Modes
A lightbulb went off in my head. Besides the long time this game is taking to complete, the number one complaint I get is that it's just too hard. This has never really bothered me much, because some people like hard games, and in any case I'm trying my best to make it hard in a way that feels fair. But my philosophy has always been; if someone wants to like your game, the game should not keep them from doing so.
In other words, if someone sees Catacomb Kids and thinks 'that looks like a game for fools and chumps', that's no skin off my back. I'd rather they go play something the would be more guaranteed to enjoy. But if someone sees Catacomb Kids and it seems like exactly their kind of game, they shouldn't be kept from enjoying it because of a lack of controller options, or because of strobing lights, or poor color choice, or awkward ui, or even - in some cases - the game's difficulty.
So all of this is to say that, in addition to the classic Permadeath - which is still the default game mode and will remain so for all of time - I've added two additional modes: Continues and Generous.
In Generous mode, you can retry a floor as many times as you want, and can even come back to it after quitting out in the middle of a floor (though it will still force you to play through that floor from the start again). You can't, however, earn Catacoins in this mode, so if you want to farm coins for a super sweet custom kid you'll have to play in the Permadeath or Continues modes.
In Continues mode, you get to retry a floor after you die, but doing so costs Catacoins. Each subsequent death increases the cost until eventually you decide it's not worth it any more or you run out of money. My hope is that this mode might act as a stepping stone between Generous and Permadeath, or as a sort of failsafe mode for people who enjoy permadeath but who would rather get one or two do-overs after dying in a particularly inglorious or anticlimactic way. In every other respect it's just like Permadeath mode, however; Quitting out of the game in the middle of a floor ends your run, and you can still gain Catacoins from your depth and reputations.
In both of these two new modes the gameplay is unchanged in every other way. That is to say; it's still the same hard game where you can get bodied by a room full of grumbuls or trip into a single tile spike pit on floor 1. But I'm hoping that these new modes will serve the manifold purposes of helping to ease people into the game a bit more, letting folks have fun exploring different solutions to the situations they find themselves up against, and in general adding to the different kinds of fun people can have while playing CK.
An example: As I was testing Generous mode I managed to make it to the Grumbul Tank with only 2 hp left and a nearly-broken weapon. Needless to say it killed me. I swear I fought that fight at least a dozen times, always starting from 2 hp, always with a nearly broken weapon, taking note of every mistake that ended me until, at last, I emerged triumphant. The thrill! The rush! What a feeling that was! An impossible feeling before this update.
The Loading Screen (Doesn't Suck Any More)
Lastly, because you can only save between floors, I needed to add a "between" for there to be. Previously the game would simply shuffle you automatically on to the next stage when you entered a door, but now you will be presented with a timeline of your run thus far, which will denote significant events like whenever you gain an orb of leveling, learn a new spell, beat a boss, etc. Shoutout to the viewers of my Twitch dev-streams for this timeline suggestion as I was brainstorming how to make the loading screen more interesting. I'm super duper pleased with how it turned out!!
Other Things You Cannot See
Another thing I've been working on a lot lately is externalizing all the text in the game so that it can eventually be localized. This is a mostly invisible change going on in the background, except for the places where I've broken something. The text may look strange in some places but that's almost certainly just a side effect of the fact that I'm tearing out a huge amount of hard-coded text and turning it into something more flexible. Anyway I just wanted to give a brief mention of this here because it's SO TIME CONSUMING, good GOLLY I don't even remember writing half of this stuff. This game has so much text in it! And so much of it is some degree of modular!! What a task I've made for myself. I was hoping to have that done by this update but that definitely didn't happen - I'm maybe halfway there - but just be aware, I guess, that - as I stated above - I don't want the any meta-attribute of the game to get in the way of being enjoyed by folks who want to enjoy it, and that includes (eventually) having a means of localizing the game into different languages. Which languages? Don't ask me that, I'm not there yet. One step at a time.
Bouncing back and forth between implementing saving and loading, externalizing the text, and working on the Deep Dark has been where most of my time has been spent this past year - besides my work on UFO 50 and some other projects. I'd put the Deep Dark at around 65% ready for release? So hopefully it won't take too much longer. If you want to see how it's coming along, pop into one of my Twitch dev-streams sometime. It's probably most of what I'll be working on for the next few months. Alternatively, if you want to avoid spoilers, definitely don't check out my Twitch stream!
This post is longer than I had intended, so I'll post the patch notes separately for people who just want to look those over! There are a bunch of bugfixes and other changes that I really hope folks enjoy!
0.2.6b Hotfixes
Some quick fixes for 0.2.6!
Changes
Explosive arrows have a brief delay before exploding upon sticking in an enemy
Spinner motor stops spinning near switches and shopkeepers
Fixes
Crash: When aiming trajectory while standing in front of a level exit
Crash: Upon dying in water with a dipped weapon
Crash: When casting blink or infernus in vs mode
Bug: Characters can heal from being critically struck with Shake it Off with a sufficiently high level of DEF
Bug: Player loses manual control of tinkerbot if hitting a switch pans the view too far away
Issue: The reaper room returning to normal after defeating the boss or escaping is incredibly slow and sometimes hangs the game
0.2.6 Patch Notes
An update! Still pluggin' away on the Deep Dark, but in the meantime here are some bugfixes.
Also, I've finally begun implementing some of the modular nature of the Tinkerbots! This is something that's been intended from when I first added the tinkerer class; you can now find different motors, chassis, and propeller parts for your bot in mechanist shops and from a new "grumbul workshop" premade room in the upper dungeon. Your bot will equip them automatically upon picking them up.
New
New Tinkerbot parts, to be found in tinkerer shops or in the new "Grumbul Workshop" premade room
New Grumbul type, found in the grumbul workshop: Grumbul Mechanic
Several new encyclopedia entries
New "Explosive Arrow" that can be purchased from tinkerer shops
Changes
Slightly re-reduced impact of Luck on bought items
Tinkerbot now no longer instantly dies from crush-traps, if there's a place to the side - instead it becomes 'busted', as though imperfectly repaired
Gave Orb-Bearers improved abilities
Made Plague flies dodge-able
Changed the size of some spells on the spell grid: Break is now 2x1, Raise Dead is 1x3, etc.
Allied non-humanoid creatures (spirits, tinkerbots, thralls, etc), are immune to the effects of amulets of force
Normal Bears can spawn as early as floor 8 now, but only spawn once per game loop
Fixes
Crash: In Frolix Dens: data structure with index does not exist. "gen_map_make_reachable_path"
Crash: When leaving levels while a tinker-bot has died off-screen outside of the game's 'active' area
Crash: When a spring is struck by a melee attack as the attacker dies
Bug: Owl-man arms and legs fall off upon death
Bug: Whirlwind audio is borked
Bug: Legs in character portraits draw with the wrong colors
Bug: Can die by touching moving blocks in the Anticropolis while in Dark Phase
Bug: Spring legs don't work
Bug: Arrows that leave trails have incorrect collision boxes
Bug: Shop types don't cycle properly
Bug: Shopkeepers don't get mad if your tinkerbot grabs their wares
Bug: Tinkerbot interaction points remain behind when their owner dies while the bot is in idle mode
Bug: Wind-up Turtles and other carryable enemies can be struck even while held
Bug: Softlock when traversing distant intra-level passages while a tinker-bot is in idle mode
Bug: Pressing up in front of a door while aiming a trajectory throw will go through the door instead of aiming up