Just some bugfixes for now! Still hard at work on the Deep Dark.
Changes
Luck has a higher impact on values of sold items, and items sell for slightly more generally
Rewrote the code handling severed and unnatural limbs to make it more consistent and less buggy
A new hidden tinkerbot function
Fixes
Crash: Breaking crush trap chains while standing on top of them
Crash: Data structure with index does not exist. "gen_map_make_reachable_path"
Crash: When trying to fix tinkerbots as a non-tinkerer
Bug: Gas grenades still draw the old style of gas
Bug: Gas grenades look huge until they finish expelling their gas
Bug: Used/burning magical maps and spellbooks sometimes destroy other objects in the player's inventory
Bug: Realized Amulet of Hunger doesn't grant immunity to negative statuses from balls of slime/goo/mucus or mushrooms
Bug: Enchanters don't properly enchant headgear when using their second option
Bug: Crush traps can get stuck in solidifying lava
Bug: "Back" buttons don't work in the main menu
Bug: Break doesn't cast instantly with incantation
Bug: Whirlwind sound doesn't obey volume controls
Bug: The name of a mushroom becomes ridiculous when spiced
Bug: Spices do nothing when added to mushrooms outside of soup
Bug: "Look" doesn't work properly in co-op
Bug: Sometimes hidden ceiling spikes show through - and deal damage damage - on the tile above
Bug: Unfinished "text resolution" setting is sometimes enabled, causing text to look weird
Bug: Characters riding on top of boulders on top of elevators will be pushed through the ceiling
Bug: Extra Tough and Amulet of Life-Saving don't negate being crushed by the moving blocks in the anticropolis
Bug: Peppered fish meal grants byat meal effect
Bug: Orbs of Leveling sometimes don't spawn
Typo: "sough save!" instead of "tough save!"
0.2.4 Patch Notes
Hey! You!
Oof, I was hoping to have this update out a while ago - it being mostly bugfixes and all - but fixing bugs is, as it turns out, sometimes difficult.
In particular there is one crash that I know I still haven't fixed yet but which I can't seem to reproduce and it's rare and severe and absolutely infuriating. after addressing some of the more common crashes I got so carried away trying to fix that one that time flew by and before I know it an apocalypse has happened and I still haven't pushed out the original fixes! Whoops!!
Well, I hope some of the new features help to make up for the tardiness of this one at least. I think the changes to the tinker-bot are particularly neat, personally.
Changes
Lanterns' "use" range no longer decreases as the lantern loses fuel
Changed color of mushroom cloud gas
Added additional visualization to better indicate drowning/breathing gas
Gave Tinker-bot "Extra Tough" and "Shake it Off" to make them less squishy
Reworked Soups so they can now hold more than one ingredient
Tinker shopkeepers get mad if you mess with their robots now
Throw full mana batteries at tinkerbots for various effects based on the battery's charge types
Added a couple new portrait hairstyles
Moved thermometer in UI
Changes to Vampirism Plague multi-cast
Fixes
Crash: Blocking attacks with a cracked shield
Crash: Flipping switches sometimes crashes, especially after a player has died in co-op
Crash: fx_text does not have 'hp' as a variable
Crash: Maps and spellbooks burning away while held by rats
Crash: Selling a burning book to a shopkeeper
Bug: Sometimes switches become unflippable after flipping them a couple times.
Bug: Amulets identify incorrectly in co-op
Bug: Standing at the intersection of elevators and jump-thru platforms causes you to fall through both of them
Bug: Music doesn't update sometimes when moving between floor - I swear to heck I fixed it this time for real
Bug: Tinkerbot sometimes picks up blacklisted items by accident
Bug: Bow-wielding tinker-bots still try to pick up arrows even when they're full
Bug: Can still talk to shopkeepers even when they're hostile
Bug: Some enemies never stop flashing red after being hit with chain lightning
Bug: Tinkerbot still sometimes attacks enemies even when commanded not to
0.2.3d
Here's another bugfix patch -- a small but important one, that includes the fixes from 0.2.3a being brought up to speed for Mac and Linux, as well as the following:
Changes
Extendo-arms automatically become your main weapon hand when they're acquired
Slightly changed animation of daggers' second attack
View now scrolls to focus on breaking ice barriers
Fixes
Crash: Tinkerer shopkeeper crashes
Bug: Can get softlocked by holding down when bouncing off of springs
Bug: Weapon offsets were wrong - expecially noticeable for extend-o arms
Bug: Two player input is broken in versus mode
Bug: Moving blocks in the AC can kill you if they move into you while you're in a fairy barrel
Bug: Wrong controller vibrates
0.2.3a
Quick fix is up for Windows - Mac and Linux soon to follow in the next few days, but it might have to wait til after Christmas, sorry!
Changes
Tinkerbot no longer auto-returns to you when left in idle mode outside of the view
Springs now retain the direction they were facing when picked up and dropped, unless thrown downward
Springs thrown downward now always have a vertical orientation
There's now a slight pause when bouncing off of springs, letting you grab them more easily
Fixes
Crash: Crash when quitting out of the tutorial
Crash: Nonexistent surface in "food_meal"
Crash: undefined object in "AI_path_follow"
Crash: Crash in "draw_hud_messages"
Bug: Walls in the tutorial are invisible
Bug: Ice passages don't freeze humanoids that get caught in them when they regrow
Bug: Flipping switches with the 'use' button doesn't trigger cutscenes
Bug: Spring item highlight was working incorrectly
Bug: Gas traps not drawing the bottom tile
Bug: Mirror mazes sometimes not spawning properly
Bug: Tinkerbot class skill doesn't work properly in split-screen co-op
Bug: Being "saved" from crushing by vertical shifting blocks in the AC turns them into broken crush traps
Update 0.2.3!
Hey, remember me? Have an update!
I'm hard at work on the Deep Dark, and it's coming along quite nicely but isn't quite ready for public consumption yet, so I wanted to push out some bugfixes and tweaks that I think will make the game a bit smoother and more fun.
In this update are mirror-and-laser puzzles that now spawn in the Anticropolis, acting as the AC's version of switch barriers. There are also frozen passages that must be broken through in order to traverse, and which slowly close up behind you, as well as a number of fixes for major crashes and long-standing bugs.
Also by popular request an option has been added for splitscreen-only mode in Co-op, which you can enable in Options > Gameplay.
New
Laser-and-Mirror locks in the Anticropolis
Frozen passages in the Anticropolis
Option to force constant splitscreen in co-op under Options > Gameplay
Changes
Changed the way Amulet of Force works a bit
Redesigned class select menu
Last played class is now remembered and selected by default even after closing the game
Plague flies are now reflected by armor of reflection and mirrored shields
Cracked shields now only let damage through with frequency based on the defender's DEF
Successfully blocking an attack with a cracked shield can no longer kill the defender
Shield-bashing enemies now reduces shield durability
Swinging blade traps should no longer spawn where they will instantly kill grumbuls
Significantly boosted use of Wanderer's farsight
Fixes
Crash: Crash when trying to leave to shopkeeper "sell" menu without any sellable items
Crash: Wielding a bear arm with a missing joint
Crash: Related to byat thralls
Crash: When bear-trapping a shopkeeper
Crash: When loading saved custom kid templates
Crash: "draw_hud_messages"
Crash: When dumping out corpses from bottles
Bug: Rolling/bashing weapon attacks (rolling blade, uppersmash) can be initiated in mid-air
Bug: Stove traps still tick and gas clouds still expand xduring gate cutscenes
Bug: Can still drown during gate cutscenes
Bug: Fixed behavior of byat thralls
Bug: Amulets of Force would still affect objects when the world should be paused
Bug: Can get stuck in solid lava blocks that have covered up shifting lava bridges
Bug: Amulet of Force changes the alliance of plague flies
Bug: Pipes in the background of the Grumbul Tank fight are scaled weirdly
Bug: Beam Trap sound effect sometimes plays for way too long
Bug: Slopes/stairs are sometimes drawn oddly/incorrectly
Bug: Potatoes can become hot by fires even when carried in hand or pocket
Bug: Creatures wielding bows can't be hurt by arrows
Bug: Can't dump out balls of goo from bottles; can only fail to drink them
Bug: You can lose both arms simultaneously using bear traps
Bug: Sprinting up stairs with footwear of the glacier freezes the sprinter
Performance: Optimized death review, so it should no longer affect performance much when enabled
Typo: "Lighting" instead of "Lightning" in the chain lightning description
Happy Holidays and Merry New Year, y'all! As always, I appreciate your patience.
If you ever have any questions about how the game is coming along feel free to pop in to one of my dev-streams over on my Twitch channel every Monday and Friday!
0.2.1 Patch Notes
Not a whole lot of changes - mostly bug fixes and such. I did add a post-death preview thing that you can enable in Options > Gameplay, however! It's off by default, because I'm unsure of the impact it might have on performance, but I think it's pretty neat!
New
Added a "death replay," if you press up/down to hide the results screen after dying. It may have an significant impact on performance, so it's disabled by default. It can be enabled in options > gameplay.
Changes
Added 5-frame invincibility period after being hit
Fixes
Crash: DoAdd:2:Undefined Value in "obj_chest_normal_Other_13"
Crash: Changing from windowed/fullscreen on the kid select menu
Crash: floor argument 1 incorrect type (undefined) in "gen_map_features_details"
Crash: When the tank dies from acid damage
Crash: "unit_pickup" crash when disarmed enemies attempt to pick up weapons
Crash: "voice_play" and "voice_init" crashes...I think. I hope.
Bug: Spellbooks as starting items for custom kids have the wrong graphic color in the spell learning menu when used
Bug: Standing on boulders on top of elevators causes clipping and strange behaviour
Bug: Shopkeepers sometimes sell "[Burning]" equipment
Bug: Ogos sometimes spawn with "[Burning]" weapons
Bug: Grumbuls spawned in during the tank fight are sometimes stuck in the ground
Bug: Spellbooks appear as the wrong color when spawned on custom kids
Bug: Springs still bounce things away even when held and stown away
0.2.0d Patch Notes
0.2.0d fixes some things, and also brings forward the changes from 0.2.0c to Linux and Mac
Changes
Increased range of teleport spell
Breakthrough busts locked doors and pushes moving blocks out of the way
Fixes
Crash: "Trying to set a surface target that does not exist" when changing window size during level gen
Crash: "obj_torch_Step_0"
Bug: Repairing weapons above "good" quality reducees their quality to "good"
Bug: Charge stars in walls no longer react to being hit
Bug: Tiles that form the reaper room don't appear on the map in the pause screen
Bug: Map information is lost upon alt+tabbing, window losing focus while fullscreened, switching between fullscreen/windowed mid-game, etc.
As long as you pause before doing any of these things, that should no longer happen: Current "fog of war" information is now saved every time you pause.
Bug: Can still get stuck in walls with Breakthrough
0.2.0c Patch Notes
Changes
All unique weapons (soul, wrench, etc) now effectively have the "durable" trait
Removed durability cap from broken blade traps
Fixes
Crash: "gen_map_features_start" when no start location is found
Crash: "anim_bowshot2"
Bug: Grumbuls adds don't properly spawn in the tank fight
Crash: "obj_snow_deep_Alarm_0"
Bug: Twins fight loops forever
Out on Windows only for now. Mac + Linux coming later in the week.
0.2.0b Patch Notes
A quick bugfix build plus some changes!
The new rewards are much rarer in this build than in the last build - which is intentional - but they might be a little too rare now. I'm still tweaking the balance of their spawn frequency so just keep that in mind! I want them to be not littering the first floor but also not once-every-ten runs, and I haven't hit that sweet spot yet.
Anyway here's them notes:
Changes
Heavenly weapons are no longer indestructible, now degrading to excellent after use
Very slightly reduced quality of items from soul chests
No longer alerted to lava by dangersense when immune to fire
Changed appearance of stone platforms in the Upper Dungeon
Reduced range of sound from killing humanoid enemies
Soul chests combine their total soul count when they touch one another
Slightly increased range of soul-gathering on soul-chests
Soul-chests now must be touched before they start absorbing souls
Made device more durable - no longer destroyed by fire or water
Added unstable cold burst effect
Can now pounce onto climbing ladders and ledges again
Fixes
Reward type items spawn far too frequently, too numerously, and in the wrong places
Certain premade rooms that disallow verticality spawning break level progression
Disappearing blocks disallow nearby ladders even when they're behind walls
Shifting barriers can spawn in places that block off adjacent passages when flipped
Shifting barriers in premade rooms spawn in the wrong place when the room is mirrored
Unaligned text in death summary screen
Crash when selling or piping potions partially identified with square bracketed tag items in their name
Powered arm spams messages when carrying a full battery while still having charges left in the arm
Crash with obj_goo_bottle_Destroy_0
1-height corridors sometimes force humanoids to crouch when climbing down from a ladder
Climbing down into spikes as a pathfinder or cartographer deals damage as though falling into them
Can use Breakthrough to jump outside of the level's bounds
Prosthetic arms don't draw as the correct color on the in-game sprite
Slimes kinda spaz out on corpses in spikes
Lava drips can spawn on death blades, freezing them
Blessings and certain amulet abilities block energy when active like trances
Stowing an item while a hated dagger is already stown makes the dagger stop existing
Crash when eating things while the statistic for number of things eaten is uninitialized
Gills from fishanha meal do nothing
Horizontal moving blocks get stuck over solid tiles
CPU players in vs mode spawn in weeeeird places
Going directly from one transition stage to another from shops still increments the floor count
Cold descent transition stage doesn't have its frozen door or fog of war style transition
Empty bottles have no name when being sold
Crash when blinking in versus mode
0.2.0 Changelog
New
4 New Boons!
Weapon Master
Living Weapon
Breakthrough
Spider Spin
Completely rewrote level generator
Completely re-made Normal Bear fight
Added two new weapons, dropped by Normal Bear
Added collectible learning points
Added collectible blessing items
Bunch of new premade rooms
New type of treasure chest
Changes
Raised followers retain weapon skills, boons, and spellcasting abilities
Grumbuls no longer spawn with amulets, gorhounds, or small turrets in the Grumbul Tank fight
If a player with undead followers dies, the followers will reassign themselves to any player who comes near that also knows Raise Dead
Weapon's status effects only apply when an attack deals damage
Grumbuls in the Grumbul Tank arena no longer spawn with amulets of any kind
Completely re-made the Normal Bear boss
Regenerate now makes slimes multiply
New flame visual effect
New "zapped" visual effect
Made dipper effects last longer
Decapitated enemies who aren't immune to bleeding will bleed out now
Reduced damage frequency of acid
Completely re-made the Encyclopedia
Added the ability to specify potion, spellbook, and grenade types on custom kids
Can now jump up to 1 tile higher by holding up when leaping out of whater
Amulet of Force now slightly pulls usable items towards you when fully realized
Campfires can now bake nearby things, as long as the food isn't directly on the fire
More things cause detectable noise now - like being hit, bear-traps snapping shut, corpses falling, and weapons clashing
Can now roll by sprinting while crouched
Unstable plague now produces many fewer flies
Increased drop rate of fishanha corpses
Fixes
Swarm Form is broken
Grapple breaks if the thrower dies mid-throw
The same items sometimes persistently appear across multiple floors
Disowned player followers remain persistent across floors in co-op
Crash if a corpse currently being looted is destroyed by plague blight or some other means
Lightning Strike (Chain Lightning + Air-Dash multi-cast) sometimes places the player in walls
Reaper deactivates upon leaving the view during certain attacks
Water isn't spawning properly
"fx_sound" surface crash
Byat eye trails never disappear sometimes
Typo "You knows [...]" when looking at oneself
Bear traps draw at the wrong depth
Bear traps continually re-attach to large enemies after falling off
Dangersense only grants a speed boost when traveling to the right
Orbis Malus orbs are affected by status effects
Crash when using Break on arrow turrets
Crash related to fx_sound
Crash related to obj_creature_handle
Tinkerbot weapons don't persist between floors
Reaper can consume keys necessary for progress
Fur Hoods and Coats prevent heat loss entirely instead of slowing it
Crab's skittering sound continues to play even when it shouldn't
One player's pause menu doesn't draw when both players pause in co-op
Raising the corpse of a dead co-op player erases their traits
Controller still rumbles for players using keyboard controls
Crash when backing out of "enchant equipment" shop menu when equipment is all enchanted already
Crash when tracking tunnel doorways
Arrows hit walls immediately when fired up or down while too near to a wall
Can no longer press esc to back out of starting a game, or move the selection left/right after a character has been selected
Spell-dealers now have the proper text for the "Slow" and "Haste" spells
Fixed bug with fire sound effect continuing after explosions
Using poet's Tome ability as a spell while also having incantation causes the tome to always cast its charged version, even as a non-wordsmith
Tinkerbot stops animating when heavy-lifted
Gamepad input doesn't work in single player character select menu if the menu was entered via keyboard
Boulders on pressure pads repeatedly press them instead of holding them down
Sometimes get stuck to ceilings with the sticky feet meal
Tinkerer's class ability was named different things in different places