Thanks for the reports!
I have mainly fixed a bunch of issues and done some tweaking to Anomalies and drop rates. Please let me know if you think drop rates are better and how the Anomalies feel now!
Here's the full update notes:
0.90.1:
Anomalies:
Increased monster density of all Anomalies
Vastly increased monster density in the larger open layouts and forests
Tweaked the Anomaly completion bar fill rate
Loot:
Adjusted base drop rates as they were accidentally set much too low
Bonus MF from difficulties past Legendary have had to be rebalanced (since they scale multiplicatively with the base drop rates)
As a result of this, MF on gear is much more valuable now
Misc:
Reduced frequency of Unstable Dimension spawns
Skills & Monsters:
Target circles should no longer be covered by ground damage effects
Enemy fire ground effects should now also show target circles so they are still visible if they overlap with player abilities
Thunder affix thunder strikes now show a target circle
Spirits of Torment now merges from a greater distance (set bonus) and are now limited to 15 active spirits
Spirits of Torment and Windcaller Whirlwinds (set) now update their attack timers properly when merging
Fixes:
Fixed a Rune of MISSING TEXT dropping
Fixed Crash on Maddoc boss fight
Fixed Maddoc's table going absolutely nuts
Fixed Grace's shield visual (Templar) not fading away correctly
Fixed some Berserker Heritage skills causing a flickering Root Veil effect
Fixed potentially unreachable exit in Clairebourg Halls
Fixed Waypoint portals in The Chronicon appear as if unlocked at all times
Fixed the Eastern Wing key still referencing Eastern Wall (old zone)
Fixed going out of the Servant Quarters to Castle Exterior putting you inside a wall
Fixed Sporeblood Perk (Warden) referencing the wrong skill
Fixed dungeon doors in Lushlands spawning incorrectly
Fixed Shrines sometimes doing a weird screen flicker when activated
Fixed Containers of varying qualities merging
Fixed "MISSING TEXT" on gem combination info cards
Have a great weekend!
Major Content Update #7 - Endgame content, Mastery revamp, new crafting mechanics, and much more!
Hey everyone!
Major Content Update #7 is finally here!
And it's a big one - in fact so big so the update notes don't fit in this announcement, so you'll find all of them over here.
You can also check out this little video I made to see some cool new stuff and builds.
This update introduces a new Endgame system based around the old Anomalies, however now you manually get to pick the difficulty without having to slog through 2000 floors before your über build faces a challenge. :-)
Numbers has also been squished a lot to be more easily balanced and maintained in the long run, so if you were hitting in the trillions before, you will most likely not do that anymore, though you should be getting through content of the same difficulty at the same pace regardless. Also please note that not all builds have been given the attention they deserve, and there will be a lot of updates leading up to 1.0 that adds new powers, balances sets and existing powers, etc. to bring as many builds as possible to great power and fun!
The Anomalies have been split into 3 different types:
Random Anomaly - similar to the old system, with the exception that no bosses appear and they don't automatically scale.
Dungeon Anomaly - generates a 3-floor anomaly with a similar layout on all floors, and ends with a boss fight in a dedicated boss room at the end. Rewards a big chest and special crafting materials and Runes.
Elite Dungeon Anomaly - A Dungeon Anomaly but has a higher concentration of Elites and Champions, better rewards at the end, and you may not leave it until you are done, or die.
A new Rune system has been added:
Runestones are received as rewards from Elite Dungeon Anomalies, and they can be transmuted with items with powers on them to extract the power from the item onto the rune. The Rune can then be transmuted with any item of the same type to apply the power to it, allowing double powers on items, or moving powers to those precious set items. Unique and Legendary items generate Lesser runes, and True Legendary items generate Greater runes - of which you can only have 3!
Regular Dungeon Anomalies also reward Lesser Runes, however these Lesser Runes are different from the ones you create yourself. They can be applied to a wider array of items, and they hold new powers that aren't on any existing items! 47 such Runes have been added with this update, and more will be added over time.
Here's a few examples of new runes:
The Masteries have been totally revamped as well, turning each node in the entire Mastery tree into a multi-skill node allowing you to pick and mix from a large amount of passives and perks. Perks are more powerful, single-point, passives that define, alter, or add to playstyles and mechanics. For the sake of balance, all Masteries except the base stat ones have been capped. However, the base nodes (the ones that increased with each point spent) now increase base skill damage rather than elemental damage, so regardless of how you spend your points, all your skills will improve.
Here's two example of the base nodes:
In addition to all this, there has ben a ton of general improvements and balance tweaks, many performance boost, bug fixes, and other general quality of life changes. Not to mention, a ton of new equipment has been added and many existing Legendaries have had powers added to them! Refer to the massive update notes for a full list of changes.
As always, a big thanks to everyone who submitted bug reports, suggestions, and helped to test everything for this huge update!
I'll keep an eye on the forums in case any issues arise - I hope you enjoy this update!
Test Builds and Plans For Next Year
Hello everyone!
As discussed in the previous announcement, I have some test builds up where you can try out the new features of the next update. I would like to invite anyone who is interested to check it out, and give an update on what the plans for next year is.
The Test Builds
I've decided to invite everyone to the test build rather than make it a half-finished optional update, as there is still plenty to do so it would be a lesser experience. The test builds are different from the current live ones in a few ways:
Separate saves are used, and no progress can be carried over to live, and no achievements can be earned
Characters can be boosted to level 100 & mastery 1000
All waypoints and content is unlocked
Vendors carry all legendary sets, and a special vendor carry the new runes
Crafting is largely free of cost
There's various keyboard commands (listed on the Discord pins) to spawn enemies/items/other stuff
Odd bugs :-)
I call these builds "Tinka builds". (As reference to the Goblin in the main hub doing maintenance work)
These are designed to make testing easy and comfortable and can easily be tweaked to lock out features or classes for focused testing etc. Currently only a few (new) things are locked out due to not being finished and/or stable.
What's on the current test build:
New rune system with several runes for Templar and Warden, and a few runes for Warlock and Berserker (many runes are yet to be added)
New endgame system based on difficulty leagues that you can pick from freely, although so far it's only the "Random Anomaly" version that is testable (basically the current system but with controlled difficulty) - it is soon to be expanded with "dungeon anomalies"
The complete new Mastery system
A lot of changes to the base skills - for Templar the changes are pretty significant with new skills, but for others its mostly about number tweaking
A lot of bug fixes
General performance tweaks, however please note that the test build is *not* running the latest engine version that fixes the 144hz and other framerate issues, but the end goal is to have the update run on the latest engine version when it goes live
Why should I check it out?
If you want to provide feedback or just see what on earth I've been up to all this time.
How do I get the test builds?
Locate Chronicon in your Steam library, then right-click it and select Properties
Go to the BETAS tab, and click the field to enter a code
Enter tinkaistheking and click CHECK CODE to enter the special test builds
Wait for it to download and you're off!
To get back to the normal game you simply pick "NONE - opt out ..." in the dropdown-list under the BETAS tab where you entered the code
Here's an invite link to the Discord where we talk a lot about the test builds, the games design (and bugs), and other ARPG's: https://discord.gg/nSKhPEA
Next year's plans
Next year is going to be a big year, because next year is full release!
When? Can't say exactly - as this announcement alone is proof of, I always underestimate the time I need to finish an update, and I don't want to release an unfinished mess. But I am looking at the spring months currently, so I guess Q2 of 2019!
What's coming next year then?
First off, the current test build is going to go live as soon as it's ready. Then I am working on polishing all existing content and also releasing Act 5 - the last act of the game. I will likely split this up in a series of smaller updates, adding new runes, items, tweaks, fixes, community suggestions, and the items on the roadmap, etc as I am quietly making progress on act 5.
What happens on release?
Well you get the full game, that's what!
The currently lower price will also be adjusted - as is listed in the Early Access info on the store page the current price is with all the bugs and missing content in mind, so expect it to go up a bit on release. I will do another announcement on this when we are getting closer to give everyone an honest chance to grab the game in a cheaper state. The price isn't yet decided but it's not going to be anything crazy - I'll let you know exactly what it's gonna be when the time comes.
Post-release content and other plans
I would love to add more content to the game after 1.0, both as free updates and larger paid DLC. Something that has been requested a lot is "supporter packs" with skins for your characters or other cosmetics, which I must say is very flattering (thank you!), and is also something I will keep in mind. Though my main focus for DLC would be expanded game features, mechanics, areas, and perhaps even a class or two. I am taking all your requests and wishes into account. I am also going to look at porting to consoles!
The priority of these issues depend entirely on how launch goes so I can't say what's going to happen and when - just know that I'm keeping every option open and I want to keep supporting the game and the awesome community around it for as long as I can.
Time for some time off
I'll keep an eye on the Discord, forums, and other social media, and reply when I can, but I am now going to take some time off. I might get bored and update the test builds a bit but other than that, I'll be trying to relax and spend time with family and friends for the next week or two.
I hope this year has been good for you, and I'll see you in the next one!
Happy Holidays!
-Squarebit
Progress Report!
Hello everyone!
I figured it was a good time to do a progress update. I was planning to have the next update out before Christmas, but I've realized I just don't have enough time to do everything I want to before then.
I don't want to cut anything out either, so the plan now is to upload what I have as an optional update this weekend, so you can check out the work-in-progress new stuff over the holidays if you want to.
I'll resume work on it after the holidays and do a proper update as soon as it's done! I'll make an announcement when the optional update is available, and explain how to get it (don't worry, it's very simple!).
So what's in the next update?
The next update has...
A full Mastery rework
Endgame/Anomaly rework
A new endgame crafting mechanic called Runes
Many tweaks and fixes
A mastery rework? Is my build nerfed?
Most likely not. If your build relied on an OP or broken mechanic/skill/interaction then it's probably nerfed in the sense that it is not OP anymore, however I've tried to keep everything "viable".
With big changes like these, the meta will change, new builds will emerge, and it'll require a few iterations to figure out what's fun and what needs work. So be sure to let me know what you think when this goes live! (Or join the testing, more on this at the bottom)
There has been an overall damage number "squish", so depending on how far you're into the endgame you might see lower numbers pop, but don't panic as everything is being tuned accordingly!
When designing the new Masteries these were my goals:
Allow a wider array of builds (including adding better support for requested things like better companion build options and thorns scaling)
Make things more fun by making point investment matter more
Make future class changes/additions/tweaks easier to manage and balance
And based on initial feedback on test builds, things are looking good!
Here's some screenshots of the new Masteries:
A fully decked out Warlock Mastery Wait what? Caps everywhere but the three in the middle left?
Yup, because now you get bonus damage to all skills in the entire tree when putting any point in the related line, like so:
And the middle three lines doing this:
Lets you build pretty freely and still always get stronger.
A new addition are the rhombus skills.. these are called perks!
Here's the final perk of the Corruptor line:
And the Class Masteries being the middle 3 lines, the only ones with skills without caps.. you still get powerful scaling without having to dump all points into a single skill, like before.
Here's a few other Perk exampels:
Grand Summoner being one of the picks for the last perk for the Class Masteries...
What do I mean "one of the picks"?
Well...
Ever single mastery works like the active skill slots in the regular skill trees - you get to pick what goes in the slot! And yes, that means all of them, not just the perks. However there's currently a special synergy slot that only has 1 option.
These are just a few examples from the Warlock class - every class has their own perks and passive picks. And they have a lot of them!
And here is the currently (work in progress) new endgame interface:
And a little peek at the Rune system:
And some good news for custom translations: I have also prepared all enchants and legendary powers for translators, as well as adding support for Cyrillic.
I think this update is going to be great :)
If you want to help test this as I am developing it, you are more than welcome to pop in on the Community Discord and join the "tinka builds" - special test builds that I frequently publish to gather feedback. All of the things I showed above are actually playable and available for testing there right now!
There's a pinned message in the discord with instructions on how to opt-in for these test builds. Join the Community Discord here: https://discord.gg/nSKhPEA
I hope I'll see you there!
Oh, and on December 20th the in-game Christmas event starts - so be sure to check that out. Tinka's been up to no good again...
Update 0.82.4 - Mostly fixes
Hey guys!
Another update is live, focusing on fixing various issues that popped up. Thanks for reporting them to me, and please let me know if there's any more issues!
Hope you all have a good and crash-free weekend ːsteamhappyː
0.82.4:
Misc:
Added more lights to the Champion's Domain
Gems & sockets are now visible on the item cards when hovering items on the ground
Performance:
Further improved performance of several spell effects, especially lightning effects (mostly noticable on low-end machines)
Fixes:
Updated skill description of Squall (Warden) to be more accurate
Fixed crash from entering certain challenge portals
Fixed some special effects that did not render, such as the effect on enemies and players using Warp
Fixed rare crash from some Unique item effects, such as the Hound Whistle
Fixed the timer not being displayed in The Rigged Vault
Fixed animated interface elements such as socketing and skill spend animations not rendering correctly
Fixed crash when reviving in co-op
Fixed bad text formatting of numbers when hovering items on the ground
Added an escape case for Thunder Punch (Berserker) which should prevent getting stuck if being knocked back while flying forwards
Update 0.82.3 - Fixes, boss tweaks, and more performance boosts
Hey guys!
The fight against performance issues goes on.
This update should hopefully help for a lot of people. If not, please make sure to try everything in the trouble shooting thread, and if the issue still persists, let me know. It also helps if you provide me with your system specs, including OS and number of monitors used.
That's it for now, as always; thanks for reporting issues and being patient for fixes!
0.82.3:
Bosses:
Caretaker Mundus now spawn Slimes when hit
Caecus Dolo now raise his Nameless Ghouls more frequently
High Priestess Medella once again summons her ghostly disciples
King Weyrick will now summon his guards more frequently
Khelagar now spawn slimes as he drinks the various elixirs
Mor-Tak now resurrect skeletons during the fight
Interface:
Prismatic Gems and Champion's Crowns are now visible on the minimap when dropped
Performance:
Boosted performance, in particularly for Intel HD cards
Tinka's Domain:
Added a Transmutation vendor
Locale:
Added
[TRANSMUTER_TINKA]
transmuter_name_tinka
transmuter_title_tinka
Fixes:
Fixed several boss props being invisible (altars, thrones, etc)
Fixed Ruh-Falkas not taking DoT damage
Fixed some traps being invisible (eggs)
Fixed spike traps being rendered over character feet
Fixed Mastery Up and Level Up text not rendering when gaining levels
Fixed Torrential Garb 2-set bonus not working properly
Fixed skill description formatting error of Hail (Warden)
Update 0.82.2 - Fixes and experimental performance settings
Hey guys!
Here's another small update to take care of some problems.
I've added a new option under the Video Settings that may help with the recent frame rate issues - so please check "Alternative Frame Timing" under the Video Settings to see if that helps!
Also make sure to check out the troubleshooting thread. You may also need to re-enable Vertical Synchronization from the Video Settings after this update to make sure it's really on.
Anyway, that's it for now. Please let me know if any of this helped your performance.
Thanks!
0.82.2:
Performance:
Added an "Alternative Frame Timing" option to the Video Settings which is a different method to sync frames - tick this if you're having frame problems as it might help
Improved performance of some Warden and enemy skills
Locale:
Added "alttiming" to menu text file
Removed "altsync" from menu text file
Fixes:
Fixed crash from Berserker skill Take Down
Fixed bad depth rendering of target circles and curse spells
Fixed vsync settings not always being correctly applied
Fixed changing video options causing bad resolution scaling
Fixed several tileset issues with vertical walls
Fixed skills ignoring their maximum ranges
Fixed crash from rare issue where an enemy would attempt to pathfind while colliding with an object and dying in the same frame
Update 0.82.1 - Crash & co-op fix, performance issue information
Hey guys!
Thanks for the reports!
I've fixed the most urgent issues, but the performance problems remain for now.
I am unable to reproduce them myself so I cannot test solutions, so if you're experiencing poor performance as of update 0.82.0, please read this reply in this thread (link) about the issue, and how to obtain a special build with some experimental changes. Please let me know in that thread if it runs better!
Anyway, here's the notes for this update:
Update 0.82.1
Fixes
Fixed the local co-op menu being invisible
Fixed a crash at start of act 3
Fixed color problem of Chinese text
Update 0.82.0 - New engine, new dialogue system, skipable cutscenes, endgame Transmutation recipes, new equipment, and more!
Hey guys!
Finally, I've completed the port to the new engine, and finished adding some new features and other goodies to the game!
This update has some cool new features such as skipable cutscenes, a small dialogue system where you can learn about various mechanics and lore (which means that Korem is monologuing a lot less for Act introductions!), a few new transmutation recipes for pushing Anomalies even further, and - as have been heavily requested - a few True Legendary weapons. There will definitely be more of those, so don't worry if this first batch aren't suitable to your playstyle or build.
As this is an engine port there will most likely be some weird bugs occurring that have slipped through testing. Nevertheless I'd like to thank everyone in the Community Discord who have sent me suggestions, bug reports, and done a lot of testing for this update. Thank you!
And, as always, thanks to everyone who have done the same here on the forums, and I hope to continue hearing from all of you as the game is progressing towards being complete!
With that, I can now say that I am looking **preliminary** at the first quarter of the next year for 1.0 and leaving Early Access. ːsteamhappyː
Next up is revamping the Anomaly system and adding more Endgame options, revamped Masteries, some new secret endgame crafting stuff, and Act 5.. in no particular order. Many good things ahead!
Stay tuned!
0.82.0:
New Engine:
Ported from GMS 1.4 to GMS 2.1.5
This change means increased compatibility and hopefully less problems overall
It also lead to me doing a ton of performance work so it should hopefully run smoother for everyone
It will likely also mean weird issues here and there that needs fixing, so please report anything out of the ordinary!
New Features (TL;DR):
New damage number displays - much less cluttered and vastly improved performance and clarity
New NPC interaction system - talk about different topics or access services like shops from a small context menu
New in-game lore from the new NPC interaction system
New "Gear Power" system that gives items a "Power" value which is a rough calculation of its strength based on stat rolls and enchant rolls
New boss intros which are also fully skippable
Added an internal cooldown system which will be used to balance some triggered effects
Independent companion health scaling
Improved menus
True Legendary weapons added
New Transmutation recipes for endgame progression
Performance tweaks
Combat:
Multiple debuffs of the same type from different sources now have diminishing returns when applied to players (ie you take less damage from groups of enemies applying DoTs)
Healer enemies no longer heal themselves or Pylons, but will focus on healing other enemies instead
Healing Pylons no longer heal themselves or other Pylons (of any kind) either
Companions:
Companion health is no longer based on player health, and instead have standardized values similar to enemy health
Companion base health is also scaled with the new Power stat on each item, meaning that the items will always boost Companion health regardless of their stats
Companion health still scales with the percentage based "Companion Health" stat on equipment and passive skills, and this is reflected on the skill cards
As a result they should, on average, have higher health than before (unless you specifically geared for as high health as possible) and you no longer need to stack Health to make them tankier
Difficulties:
Changed leveling of monsters slightly so that they are always lower level than the player on Casual difficulty until you hit level 30, where it resumes normal pacing
Normal difficulty no longer downlevel enemies
The old system would downlevel on both Normal and Casual, depending on your relative Gear Score (which was kinda busted), so this should feel better for new players/characters
Other difficulties remain as they were
Interface & Menus:
Added item grouping to option menus to make things more clear
Made menu items smaller and more clear to read individually
Re-ordered a lot of options for increased clarity under the new groupings
Entering an Anomaly now also displays the current difficulty
All announcements, such as "Quest Updated" etc, now wait until you exit dialogue/NPC interaction
Added a new NPC interaction system where you can talk about specific topics to learn more about the game lore and other things
Removed "Alternative Synchronization" option for Video settings, as it is no longer needed
Damage numbers now look and function differently: Repeated hits with similar conditions use the same damage number, replacing the value and giving it a slight shake
Pickup Radius is now considered when attempt to loot items with the mouse, either by clicking them directly or holding [Alt] and clicking their tags
Made camera movement even smoother
Improved all boss introduction cutscenes; improvements include name banners and an option to skip the cutscenes
The cursor is now hidden during cutscenes
Default skills now list their exact damage numbers, and are at rank 1 rather than rank 0 (visual change only)
Items & Loot:
Added 3 new rare materials for 3 new Transmutation recipes, which will drop on Heroic Difficulty, on level 50 and up
Rare materials now list their drop requirements on them, such as minimum level and difficulty
Berserker:
New item:
The Face Breakers (True Legendary Fists):
Each attack adds a stack of Face Breaking, storing the damage of the attack. At 1-3(5) stacks, the damage is added to the next skill used
Templar:
New item:
The Phantom (True Legendary Sword):
Launches a Phantom Blade on attack, dealing 15-20(30)% of the used skill's damage to all foes in a straight line. The Blade is of the same element as the skill used and may trigger other on-hit effects
Warden:
New item:
The Harp (True Legendary Bow):
Rapid Shot, Charged Arrow, Poison Arrow, and Frost Arrow shoots as many arrows as your current rank of Multishot
Warlock:
New item:
The Death Speaker (True Legendary Staff):
All Curses now Weaken foes hit, increasing the damage they take by 8-14(20%) for 6 seconds
Tweaked item:
Hellstone Amulet:
Added an internal cooldown of 0.5 seconds between triggers
All:
New item:
Ring of Pure Energies:
"Up to 10-20(30)"% of damage taken is redirected to Mana instead of Health, draining Mana equal to 25% of the redirected damage";
Tweaked items:
Jeopardy:
Added an internal cooldown of 0.3 second between each stack application
Weyricks Crown:
Stat boost per gem reduced from 10% to 6% (still has almost exactly the same maximum benefit [approx <3% difference] with the new transmute recipes taken into consideration)
Vampire Lord's Cape:
Now rolls Mana on Hit instead of Mana Regeneration (better fitting the power it provides)
Localization:
Added some inventory, menu, and general interface stuff to localization files
Updated all companion skills texts to reflect the health changes (if you translate, you need to update that!)
Added a ton of lore and NPC speech
Mechanics:
Thorns have been reworked internally to allow synergies between sets and skills that change the behavior of thorns:
For example, the Templar's The Reckoning set now works with her Lightning Thorns and Avenger passive skills.
Enemy thorns now has a damage falloff depending on range, to be less punishing for ranged / placed skills
Gear Score has been changed entirely and is now called Gear Power:
All equipment has a Power value listed which is based on the level of the item, the gems slotted, the rarity and strengths of the rolled enchants, and the values of enchants and base stats
Higher Power does not necessarily mean it's better for you - it's highly individual and depends on build - but it should give you a rough idea with a quick glance, and it's much more accurate than the old system
Internal Cooldown system added:
These cooldown will be used on certain items and legendary powers to balance their proc rates and uptimes
These cooldowns will generally be very short, and they will not be displayed
This system will be tweaked and used more as needed, currently very few items will use it
Monsters:
Tweaked stats of several monsters to better fit their behaviors
Monsters spawned from Shrines are now pacified for 1.5 seconds or until hit, whichever is sooner
Removed Super Health from the champion affix pool
Removed Extra/Super Health from Pylon affix pool
Lowered damage of Slam Cross affix
Added some more filters to the affix pool, prevent some of the more crazy and lethal affixes to be rolled together on the same monster
Performance Tweaks:
Improved lighting updates
Improved performance of many spells AoE effects
Improved performance of many targeting mechanics
Improved performance of damage number display
Skills:
Templar:
Shield Spiral, Shield Boomerang, Shield Throw:
Lowered mana cost by 20%
Sounds:
Healing tick sounds now only play on heals casted by the player, and not by companions
Transmutation:
Added 3 new recipes to the Recipe Book (Hint: they rely on a new material)
Added some sound effects to successful transmutations
Video Options:
Shader options no longer scale up to 200%, instead scaling 0-100% with 5% increments (down from 10% increments)
Visuals:
Improved visuals of lights, glow, and bloom effects somewhat
Boss corpses now remain on the ground after defeating them, rather than quickly fading away
World:
Keras the shady dealer will now replenish his stock with all sorts of oddities, many which you cannot buy anywhere else (stock varies each visit)
Fixes:
Fixed issue with skill name references in Chinese localization
Fixed some help file typos
Fixed skill cards not displaying all numerical values with consistent formatting
Fixed missing default attack skill info in localization files
Fixed being able to unequip The Mightcap and maintain the effect
Fixed gems displaying "Level 1" when Gems actually do not have a level
Fixed Unknown Tombs spawning too close to the entrance in The Catacomb
Fixed crash from swapping inventory page while in a context menu with gamepads
Fixed bad text offset on context menus and in some other places
Fixed not seeing the "(X) Clear" indication on keybindings menu when using gamepad in certain resolution settings
Fixed a ton of issues with the transmutation recipes, allowing certain recipes to be performed with incorrect items and materials
Fixed issues with passive skills proccing on dead or on spawning/invulnerable enemies
Fixed some performance issues with the more "active" passive skills
Fixed Demonic Fury not breaking nearby stuff
Fixed issues with binding Esc to stuff
Fixed clicking the levelup / new skill point available button always putting you on the first tree (now puts you on last open tree)
Fixed some skill description issues
Fixed infinite money exploit with gambling in local co-op
Fixed a ton of silent errors that affected performance
Fixed Caine's Battlegear 3-set bonus not working correctly
Fixed Howlers applying an unknown debuff to players
Fixed not being able to properly reset the Mundus fight from the waypoints
Fixed bug causing the "Lost and Found" boxes sold by the Shady Dealer sometimes give you an item called "Nada" (sorry)
Fixed crash from Spirit Link ability in special cases during some boss fights or cutscenes
Fixed item highlights showing during cutscenes
Fixed some monster poison effects dealing <1 damage
Fixed issue with some monsters not being cleared even after dying
Fixed rare issue where players could get stuck inside Eazima's stomach
Fixed not being able to drag equipment into the socketing slot when having the gems tab open
Fixed the random unique/legendary transmutations not working properly if the average level was less than 10
Fixed the test dummies occasionally not spawning
Fixed a bug causing affix filters to skip out default affixes on monsters, meaning affixes that aren't meant to be combined would be
Fixed several display errors with the tombstones in the graveyard
Fixed rare crash from Berserker skill Arcpunch
Fixed Magnetic Field dealing 0 damage after zoning
Fixed being able to upgrade (transmute) the level of an equipped item to higher than the players level and keeping it equipped
Fixed companions being slowed indefinitely sometimes from enemy affixes
Fixed "Weaken" effects not properly working
Fixed buff descriptions not following the same number format as everything else (commas as separators)
Fixed visual error of Molten Veins trigger effect (Berserker)
Fixed bug where dragging and dropping items into the Transmutation Altar would drop incorrect amounts, and make recipes fail randomly
Added retroactive fixes for some items whose powers have been updated in the past but their augmentation values not been scaled
Adjusted the scale of Unique mob "Darkskitter" which will hopefully keep him out of the walls
Can no longer control the game when it's out of focus when using a controller
Removed some old leftover sound effects that were in certain monster skills, and replaced them with more recent ones
Status Report: Engine Port & Next Update!
Hey guys!
It's been a while since I last made an announcement or released an update, so I figured I'd get everyone updated on what's going on!
As you may know, I am using GameMaker: Studio to develop Chronicon, and have been using the 1.4 version for a long time now. However, this version has now been discontinued, meaning it will get no more support or updates in the future. So I was left with no option other than to port the game to the new 2.1 version of GameMaker: Studio.
This version offers better performance and a lot of new tools to make my life easier, as well as many fixes for some annoying issues (yay!). But it also does a lot of things differently, meaning some of the stuff I was relying on no longer exists or has been changed fundamentally. So what might seem like a simple software upgrade turned into having to rewrite a ton of stuff, and in some place write entire new things!
This has been taking longer than expected, but I am now at a place where most things are functional and it's mostly just refinement, tweaking, and testing left. If you want to help out with any of the testing, feel free to join the Community Discord Server and check out the pinned messages for how to opt-in to the special "Tinka Builds", where you get raw, buggy, versions of what I am currently working on. I'd love to hear how it runs for you, especially if you've had problems in the past with low framerates. If you've tested it before, there's a new version available as of this announcement.
There's also some new things coming with this update such as better (and skippable!) boss intros, a new dialogue system for NPC's, a few new Transmutation recipes aimed at endgame content, and some other neat stuff. Should be something for everyone!
The update will be released as soon as possible, but it's too soon to estimate exactly when. So stay tuned!
Thanks!
Note: The Tinka Builds are currently Windows-only.