Alchemist's Draft - New Magic Potions added to City of Brass
Welcome to Update 1.4: Alchemist's Draft
Alchemist's Draft unlocks the cabinets of the mad sorceress, adding a huge selection of magical Potions, each with a (usually beneficial) game-changing effect. Look for Potions on benches littered throughout the city!
Check out the Trailer below!
https://youtu.be/zeugnztOb28
Alchemist's Draft unlocks the cabinets of the mad sorceress, adding a huge selection of magical Potions, each with a (usually beneficial) game-changing effect. Look for Potions on benches littered throughout the city!
Once the curse of the city took hold, the sorceress began experimenting with ever more dangerous, destructive, and downright weird mixtures. Take care when gulping one down, for some distillations are ... tricky.
The effect of each potion only lasts for a limited time, so learn each bottle well and use them in your quest to break the curse of the City of Brass.
As always, we've incorporated community feedback into our fixes - see the full list below!
Community Feedback and Tuning
AIs distracted by a chicken can now re-position if they get too far away from it.
Audio now plays when you enter the secret room
Vibration option is now a slider
Fixes
Fix whip icons appearing over untargetable enemies
Fixed the chest gear loot icon looking very low resolution
Improved the damage effects system to stop edge cases where damage over time effects were being applied to things which were blocked or could not be damaged
Fix the ice projectiles from the mage being able to freeze the player when they hit the shield of advancing
Optimisation pass on many gameplay systems to improve framerate
Fix cases where enemies in the final fight could be culled for performance
Fixed cases where pickups would have the wrong texture assigned when in your hands
What's Next - September 28th News
We've been enjoying people's reactions to the release of the Hellion character - punching your way through the City of Brass is super satisfying :)
Meanwhile, we're cranking on the next content update. More info on that in the near future: for now, let's just say that we're adding something that will change every single level of every single run.
Cheers,
The Uppercut Team
Hellion's Escape - New Playable Character, Gear and Enemies added to City of Brass
Welcome to Update 1.3: Hellion's Escape
Hellion's Escape adds a new playable character, The Hellion, as well as new Weapons and Relics to pursue. The update also includes new enemies: the Floating Pyri and the Half-Man!
Check out the Trailer below!
https://youtu.be/gm3yDciz9Jw
The Hellion
Having been freed from the prison of his genie lamp, the Hellion found himself still trapped within the City of Brass and its eternal curse. Now he struggles to reach the center of the city and free himself once and for all
Hardier than the other rivals, but slower moving.
Press and hold to charge up a lunging punch, release to punch.
Unlocks at rank 9
Comes with 6 new Achievements
Along with the new Playable Character class we wanted to add more variation to the early game. Each new game will present the player with a variety of different enemies and more varied level layouts, making each new run feel different.
The Half-Man
Walking on its hands, this tormented creature emits a scathing blast of sand when close.
The Floating Pyri
This hovering spirit will drift ever closer, until it is near enough to explode.
The Hellion comes with his own new set of Weapons and Relics - can you find them all?
As we continue to support and update City of Brass, part of this process is keeping the game up to date using the latest version of the Unreal Engine. Nothing exciting to report this time around, but every time we update the Engine, City of brass continues to receive bug fixes and performance improvements provided by EPIC Game's Engine Development team.
Community Feedback and Tuning:
Gear has a new Rarity Indicator (Common, Uncommon or Rare)
Replaced Hurl of Penetration relic on Soldier with new Lob of Force relic
Thrown knife icon indicator to only becomes active again when reload has completed
Added boss genies to the journal, which unlock when each is defeated
Fix the time limit sound playing when you have time limits disabled via the blessing
Added audio feedback when you walk over a trap that you no longer set off when wearing the Light on Your Feet relic.
Added audio feedback to the Soles of Abrasion when doing damage during a slide
End cutscene is now skippable
Loot and relics are now able to be grabbed with the use key even when you are attacking. Changing weapons or whips will still require you not be attacking.
Fix cases in whip swinging where you would attach to the swing point you just left or one behind you.
Puzzle Wall corpses now collapse when you steal their treasure!
Puzzle Walls added to the Catacombs and the Palace levels
Fixes:
Fix trapped chests appearing on the Chart of Revelation after being opened
Fix the Leap of Stumbling triggering during climbing
Fix spears not going through the Archer Boss clones
Fix the display of 60 seconds on results and progress screens, it will now always round down, not up.
Fix a case where you could fall in Abyss of Darkness and survive
Fix AIs shaking while sliding down the stair trap
Fix the Blades of Shredding being inconsistent with damage. Now they will hurt more often but each hit deals less damage.
Fix crash if you were whip grabbing an enemy as you died
Fix cases where fast moving projectiles would hit things in the wrong direction
Fix the spear recall not updating its hud icon progress
Fire and other AOE effects will now drop to the ground instead of floating in midair.
Fix cases where projectiles would cause damage in the wrong direction
Improved destructible actor hit detection
Known Issues:
Turning V-Sync OFF some PC's can cause a surging frame rate. We recommend playing with Vsync turned ON.
What's Next? - August 20th News
Good morning, afternoon or evening, depending on where you are in the world!
Today wanted to give you a glimpse of the weapons and relics that we're working on - they add some new wrinkles to the way you'll move through and interact with the city, and of course we can't have a new Rival without them.
Next week we'll be revealing the name and nature of the next update - we're looking forward to finally letting you know exactly what we've been working on.
See you next week!
What's Next? - August 13th News
Hi all, another quick post for you:
While we are still adding a handful of features, we're otherwise approaching the polishing phase of the next update: tuning the new elements to make sure they don't unbalance the campaign, and stomping whatever bugs we find.
That includes one of the new enemies, which has proven to be ... trickier than we had originally thought. It's taken a bunch of tough love to bash it into shape, but it's now come into focus and is proving to be more than a little terrifying in the right circumstances.
More news next week!
Cheers,
The Uppercut Team
What's Next? - August 6th News
This week we're focusing on some new enemies for the early part of the game.
We already have a system for randomised enemy types per level, but we initially tuned that down to make the early game more consistent. The downside was that most people who die frequently in the early game only see the same enemies over and over, so we'll be mixing things up in the coming update.
So stay tuned for some new threats coming to the City of Brass.
Cheers,
The Uppercut Team
What's Next For City Of Brass?
We've really enjoyed seeing everyone's response to the Fortune's Rivals update, and the surprise introduction of new playable characters. Great to see people experimenting with the changes and how they affect the game.
We are already working on the next free update, which will push this idea even further (see the image above for a tease of what's coming), and will also introduce some other new systems that will change the game even more.
We'll be bringing you more information on over the coming weeks, so keep an eye out for future announcements!
Cheers,
The Uppercut Team
Fortune's Rivals - New Playable Character Classes for City of Brass
Word has spread, that the mythical City of Brass has risen from the sands once more. Adventurers have traveled from far and wide, each believing they will be the one to escape from the City with all of its wealth.
Fortune’s Rivals is an update that adds completely new playable character classes to the game - each with their own strengths and weakness, and kitted out with multiple custom Weapons and Relics - giving players fresh new ways to play and plunder their way through the City of Brass.
Classes unlock via the games Ranking system, and will automatically be awarded for players that have already achieved the required Rank.
Players will now be able to choose from either male or female as their starting character.
Following the trail of the thief who stole the amulet she had worked so hard to acquire, the Traveler at last reached the City of Brass. Seeking fortune AND revenge, she entered the gates unafraid of the dangers lurking within.
Armed with a lengthy spear that can stab through multiple enemies at once, and which can be thrown for a devastating piercing attack.
A veteran of many conflicts even at her young age, the Soldier now her fighting skills in the pursuit of something more important that glory: treasure! And the rumors of the wealth hidden within the City of Brass are too great to ignore.
Packing a handful of mystical throwing daggers that can be spread across multiple targets, the Brigand is a nimble adventurer well suited to the dangers of the City.
The Brigand's reputation is well earned: no palace, treasure room or lock-box is safe from his prying fingers. So when he learned of a mystical city in the desert, one that supposedly no-one has ever returned from, he knew what his next challenge would be.
We've added a new system for saving your progress mid-game, so you can take a break, come back and resume when you want.
Saving only works on the progress screen after a level has been completed
A saved game can be continued from the main menu the next time you return to the game
Starting a new game will wipe any saved game in progress.
Daily Challenge does not support save and continue.
26 New achievements added including character class specific achievements and some new general ones.
As we continue to support and update City of Brass, part of this process is keeping the game up to date using the latest version of the Unreal Engine. Nothing exciting to report this time around, but every time we update the Engine, City of brass continues to receive bug fixes and performance improvements provided by EPIC Game's Engine Development team.
Community Feedback and Tuning
Adjusted the display of player information in interfaces. The build number is now in the top right, the rank and player name in the top left and the stream settings on its own in the bottom right.
Stopped the hiding of the Wish genie button once wished/out of wishes.
Instead now shows a ‘wished’ disabled version of the button
Made the Genie UI Pop up no matter what action they may be doing.
Enemy projectiles now get destroyed when the enemy is killed
Player can now walk through companions
Mini-Bosses now drop loot when defeated
Fixes
Fix cases where using the whip to grab a holdable item wouldn’t play the correct grab end animation.
Fix cases where whip attack combos were not correctly occuring when hitting breakables and other items.
Fix the display of many weapon decals which were facing the wrong way
Fix a case where input focus could be lost
Fix cases where door switches would not activate when you threw something at them
Fix cases where enemy shields would not block a projectile
Fixed Chart of Revelation showing secret areas before you had discovered them.
Added new Combo animations for the whip to work with new characters weapons
Optimized particle and hit effects, especially when destroying objects.
Fix Flying Pots not spawning on the ground
Fix being able to kill allies for XP and stacking the Vessel of Vigor.
Fix for Flying AI’s sitting in mid-air and not being aggroed by the player correctly in some cases
Fixes for Itol the Hurler to require line of sight before coming out of his pot, as well as adding a delay before his first throw so he’s not as OP
Various fixes to make the AI’s react better to noises made in their surroundings.
Fixing rare case where AI’s would continue to stare at objects even when the player was damaging them or walk into their view.
Fixed issue where bosses would fail to see the player and not become aggroed
Fix for the shove not always working, as well as fixing the ability to shove multiple enemies at a time.
Fix for the archer sometimes being able to insta-shoot a projectile
Fix the chart of revelation showing the map on the HUD after your banked it
Fix health not updating correctly after banking the Charm of Vitality
Fixed incorrect display of Talisman of Confusion icon above AIs when they are asleep or you are hidden
Fixed the Links of Propulsion not reflecting projectiles back correctly
Fixed cases of the Akinakes of Rage doing no damage whilst the player was poisoned.
Fixed a case where clearing the keybinds of an action would cause an incorrect you have an unassigned key message
Free Content Update v1.1 The Sultan's Armory
It's here! The first free content update for City of Brass is now live on Steam.
Over the past few weeks since launch we have been busy fixing bugs and working on quality of life improvements, based on player feedback here on the forums and from reviews. A lot of those changes are going live in today's update.
The team has also been working on a raft of new items, and we're releasing them today in v1.1 Check out the full list below to see what's changed ... or just watch the Update Trailer here first!
The slowest of all weapons, but with the greatest effect. Enemies trip over when hit.
Links of Propulsion
Wherever this whip strikes, your enemies shall be flung back.
Blossom of Flame
For every strike your body takes, a searing flame shall be returned.
Braid of the Vine - This thorny embroidery eliminates the effects of entanglement.
Chart of Revelation - Behold, a map to find your way, amongst other things.
Horn of Warning - Always know where your nearest enemies stand.
Iron Constitution - An esoteric antidote, providing resistance to poison.
Leap of Stumbling - Upon landing from a great height, the ground shall tremble and enemies fall.
Sash of the Fakir - As if guided by invisible wings, control your descent to the ground.
Soles of Abrasion - Your running slides will now scrape against those you trip, wounding them lightly.
Soul of Ice - A cooling power resides within you, so that even the chill of ice has no effect.
Strike of Execution - Your attacks will do extra damage to those who have been tripped.
Check out the Chart of Revelation (did someone say they wanted a map?) Comes with a handy mini map on the HUD as well!
Community Feedback and Tuning:
Gear rarity and cost re-balancing.
Several items have changed rarities and costs have been changed to more consistent ranges based on rarity and usefulness in that rarity
Flame of Sight (Common to Limited)
Sword of Antar (Limited to Common)
Akinakes of Rare (Limited to Rare)
Lash of Reach (Common to Limited)
Thong of Vines (Limited to Common)
Body of Thorns (Limited to Common)
Vest of Alliance (Rare to Limited)
Bloom of Frost (Common to Limited)
Element of Surprise (Common to Rare)
Charm of Fortune (Common to Limited)
Heels of Rising (Rare to Limited)
Talisman of Confusion (Common to Rare)
Tuning
The Cudgel of Refutation has had it stun removed, but still does knockback and causes enemies to break things around them when they land
The Sword of Antar has been changed to always do its lightning effect and will now always stun any enemy it hits for a limited time
You can now queue the shove command, like the sword and whip attacks.
The poison barrell radius is now a lot larger
Gear chests now appear slightly more from levels 4 to 12
Backstabber now does 3x damage instead of 5x but is cheaper
Journal now allows you to easily go to the next or previous entry in a category within each entry
Journal has different categories for weapons, whips, armours and relics
Earthquakes now occur once the time limit has expired
Decreased delay on replaced items appearing in the chests and genie shops
Fixes:
Fixed armour relic effects activating when hit for zero damage. Amongst other things, this stops the vest of allegiance making enemies allied aftering hitting them by the cudgel, which causes them to push things away from them on landing.
Fixed cases where radius damage would hit collision they should not. This caused bugs like the shield of advancing not blocking fireballs from the genie consistently.
Fixed charging enemies being able to damage the mage mini boss
Tuning to Physical Animation hit reaction on Skeletons
Fixed a bunch of cases where enemies would not target/chase the player even when they were looking directly at them
Stop friendly AI’s from targeting enemies that could not be reached (e.g. through closed doors)
Fixed resolution and screen mode changes not applying before the message box asking you to confirm changes to the resolution or screen mode
Fixed snapping / animation jitter on first person weapons when tapping directional keys or suddenly changing direction.
Fixed snapping / animation jitter on enemy animations when changing velocity suddenly or when changing direction.
Fixed visual errors on Shield Enemies animation set.
Fixed issue where the Uber Genies wouldn’t attack the player sometimes when the Sands of Time item respawned the player in the final boss level.
Enemies now look better when being hit through the air whilst flinching
Silent Effigies no longer become allies if they hit you whilst you are wearing the Vest of Allegiance.
City Of Brass: Patch Notes - (v1.0.1)
We've cranked to get the first post-release patch out. Big ticket changes include:
Improved reach and collision detection for player weapons.
Dodging now has its own dedicated button.
Better mouse sensitivity and smoothing options.
Streaming - new cooldown levels: Low, Medium & High, plus cooldown delay when starting a new game.
Plus crash fixes, bug fixes, tuning and MORE!
Detailed information on all the changes are listed below. Thank you all again for playing, and for your valuable feedback!
Community Feedback and Tuning
Improved reach and overhaul of collision for the player melee weapons
Dodge moved off double tap movement and instead is its own key (Mouse Button 3 or Alt by default). It will dodge in the direction of movement when going left or right, otherwise it will jump backwards.
Queuing of attacks from the other hand now adhere to the same repeat time rules as with the same hand, so instantly hitting the whip attack button and then the sword will no longer cause the sword to queue.
The Censer of Venom now does damage before poisoning
Small pit traps will now kill AI when they fall in
Increased the range of the mouse sensitivity from 0.5 to 2, to 0.1 to 5.
Added a way to lock the Y mouse sensitivity to the X axis in the controls menu
Fixed the game not launching on the primary monitor in some cases
Mouse Smoothing option
Companions will now teleport to the player if they are too far away or get stuck
If you press the journal key on something that is unknown, it now opens to their unknown entry instead of the front page of the Journal
Better "can’t use" feedback on the trap genie when you have already wished it and bought the disable all traps in a previous level
Better feedback on the store when you already have a piece of gear
Disabled the auto play movie on the main menu
Can now see previous days score in the daily challenge leaderboards
Players current entry is now highlighted in the leaderboards screen
Floor traps will no longer spawn right in front of secret entrances
Shield enemy shields no longer block the sword when tripped or when you whip pull the shield away.
Stream Interaction
Added a setting to adjust the stream interactions cooldowns to LOW, MEDIUM or HIGH.
Added cooldown time to interactions after level load to stop spawning of things whilst the fade out was still occuring.
Disabled the stream interaction in the tutorial
Enemy spawn distance for hinder interactions tuned to be a little further away and some times tuned
Fixes
Fix cases where pickups, AI and other things were incorrectly blocking the vision of AI and breaking their behaviours
Fixed secret entrances and other destructible surfaces sometimes ignoring radius damage
Fixed a crash in the bear trap
Fixed a crash when using the bank genie to store a melee weapon
Fixed a crash where the Flying pot AI would try to dive at the killed player
Fixed a case in the gardens where paths couldn’t be generated when a certain stair and trap met, breaking AI and the exit arrow.
Fixed weapon slash hit decals on floors
Fixed being able to buy from the health genie when at full health
Fixed being able to buy from a wished trap genie, when all traps in the run are already disabled
Fixed cases where player sound effects for movement were not playing
Fixed bosses and silent effigies from being affected by the Talisman of Confusion.
Fixed ingame cutscenes not adhering to master volume levels
Fix cases where the sticky trap effects were activating at the wrong time or not activating at all
Fixed the lava instantly killing players by doing lots of damage in a short period
Fixed being able to climb out of the First District start room.
Fixed issue where the Mage boss would stop firing projectiles at the player.
Fixed the charging enemies from damaging the player when not directly hitting them.
Fixed a rare case of a wall not spawning leaving a hole in the level.
Controller aim assist is now framerate independent