Updates to Deathtrap have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
New Features
New Campaign Map Added: Plateau of Decay
Endless mode: Take on waves of continously attacking monsters until you eventually succumb to their power. Who will last the longest?
Scenario mode: Set up various difficulty modifiers for yourself in order to receive better loot or more experience. In return, the enemies will move faster, have more hitpoints, or they will have a chance to return to life once they've been killed.
The team of NeocoreGames wishes you a Merry Christmas! :)
Deathtrap Changelog - December 5
Updates to Deathtrap have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
New Features
Versus Mode: Players can now compete against each other in Deathtrap's Versus Mode. Defenders must prevent the Attacker to destroy their base, while as an Attacker, players can possess individual attacking monsters to control them and use their abilities. When the Attacker is not possessing any monsters, he can move around the field in Spirit form which grants access to various totems to boost the offense or the defense of the attacking monsters. Also, while in Spirit form, the Attacker has a significant movement speed bonus active.
New Campaign Map Added: Crystal Vaults
Fixed Bugs
You can now directly buy items into your Stash.
Traps will now be shown in the same order on the trap build dial as they are in the trap research window.
You no longer receive XP from slaying monsters, XP is awarded for completing a map instead. The amount you gain depends on how well you did. (You will even get some XP if you fail.)
The 5th and 6th map received a new sidequest
Deathtrap Changelog - November 28 (0.0.4)
Deathtrap Changelog - November 28
Updates to Deathtrap have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
New Features
Crafting
New Map
Fixed Bugs
After loading, the bonus obtained from runes disappeared from the passive trap upgrage
If we bought something by drag and drop to one of the item slots, it appeared in the shop instead of the buyback tab.
If we deleted a local map from the custom maps, the first map's setup window appeared
Arachnopod modell has been fixed.
The Blast Furnace, Reanimator Pit and Archer Post related prerequisite have been changed
Gameplay Changes
Deathtrap Cooperative Mode Now Available in Early Access
Mercenary class and Leaderboards are also added for your gaming pleasure.
As of today, Deathtrap Early Access is also playable in Cooperative Mode, so this is the right time to team up with other heroes and save the world together.
Do you like the power of magic? Play as the Sorceress, use the elements of nature to freeze, burn or vaporize all your enemies.
Are you rather a melee fighter? Take on the role of the Mercenary, rush through the lines of the Legendary Beasts, smash the heads of the Undead, and kick all the Artificial Abominations in the butt!
Stop the monstrous hordes together from breaking through the gates and conquer the Leaderboards .
Watch the deadly duo as they scatter the terrible invasion in the Co-op Gameplay Trailer:
Updates to Deathtrap have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
New Features
New class debut
Coop Multiplayer mode
Leaderboard, ranking system
Fixed Bugs
Sorceress' Icebolt animation has been modified to better match the spell.
Fixed a bug which caused some of the monsters flicker when standing near to their attack range.
Stash is no longer available during battle.
Clicking on the monster icons on the map in battle now opens the Encyclopedia
Splitting the potion before buying now correctly works.
Loot drop time has been significantly increased
Bat swarm spell's movement speed has been decreased.
"Buy whole stack" option should now buy 100 potions instead of 1000.
Fixed a bug which caused the sounds stop after a map restart.
Items now give levels to trap passives even if you haven't learned it to the first level.
Some of the traps now have a delay before activating so they won't trigger for the first member of a group of monsters only to let the rest of them walk safely through.
Suggestions in the Spotlight 2: November 5
You have asked, and we have listened! The second Spotlight contains many useful suggestions, especially from our fellow commenter Shizuyami.
Now we'll go and make your dreams true - at least most of them ;)
See you in two weeks!
You can check out the full post here (Announcements can be so long): http://steamcommunity.com/app/310510/discussions/2/613941122534212861/
Here are some appetizers:
Sorceress Movement Speed
About the only gripe I have is the movement speed of the character. She seems sluggish and often unresponsive, and because of this, I never feel in control of the situation during a map. It's like I'm running through molasses to play catch-up even when I'm ahead of the waves. The slow movement also makes me feel less inclined to explore the surrounding jungle, because it seems to take so long to do. I suggest a slight increase to her base movement speed might improve this sensation.
We briefly had a movement bug: The character waited for the animation to finish while in combat, therefore kiting and other combat movement was kind of clumsy. This has been fixed in the latest patch, and we hope that it will solve the issue you've mentioned. Movement speed itself can be altered via using various artifacts that are already in the game. Also, there will be different class skills that can alter movement speed.
Lompos - Game Designer
Camera Control
Pan, rotate, perhaps some pre-set zoom function. Often trees and whatnot get in the way of the player's view and enemies can remain obscured for longer than desirable because of the fixed camera scheme.
You can zoom with the scroll wheel, but rotating the camera was something that was not in our plans when we were creating our maps. Therefore, there are a lot of objects that would block camera view when it is rotated, which means we would have to essentially redesign all of our maps entirely for this. Every such object should get its own transparency and configuration settings, and so on. Therefore, we don't think that this will be something that will get implemented in the game.
However, if there are environment elements blocking the current camera angle, they are minor bugs that we will fix in the future.
Pozs - Producer
Territorial Wars
What this would look like: There would be maps made by devs. A map(guild) can be attacked once every 24/48 hours and the guild would be notified 12 hours before the attack happens. Then once its time for the attack everyone with permission in the guild is able to help defend with 4 players max. The attack would work the same as the pvp mode with an attacker and defender.
If the guild is a no show there will be some basic traps/towers in play and the attackers would have to get passed this. The guild would be able to improve these towers/amount of towers etc with gold from the guild or maybe with the crafting resources. Owning a territory would give a guild a magic find or a gold find bonus depending on amount of territories owned. Maybe they also gain access to a map attached to the territory that has increased loot bonuses. The bonus shouldn't give any damage stats or resist or anything like that since that would make pvp unbalanced.[...]
Now this is a very interesting idea, we have been thinking of implementing similar stuff - clan systems and clan wars. Although this has a low priority in our to-do list, it is definitely there. If the game will have a sufficient multiplayer community, we will definitely do this in a future update, for free of course.
Pozs - Producer
More essence per wave options in editor
Right now you give starting essence and essence per wave. It would be really awesome if we could select a different amount of essence every wave, that way we can give players a more dynamic essence flow according to the difficulty of both the waves and the map.
Good idea - You can see it in the next update, we can easily do this, we just need to find a good spot for it on the GUI.
TJ - Game Designer
Spawn point selector
It would be nice if editors have the option to select a starting/respawn location for the players on the map. It can either increase difficulty by making people spawn in locations that are impractical or it can help people out by spawning right back at the right location. Especially in big maps there is a lot of walking going on if you dont want to use too many teleport pads in your map and if the defense location is far away from the spawning point.
All right, you can see your idea put to practice in the next update!
Pozs - Producer
Deathtrap Hotfix Changelog - November 3
A hotfix to Deathtrap had been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
Fixed Bugs
Fixed a game crash that involves the boss Jotun's freeze ability.
Scrolling now works properly in the User-Generated Content window.
Fixed the missing sting for the Ice Wall ability of Jotun.
Fixed a bug involving the difficulty settings of the campaign maps.
Deathtrap Changelog - October 31
Updates to Deathtrap have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
New Features
Two new campaign maps added
Monster Editor: Create unique monsters and configure their skills
Group Editor: Set up and configure monster groups to use in the Wave editor
Fixed Bugs
Several missing texts have been filled in.
The buff/debuff icons no longer overlap with tha mana orb.
The elemental skills bonuse rows in the character window details panel now display the correct values.
The Fire, Lightning, and Ice resistances did not function before. This has been fixed.
Summoned enemy creatures are now shown on the minnimap.
The build trap circle menu no longer shows upgrades that weren’t purchased in the traps window.
The Map Completed window now correctly shows the Xp value earned in the level instead of the character’s total XP value.
Boss creatures can no longer be killed with the instant death modification of the Lightning skill.
Items sold from the stash no longer remain in the stash.
The Essence Trap can now be unlocked.
Selling traps refund 80% essence instead of the previous 125%.
The special offer comparison window now compares the correct items.
Trap build cost modifiers are now calculated with when the program checks whether you have enough essence to build traps.
Gameplay Changes
Character deaths now cost one gate point.
The Kobold Tusker now destroys 2 gate point, the Quag Thing, Leshovik Shambler and the Rubezahl champion destroys 3.
A scrollbar has been added to the Custom Maps window.
The Hide helmet option has been added to the options window.
Armored creatures now have a shield effect around them.
Items on the ground are now shown on the minimap.
Jungle creatures and chests have been added to levels.
Ink Portals are now activated with the middle mouse button.
The essence counter now counts faster.
The Sell Trap icon has been replaced.
Editor Changes
It is now possible to draw ground tiles via mouse dragging.
You can now place tower traps adjacent to ground trap tiles.
Portals should have proper names now on Custom maps.
The group cost values now and the cost values on the wave diagram now match.
Suggestions in the Spotlight 1: October 27
You have asked, and we have listened! The first Spotlight contains many useful suggestions, and we went and made your dreams true.
See you in two weeks!
You can check out the full post here (Announcements can be so long): http://steamcommunity.com/app/310510/discussions/3/613940109908411086/
Here are some appetizers:
On the trap interface using an 'X' as the sell icon could catch some players out.
Indeed! We will change it to something else. For example "$" ;)
Lompos - Game Designer
Faster essence update
It will spin faster in the future ;)
Valkyrie - Community Manager
Let us choose different floor tile types!
We wanted to be sure that the user generated content is something that players will love, not just us ;) - now it seems that many people already tried that, so we decided upon improving it by a great deal.
We will put new soil types in place of the current deep rocky ones, and also we will let the users to change the weather and we'll add a decorative layer too, that will manage decorative elements. On top of this, we'll add 20 special (can't be built by the player, terrain-specific) traps as well. We are not sure that any of this will fit into the next update, but the one after that will certainly contain at least parts of these features.
Pozs - Producer
Adjust teleport pads as I find myself constantly getting hung up on them and not being able to get rid of the teleport mini map
We will change it to the middle mouse button, is that okay for you?
Lompos - Game Designer
Development Roadmap for Deathtrap
Update Schedule
The schedule between two updates is the following: 1 week for feedback and 1 week for the implementation. This process repeats every two weeks.
Development Roadmap
October 22
Single player mode
The first 3 maps
Sorceress class
You can build your own maps and share them via the Steam Workshop
Map editor:
Creating new maps
Traps, Chaos Portals and Gates
Monster lanes
Waves
31st October
2 new campaign maps
Map editor:
Monster setup
Group editor
14th November
1 new class debut
Coop multiplayer mode
Leaderboard, ranking system
28th November
Crafting
1 new map
5th December
PvP multiplayer mode
1 new map
19th December
1 new map
Scenario mode
Endless mode
Early in December we’ll update the schedule, but you can expect fresh updates at this rate.
Two community managers and numerous developers are constantly monitoring and answering your questions and suggestions in the forums. Those who are familiar with NeocoreGames know that we've been always very active in the Steam forums and this time we'll put even more effort into this during the Early Access campaign.
http://i.imgur.com/xqETyBm.jpg (if you want it all in a fancy image :3)