1) Added better support for gamers using 21:9 ultrawide screens. 2) Adjusted the Map Screen and Map Screen Info boxes so they fade near the middle giving more visibility of the dungeons.
As always, if you run into any issues, please report them in Discussions or Email me directly.
New Details, Controls, Fixes etc.
1) Default controls have now been set to WSAD setup. 2) You can now skip the intro dungeon boat ride. Only after the story text has been displayed. 3) Equipped items now remain equipped if you exit the game and return. Based on save data when first saving upon entering a new dungeon. Previously they only remained equipped from dungeon to dungeon during play. 4) Added a lot more detail to various dungeons. 5) Foliage throughout some of the levels now have wind animation so they appear more lively. (grass, weeds, etc.) 6) Added audio cue when opening the Map Screen. 7) Fixed newly obtained weapon exploit. 8) Fixed an enemy not displaying the proper weakness damage.
The Demo has also been updated to reflect some of these changes. Regarding saved equipment data, if you have already started a game, since this is newly implemented code, that equipment data won't exist in your current save data and will begin working when you reach a new dungeon or if you're starting a new game.
Fixes, Additions etc.
1) Fixed issues of where interaction with blowing out the candles in Dungeon 01 would still use the default key settings after changing the key binding for it. Same for using the Flask. 2) At max health, you could still use a flask to heal and waste a use. Now you cannot use the flask if at max health. 3) Added a warning message to the Main Menu. When you start a New Game for the first time, it will start a new game as normal. Now if you select New Game but have saved data, you will now be prompted with a warning that you will overwrite that saved data to choose Yes or No. This helps prevent accidental save data overwrite if you meant to select Continue but clicked New Game by accident.
Minor Fixes, Additions etc.
1) Fixed monster map icons on Dungeon 11 that were showing in the normal camera view near the end of the level when they should only be rendered with the map screen camera. 2) Added more weakness options for a few other monsters. 3) Cleaned up a few misaligned floor textures in Dungeon 05. 4) Fixed Death monster idle audio sound not playing in Collections. 5) Added alternate magic pickups in the last 3 dungeons that give you 15 points instead of 10 to offset the balance and give you more chances for magic attacks.
New Item, Increased Carry Limit, Completed Weakness System, Bug Fixes etc.
1) Added a new item called Spore Orb. This item can be used during monster engagement to detect if they have weakness. 2) Added Weapon, Sidearm and Magic icons to the HUD that display a monsters weakness when using the Spore Orb. 3) Completed all the monster weakness / weapon functionality. Now Weapons, Sidearms and Magic can deal weakness damage to specific monsters. 4) You can now damage monsters when taking a step back and firing a Sidearm or casting Magic instead of having to stay in direct melee range. 5) Added Spore Orb key binding to Controls accessed via the Main Menu and Pause Screen. 6) Added Spore Orb icons and description to the Inventory Screen. 7) You can now carry unlimited Daggers. 8) Magic and Ammo carry limit has been bumped from 100 to 500 each. 9) Fixed Flame Boots description that was connected to wrong item. (Japanese description only)
New Magic Functionality, Map Screen Additions, Bug Fixes etc.
1) Added more detail to the Intro Dungeon, Dungeon 02, Dungeon 03, Dungeon 09 and Dungeon 10. 2) Fixed an unlocked door icon on Dungeon 03 that didn't show when it got unlocked. 3) Monsters now also show up on the Map Screen. They appear on the map as a pulsating red dot. 4) Reworked code on all levels to have better timing when unlocked door icons appear on the map. They now appear exactly when a door or gate opens, not any time before they start opening. 5) Added heat haze effect to candle flames in Dungeon 01. They should also have them just like torches do. 6) Added Monster listing to the Map Key List on the Map Screen. 7) Certain monsters now have weakness from certain magic attacks. If a monster is vulnerable to a specific magic it will now take double damage and x2 weakness damage if a critical hit. The Hit and Critical notifications for those will say Hit Weakness and Critical Weakness instead. 8) Fixed Death monster from not playing death animation due to an Interact Icon not being connected that get's removed when killing the monster. 9) Made some changes to the Map Screen. When finding a map, areas you have not visited yet appear darker and will turn brighter as you walk across them. 10) Trap chests are now random. You may or may not take damage.
New Monster, Trophy, Fixes etc.
1) Added a new monster to Dungeon 01 called Death. 2) Added new trophy for summoning and defeating Death from the darkness. 3) Added Death monster to the collections area. 4) Cleaned up some water artifacts on the Intro Dungeon and Dungeon 01. 5) Matched the footsteps sounds for the ground on the Intro Dungeon with Dungeon 10 since they use the same texture. 6) Fixed issue where some area effect triggers were doing double damage to the player.
Minor Fixes, Easter Egg, etc.
1) Corrected some shadow / decal issue on the intro dungeon. Some shadows were casting darker than they should have been and some decals rendering the wrong color grade. 2) Added more dirt and debris to Dungeon 01. I felt there needed to be a bit of break up in some of the non-detailed hallways. 3) Added an Easter egg to one of the dungeons. You'll have to find it and you'll know it when you see it. 4) Created better button visuals for the Language selection screen and changed them to be more interactive and match better to which language they are. 5) Adjusted some minor color grading across all dungeons. 6) Fixed some vertices on the Gargoyle models in Dungeon 09 that were allowing you to see through them on certain polygons.
HUD Toggle, Minor Fixes, etc.
1) Added toggle to turn the HUD on / off. 2) Minor adjustment needed for Map Screen overlay since adding new HUD toggle option. 3) Fixed Death Screen music on Dungeon 08 not receiving input from Music controls. If you had the Music turned down, it would still play. 4) Fixed overlapping textures on one of the ceilings in Dungeon 05. Not really noticeable during play but I had to fix it. 5) Removed redundant Save calls. While not noticeable on higher end PC's, this could potentially cause a small hiccup during gameplay on some lower end PC's. 6) Fixed rendering issue on Main Menu. Since the previous update of adding new camera angles to the Main Menu screen, one of the cameras showed the bottoms of some pillars that you normally don't see so they had no faces and you could see this from one of the camera angles. 7) Demon Lord monster in Dungeon 05 plays the proper death animation now. It was calling the animation / model from before the previous update.
Crash Fix
1) Fixed rare data curruption that was causing the game to crash upon starting a New Game. 2) Added a small bit of compression to unnoticeable artifacts for slightly smaller filesizes and faster load times.