This update focuses on lots of little optimisations and performance improvements as well as a fundamental change to how we handle our light ranges in the render pipeline, to help with ongoing performance improvements.
These light changes have made some aspects of the game look a little different ( brightness or fall-off ranges) and we will continue to tweak these values over future updates.
We are currently transitioning Fight The Dragon from an older version of the Unity game engine into version 5.0, which is an ongoing process while 5.0 is still in an unreleased state.
While we are working on this move, we have feature locked the game, so we don’t have to maintain 2 code bases/projects.
When the move to 5.0 is done and we are happy that we can move away from the older engine version, we will begin to work on new game and ACK features again.
Dual Shock 3 Controller support on OSX (finally)
We’ve finally had time to add DS3 support in FTD for OSX users, including new controller icon support and correct icons in the controller help.
1.0.5 (Build 6.5) Change List
New
Added Dual Shock 3 support for Mac, including new help in Pause menu
Changes/Improvements
Lots of small performance optimisations throughout the game
Major Performance improvements in the Dragon Arena
Changed background in character customisation screen
Reworked layout of the “Press X to continue” messages after dying
World map icons will now look much more consistent at different times of day
Replay button will no longer appear after running out of scrolls in the Dragon Arena
Fixes
Fixed issue where context menu in world map would reappear after deleting an adventure (controller only)
Fixed player 2’s camera not working correctly while player 1 is dead (splitscreen)
Fixed wrong back button being displayed in advanced filters for world map
Fixed visual banding in-game (dark lines)
Fixed some miscellaneous bugs
ACK: Fixed some navigation issues for controller
1.0.5 (Build 6.6) Change List
Changes/Improvements
Teleport To Player menu now updates when players leave the game
Teleport To Player closes if open when player 2 drops out of local co-op
Notification UI now sits under the checkpoint UI
Fixes
Fixed being able to use special abilities above your character level
Player 2 stats left on screen when dropping out (in menu)
If player 2 cancels drop in, player 1’s stats don’t re-appear (in menu)
Cancelling create new character in split screen drop in would prevent gamepad from controlling I (in adventure)
Black Rogue background colour was wrong in Create Character UI in Adventure.
Can’t create a new character in drop in an adventure
Interact icon was broken in menu for player 2
Can no longer click Pray when choosing a reward in the Loot Shrine
Fixed more splitscreen bugs in Loot Shrine
When player 2 drops out while in menu, player 1 can’t use START button on controller
Pause menu background for player 2 in adventure was not visible
Close button being shown at incorrect times in LogicBlock/Switch UI
Broken UI image in event picker and music selection in ACK
Logic blocks drawing lines for events that are not “triggered”
Logic blocks disabled during a playtest would not reset correctly when re-playtesting.
Version 1.0.4, Build 6.2 - Split Decision!
Welcome to Version 1.0.4, Build 6.2 - Update #46!
We’ve got a few heavily requested features in the ACK this update, as well as added functionality for split-screen in the Home menu!
This will be our last update until February... Seon is taking his family away on a much deserved holiday (much deserved for them after putting up with his long work hours).
Main Menu Split-Screen (Experimental)
By popular request, you can now drop in and out of split-screen games in the Home Menu. This means that once a game starts in split-screen, the second player is kept in the game until they deliberately drop out, rather than being ejected from the game at the end of the adventure.
Menus like the Loot Shrine, Customise and Achievements are still accessible, however whoever opened the menu will have control over the UI. While a full-screen UI is open, the player not controlling the UI will have no input. Only the master player will be able to use the World Map. As the second player, to drop out of the game you’ll need to walk into the house.
This has been a pretty fundamental change to our Menu system, and while we’ve tested it extensively we can’t guarantee there won’t be any issues. This is an experimental feature so we are sure you'll find bugs, and if you do, please report any issues you see on the forums!
Logic Switches
Logic Switches are a new tool designed to let objects using the “old” logic system (switches, pressure plates) talk to objects in the “new” logic system (Triggers, Events and Actions). It can be found under Entities -> Logic Switch.
To set them up, just connect up to three switches to the logic switch the same way you would connect a switch to a gate, then open the Logic Switch inspector. There are two events that the Logic Switch will fire - “On Passed Conditions” and “On Failed Conditions”. Any time the state of any of the switches changes - one of those events will fire.
You can also change the expected state of the switch from the UI at the bottom of the inspector, so you create combination locks of switches.
Blockers
Blockers are a trigger-esque object that covers an area of the level in our Fog of War. They are set up and sized like a Trigger and will cover an area in fog until a character walks into it or it’s disabled via an event. Blockers can be found under Entities -> Blockers.
Notifications
Notifications are a new dialogue system that allows you to display an on-screen message to the entire party via an event. You can customise the text, colour and duration of the message via the inspector, and they can be found under Entities -> Notification.
Logic Switches, Blockers and Notifications are explained in the following video:
http://steamcommunity.com/sharedfiles/filedetails/?id=374343115
1.0.4 (Build 6.2) Change List
New
Added support for split-screen play in the Main Menu
Added two new tags: “Arena” and “Gauntlet”
Added an option to turn off on-screen keybinding icons
Added an option to disable our custom cursor (will revert to your OS cursor)
ACK: Added Logic Switches
ACK: Added Notifications
ACK: Added Blockers
ACK: Added a new female ghost NPC
ACK: Added 4x Fern Props and 4x Flower Props (both under Static props/Tree tab)
ACK: Can now enable, disable and reset Logic Blocks via events
Changes/Improvements
Reverted NPC talk radius to the old size
Headings in Loot SHrine now flash to show which section you’re in
ACK: Increased build point limit to 7500
Fixes
ACK: Fixed trapdoor taking up incorrect number of tiles
ACK: Fixed not being able to click on the fourth action when setting up an event
ACK: Fixed effects not working with the Toggle action
1.0.4 build 6.3 hotfix - 14th January 2015
Added UI blocking on full screen UI in the menu when another player is in menu
Fixed issue where character can lose control of the UI in character select screen
Fixed "Alert Box" UI not setting correct player UI navigation control after close
Fixed being able to press BACK on character select screen on controller for payer 1
Added checks to prevent campaign adventures from being placed on the world map as adventures
ACK: Added some info to the Logic Switch about what it's intended use is
ACK: Fixed notifications and logic switches not sticking to tiles correctly
ACK: Fixed notifications and logic switches not clearing when a tile is removed
ACK: Fixed some typos in the ACK
1.0.4 build 6.4 hotfix - 27th January 2015
Added drag select for PAINT mode (yay)
Campaigns on world map now have neighbours unlocked
Fixed issue with creating new characters with controller
Fixed 4th attack for FireLord and Ice Wizard not working on client machines on network games with high ping times
Version 1.0.3, Build 5.9 - Year Of The Dragon!
Welcome to Version 1.0.3, Build 5.9 - Update #45!
Happy New Year and welcome back everybody!
After a quick but needed holiday break, we are back at work and already have something new for everyone. This update is mainly a maintenance release with fixes and improvements.
Campaign changes - Important!
We have fixed an issue where changed adventure order was not being preserved, and new adventures sometimes were not being added to existing campaigns when re-published.
This fix is not retrospective, so if you have a campaign that you have added a new adventure to after initial publish or have changed the order of adventures at any stage, please re-publish the campaign for these changes to be updated online and for players to get the updated versions.
1.0.3 (Build 5.9) Change List
New
Added Key Binding tool into in-game Pause Menu
Added region name to online game list
ACK: Added Quit percentage stats and difficulty rating to Adventure Details screen in the creator dashboard
Changes/Improvements
Removed Report option from Dragon Arena
Reduced snow particle count to help performance
Resetting World Map will no longer reset home state (won’t lose Loot Shrine, Dragon, etc)
Improved reliability and speed of adventure update process
Improved speed when loading Workshop Content in-game (less of a stutter when players with workshop content join your game)
Multiplied out UI Scale range for making UI bigger (same range values)
Fixes
Fixed several issue with Campaign publishing and re-publishing
Fixed issue that prevented joining online games outside of your closest region
Fixed not being able to Ctrl-click a map tile on OSX
Fixed invalid text popup not closing when writing a report from the Pause Menu
Fixed wands not affecting the Dragon correctly
Fixed Fighter not correctly dying when falling off the level while Beserking
Fixed an issue that prevented adventure difficulty from being shown correctly (YAY)
Fixed rain particles not looping correctly and not showing particles
Fixed character rotating when using sliders in Customise screen
Fixed Keyboard help in Pause screen showing Sprint as Space
ACK: Fixed several cases where using the Event Selection UI could lock you into a endless loop
ACK: Fixed Logic Blocks being left orphaned in the adventure when their tile is removed
ACK: Fixed being able to place an enemy on the same tile as a trigger
ACK: Fixed Trigger events firing rapidly if players attack while inside a Trigger
ACK: Fixed some issues when changing music track while in combat via a trigger
ACK: Fixed Slug Spawner “On Killed” event not firing
ACK: Fixed a metal door prop showing a silver key icon when placed
ACK: Fixed NPC Highlight icons not being turned off when turned off via the “On Game Start” event
ACK: Fixed spawner difficulty counts not changing correctly when removed
1.0.3 (Build 6.0)Hotfix Change List
Added Min/Max and Character count to Report UI
Added “CLEAR DELETED CAMPAIGNS” to Game Data Management UI
Added code to clean out busted/missing adventures from campaign adventure list
Added detection for missing DirectX (Xinput) files and stop game start and show error message
More cleanup work on partial busted campaign data on world map after campaign deletion
Fixed a treasure chest bug that would make it only give gold
Fixed an issue where deleting a campaign from your map and adding an adventure on the same tile in the same session would fail to start the adventure
Fixed ESC not closing the settings UI when closing the pause screen in an Adventure
Fixed player 2 show showing in player 1 camera (splitscreen only)
Fixed wrong colour on Orc
Fixed broken load KB binding code (sorry)
Fixed controler lockup after clearing deleted adventures in Game Data Management
Fixed being able to use ‘ in gallery search field, causing search to fail
Potential fix for enemies that get stuck in their holding patterns after a taunt
fixed missing mouse cursor in online game on host game over is non-host ended adventure
A STACK of other miscellaneous fixes
1.0.3 (Build 6.1)Hotfix Change List
Improved handling of enemies and characters moving through teleporters
Fix online UI not closing when joining LAN game
Fix player 2 interaction button prompts showing A instead of X
Fixed Data Integrity Check killing campaigns on your world map
Fixed campaigns and adventures sometimes having missing icons on world map
Lots of smaller misc fixes
Version 1.0.2, Build 5.7 - Happy Holidays!
Welcome to Version 1.0.2, Build 5.7 - Update #44!
Merry Festivus and Happy New Year to our awesome community!
This update will be our last for the year as we ramp down for a well earned break and some long overdue family time.
We will be back again around the second week of January for a little while, then we are taking another break until the start of February.
You may still see us on the forums from time to time, and we will try to stay active on support issues whenever we can.
We want to wish you all a safe and happy new year, and we look forward to continuing our journey together next year!
So, lets get into business….
Online systems Upgrade
We have upgraded or networking library to the latest version (a significant change) to try to address the ping and connectivity issues some of our players have been experiencing.
As the issues are only effecting a small group of players, we cannot guarantee this change will actually fix the issue, but it will at worst case allow us to get our networking provider involved (they were unable to support us on the older version we were on).
This change has affected/touched almost every bit of networking code in our game, so though we have been super careful to try not to add new issues to our code, until it hits wider testing we won’t know for sure.
We’d love to hear from anyone that was experiencing problems
This update includes a new version of our LAN server and WILL NOT work with the older version.
New NPC Animations and Icons
We’ve added three new NPC animation sets in 1.0.2 - Working, Sweeping and Guarding:
http://steamcommunity.com//sharedfiles/filedetails/?id=356839629
We’ve also added an Icon system to NPCs - an NPC can now display an Icon (Exclamation, Asterisk or Question Mark) which will display the selected Icon above that NPC’s head. The Icon will stay visible until somebody in the party talks to the NPC, it will then turn off for the rest of the adventure.
http://steamcommunity.com//sharedfiles/filedetails/?id=356908223
Changes to Reward adventure system
It’s been less than a week since we launched our daily rewards system, and though the results for the included adventures have been phenomenal, it’s clear that we have more adventures being created per day than the daily system can cater for, so we’ve change how it works, and now it ticks over every 8 hours, presenting you with 18 adventures per day.
We’ll keep monitoring the play counts of adventures over the next little while and we’ll keep working on the problem of discoverability of new adventures.
Improved text edit boxes
We have finally worked out that how we were validating our text fields was causing the text input fields to behave badly when trying to insert text, so we have started changing many of our text edit fields over to a new validation system.
One of the advantages (apart from insert working) of our new system is that you will get proper feedback as to why you can’t use the text you entered, but only when you try to submit it.
We have moved some of our text fields over so far (Comments, Reports, NPC Dialogue, Character name) but some of them haven't been done yet as they are going to require some breaking changes (Publish UI, Campaign UI etc) that we didn’t want to try JUST before we broke for holidays.
We’ll continue to move everything over to the new system in future updates.
1.0.2 (Build 5.7) Change List
New
ACK: 3 new animation sets for NPC’s
ACK: New Icon system for NPC’s (see above)
ACK: Added “Switch Behaviour: Attack” and “Switch Behaviour: Defend” actions to enemies
Added “On Killed” event to enemy spawners
You can now set your Level range for online games for players to be able to join
Changes/Improvements
Fixed Rotation Lock setting using old name in in-game Settings screen
Can no longer receive effects (fire.lightning, etc) for a second after respawning
Host can no longer move into an adventure while a party member is in the customise screen
Online game stat display no longer clears while refreshing - spinning icon appears instead
Converted Daily Rewards adventures to cycle every 8 hours
Will now only show Reward adventure notifications on world map when some Reward adventures actually available
Improved controller help in Character Creation UI in menu
New text validation system
Can no longer open online panel while in Game Over screen
We now update online character info when going back to the menu
Self Destruct in game now has an “Are You Sure” box to prevent accidentally using it
ACK: Dashboard will no longer show “No Published Adventures” if it can’t retrieve stats
ACK: Large inspector panels (Enemy, Trigger, NPC) will now attempt to correct themselves if they’re partially off-screen
ACK: Improved UI sizing for large comments and reports in dashboard
ACK: Enemies told to attack the player will now switch to their Attack behaviour if they were set to Defend
ACK: Pressure plates can now be rotated
Fixes
Fixed being able to click on Rewards and Leaderboards in Gallery while in Campaign mode
Fixed loot dropped in an online game not being scaled to your level (was scaling to host)
Fixed Eyes still following player when frozen or electrocuted (can still do damage though)
Fixed Ice Shield audio not respecting volume settings
Fixed player being able to get stuck in Dodge state permanently
Fixed Game Over being called incorrectly in split-screen when a player dies and the other player is alive and has 0 lives
Fixed controller soft lockout when kicking last player from game
Fixed p2 in splitscreen attacking in the wrong direction when p1 is using a mouse
Fixed ~ key blocking input for all players was using a controller
Fixed enemies not being able to climb up tiles with some props on them
ACK: Fixed a ton of controller help UI issues (thanks Karmik)
ACK: Fixed not being able to navigate past the second adventure in the dashboard after a reload
ACK: Fixed getting negative likes/neutrals/dislikes in creator dashboard stats display
ACK: Fixed a case where game could become unresponsive when connecting teleporters
ACK: Added Adventure Load Help for HIDE and DELETE buttons
ACK: Fixed not being able to navigate to “Load Previous” button with controller
ACK: Fixed not being able to navigate Adventure HIDE button with controller
1.0.2 (Build 5.8) Change List - 18th December 2014
Fixed some vase colliders being too big for their visual size
Reduced interaction radius on NPCs (including Characters, Books, Lecterns and Signs)
Fixed network loot drops being busted
Removed some newly added XInput dlls on WIndows that were causing problems for some people
Improved handling of being dropped from online server
Added a fallback to take the player back to the menu when disconnected from the server while in an adventure
Fixed Spawner On Killed event not working with Logic Blocks
Fixed Tab closing the loot shrine and opening the player inventory at the same time
Keys will now be awarded if they drop off the level (very rare occurrence)
Version 1.0.1, Build 5.5 - Daily Rewards!
Welcome to Version 1.0.1, Build 5.5 - Update #43!
This update has lots of goodies, changes and fixes, including stuff like our new experimental Mouse & KB controls, weapon damage balance tweaks, 2 handed weapon attack speed changes and better discoverability for new and unplayed adventures!
Daily Rewards System
With our launch, we’ve seen a HUGE amount of new creators join our ranks, adding almost 1000 new adventures in just under 6 days! New adventures is great for our community, but it dramatically added to an existing problem we’ve been trying to deal with for a while… new adventure discoverability.
After reading the forums for months and smacking our heads in frustration for all of you that put so much time and effort into making great content for the community, only to have tiny amounts of players ever find your adventures, we finally came up with what we think is a pretty awesome idea to START to deal with the issue - Daily Rewards.
Every day you will be presented with 6 of our least played and newest adventures, and you will be able to play them and earn 20% extra XP per kill and get an increased loot drop rate (more loot, better loot).
Every player gets the same 6 reward adventures each day, so creators could potentially see hundreds of new plays when their adventures are selected.
The deal only works once per reward adventure, so that means 6 opportunities per day to earn bonus rewards!
If you happen to have one of the 6 adventures on your map already, that’s ok, you’ll see a spinning yellow star on it letting you know it’s a daily, and you will still get the reward for playing it on that day.
We really think this new feature will go a long way towards getting new and unplayed adventures noticed and we are excited to hear what you all think once you have given it a go!
New “Experimental” Control Scheme
So we’ve take a lot of your feedback on Mouse and Keyboard gameplay, and we’re going to start experimenting with our input systems until we find something that works for everybody. For 1.0.1 we’ve added a new “Experimental” mouse Input system that you can find in the Settings->Game menu in your Home screen.
In this new mode, your mouse cursor is permanently hidden and you rotate your camera simply by moving the mouse left or right (no middle mouse clicking). You attack with the LMB as usual, but when you attack your direction is determined by your WSAD keyboard input. So if you’re not touching any keyboard movement inputs, you will attack forward from the camera, otherwise you’ll attack in the direction of your movement input.
It’s a bit hard to describe with text, but a good example of this control method are the Rocksteady’s Batman games. The main advantage of this system is that it makes camera movement incredibly easy, but by losing the mouse cursor you’re no longer able to click on UI (you’ll use KB - 1-4 for special attacks, [,] and for potions, etc or whatever keys you’ve bound for them). We think this scheme has got potential, so please give it a try and let us know what you think on the forums!
Networking Changes & Problems
As many of you might have noticed or experienced, we’ve had some networking issues with both our server ping/selection system as well as some other connectivity issues.
One thing a few of you have reported is what looks like a lockup when joining, leaving or forced disconnection from a network game, and we think we tracked that down to a few corner cases where your character was removed from the network game and never re-added back in… No character, means no control of the game, so it looks like a lockup.
We think we have these fixed in this build, so we’d love to hear feedback from you all that did see these “lockups” to let us know if they are gone.
With regard to the server pings and connectivity, that’s a harder problem for us to solve and requires us to move to a newer version of our network library that is quite a bit different from what we have now, but we are committed to fixing these issues, so now that 1.0.1 is out, we plan on ripping our networking apart and upgrading our library and getting some test builds out to those of you that have been having problems and see if we can eliminate the issues.
We estimate we should be able to get some test builds ready by early next week and hopefully have 1.0.2 (network fixes) out by the end of next week.
We really appreciate your patience while we get this sorted out.
Attack speeds, balance and auto attack
We’ve made some considerable balance changes for 1.0.1, including speeding up the attack animations of several slower weapon types, as well as some significant stat changes for newly dropped weapons. Like when we were in Early Access stat balance changes will only affect newly dropped items, any items you’ve already collected will remain unchanged.
You can also now simply hold down the Primary Attack button when attacking to execute a combo, so you don’t need to button mash as much anymore - your mouse/controller will thank us!
1.0.1 (Build 5.5) Change List
New
New Reward system in Adventure Gallery
Adding server ping status display to online screen
Added new experimental mouse input system in Settings -> Game
Added a new Attack Speed item modifier
Added gallery search by Friends - FINALLY!
Added “Open Network UI” key and made it bindable
Changes/Improvements
Can now hold the Primary Attack button instead of having to tap it for each attack
Add keyboard shortcut UI on potion UI in-game
Potentially improved some physics clipping problems with some gate varieties
Increased collision box size on Swords and Axes - should improve hit detection
Increased damage of Tomes by 50%
Increased damage of newly dropped Hammers, Spears and Greatswords
Reduced damage of newly dropped swords by 5%
Increased Hammer attack speed animation speed by 40%
Increased Greatsword attack animation speed by 40%
Increased Hatchet attack animation speed by 30%
Increased Spear attack animation speed by 20%
Increased Wand attack animation speed by 30%
Improved wording of some text in the Gallery to make results clearer
No longer force Linux into Fullscreen on first play.
Force character save before joining or hosting an online game
Fixes
Fixed Rogue icon on split-screen drop-in UI reading “Coming Soon”
Fixed UI in Workshop upload process becoming unresponsive after rotating preview
Fixed state display on network player UI permanently reading Graveyard after a player looked at the Hero’s Graveyard
Fixed custom skins not displaying correctly on Female Fighter
Fixed case where game could become unresponsive after losing connection to a network game
Fixed rotation sensitivity not having any effect on camera while controlling a character (was only affecting ACK camera)
Fixed world map details sometimes appearing in home screen when opening Settings after Gallery was opened
Fixed inventory keyboard help not showing correct key when inventory key has been rebound
Fixed not being able to close the inventory with the inventory button in the Dragon Arena
ACK: Fixed some controller navigation issues on the enemy inspector UI
ACK: Fixed being unable to cancel out of finding an Event Receiver with a controller
OMG! We've done it! Version 1.0.0 Build 5.0 is here! Enjoy....
Welcome to Version 1.0.0, Build 5.0 - Update #42!
We’ve decided to push out a pre-release of v1.0.0 to everyone today a bit earlier than our planned move out of Early Access. It’s a pre-release because we are still tweaking things and adding final audio, but it’s in pretty good shape and we wanted you all, our early adopters to get it first!
We would like to take this opportunity to tell you how much we’ve thoroughly enjoyed working with you all, listening to your feedback and requests and having you help us shape Fight The Dragon into a bigger and better game than we ever planned it to be.
You are a truly amazing community of gamers and creators - so generous with your time and energy, and Jarryd, Ari and I are more grateful than we can ever express in words for your help and efforts.
Thank You All!
Final Dragon Arena
We are finally shipping our complete version of the Dragon Arena. There is now a final reward for killing the dragon and we also now track number of times you’ve killed your dragon (yes, you can kill it more than once, and earn your final prize more than once) and the dragon leaderboard and rank now tracks the total damage dealt, so no more resetting back to the bottom after a kill.
BTW, we’ve had to stomp everyones progress. We have mentioned this was coming for quite a while. You wont have lost any Dragon Rings you’ve earned previously, but everyone starts back at 0 damage on their Dragon.
New Item Types - Wands and Tomes
Fire Lords and Ice Wizards get two new item types for V1.0 - Tomes and Wands!
Wands are a ranged weapon that doesn’t actually shoot a projectile, it just damages the enemy immediately. This means it’s pretty accurate and reliable, but does less damage than your average ranged weapon.
Tomes are a unique item type that goes in your shield slot - instead of absorbing damage it charges for every hit that you take. Once it’s fully charged, a tome will explode, doing damage to all nearby enemies. They’re a pretty cool offensive alternative to the shield and there’s a few different varieties with different effects for you to find.
Steam Workshop
We are finally shipping our Steam Workshop integration!
The 2 Workshop buttons in the Character Customisation are now active. The Workshop icon will open up the Fight The Dragon workshop page inside your game via the overlay, so you can subscribe to items, and the Add Item button will allow you to package and publish your own items.
If you subscribe to items via the overlay, you’ll need to exit the customisation system for them to get loaded in (once Steam has downloaded them).
We’ve included a bunch of example assets from FTD and some instructions in a FightTheDragon_Workshop folder next to where your game is downloaded and we’ll get a Steam Guide with the relevant info up ASAP.
We’ve also uploaded some starter content to Workshop for you all to try out (with more on the way ovr the next few days), you can access the Workshop here: http://steamcommunity.com/app/250560/workshop/
Any items you subscribe to will appear at the top of the customisation item palette and will be marked clearly as a workshop item.
Have fun!
Achievements
We’ve added 60 Achievements for V1.0 - good luck unlocking them all! Most of them are based on stats we’ve been tracking for a while, so you might unlock some when the game boots up. If you want to check your progress in-game, there’s a new Notice Board on the side of the house that you can check out that contains a run down of your progress.
Combat changes, Balance and Level Cap
We’ve made some pretty significant balance changes this update as well as raising the Level Cap to 60.
We’ve increased the damage amount of any newly dropped Two Handed melee weapons (Greatswords, Hammers, Spears) by 20% to 30%, while also increasing the range between the min and the max damage on these item types.
We’ve also made some changes to our combo system. On a one handed melee weapon the third attack will do 20% extra damage for every enemy you hit. On a Two Handed melee weapon, you’ll do 20% extra damage on your 2nd attack and 30% extra damage on your third attack.
1.0.0 (Build 5.0) Change List
New
Added an end to the Dragon Fight
Added Steam Workshop
Added 60 Steam achievements
Added Heroes Register
Raised Level Cap to 60
New Fire Lord/Ice Wizard weapon - Wands
New Fire Lord/Ice Wizard Item Type - Tome
One handed melee weapons will now do more damage on their third attack in a combo
Two handed melee weapons will now more damage on their second and third attacks in a combo
Can now teleport to another player in a multiplayer or split-screen game via the Pause Menu - Limit 1 teleport per 30 seconds
Lots of new sound effects
ACK: Added a destructible wall type that has no cracks and can only be destroyed via events
Changes/Improvements
Increased damage of two handed weapons
Home screen can now be at night after you have 6 adventures on your map
Open doors now have a smaller collider size - helps AI move around them easier
Improved AI pathfinding around some circular props
End of Game Screen will now show the character names of players, not the Steam player names
Improved physics handling of intersecting players in a multiplayer game (less chance of being catapulted into the sky)
Added a character count to the adventure comments field
Pressing Escape while the context menu is open in the World Map now closes the context menu
Map Counter UI now hides while Gallery is open
Fixed player details sometimes not displaying correctly on the map screen
ACK: Info panel on right of screen now turns off when palette opens (was overlapping at some resolutions)
ACK: Enemy and Paint/Sculpt toolbars are now draggable with the mouse
Moved to a new version numbering system (Version & build number)
Fixes
Fire Mine screen shake now occurs correctly in a networked game
Fixed NPC and Enemy names sometimes getting stuck in the bottom left of the screen
Fixed some enemy ragdolls having shields equipped
Might have improved issue where UI text would sometimes put a letter on the wrong line
Fixed music slider in Options not working correctly after fighting the dragon and returning home
Potentially fixed an issue where AI would get stuck in a perpetual Flee state
Fixed split screen issue where player 1 would lose mouse control when player 2 had pause screen open
Fixed issue where swapping weapons while in Beserk would increase speed of player dramatically
Fixed being able to favourite campaign adventures
Fixed being unable to reconnect to a LAN game after you’ve disconnected from a LAN game
Fixed Item info cards not appearing correctly after redeeming a gift from the Loot Shrine
ACK: Fixed dashboard comments section not showing long comments correctly
ACK: Fixed controller help not updating correctly after opening and closing the palette
ACK: Fixed a crash when opening the menu while on an enemy and then selecting the enemy (controller only)
ACK: Fixed a spelling mistake in the event setup UI
ACK: Fixed Copy+Paste box visual staying on permanently if you open the menu while pasting
Alpha 4.9.8 - Update 41 - Read a book week!
Welcome to Alpha 4.9.8 - Update #41!
We’re terrifyingly close to release, but we’ve got some great new features for everybody and a few important bug fixes, so we thought we’d push an update out anyway.
New Lectern and Book NPC’s
You asked for them, so we’ve delivered! Lectern and Book NPC’s are now available under the new “NPC” heading in the ACK. They function like normal NPC’s - you can have multiple stages of dialogue, turn them on/off via events and they have an “On Finished Dialog” event for you to hook things up to.
They are closed by default and will open when a player comes close if they have any dialogue. Some Gifs of them in action:
Crystals are a new weapon type for Fire Lords and Ice Wizards - they deal damage in a cone in front of the player. Their advantage is that they aren’t hit-based - there’s no collision box that needs to hit enemies. This means that they are a much more reliable way of dealing damage, although they will deal less damage per hit than most other melee weapons.
A Lightning crystal in action:
http://gfycat.com/LatePoliteGrouper
Alpha 4.9.8 Change List
New
Added new Mage weapon type - Crystals
Added two new enemy mutators
ACK: Added Book and Lectern NPC types
Changes/Improvements
Lots more audio work
Made a new NPC category in the ACK - anything with dialogue is now under this category
Changed “Quit Adventure” button in Dragon Arena to read “Quit Arena”
Fixed some special attacks that weren’t dealing damage to the Dragon
Fixed an issue with enemies pathfinding through one-way teleporters
Fixed controller help UI appearing beneath Keys UI
Fixed a rare bug when assigning a Campaign to an empty tile
ACK: Fixed placeable effects not turning back on if turned off while in a playtest
4.9.8 Patch #1 28th November 2014
Added “YOU KILLED XXX” to include enemy names if they have them
Added new Mud and Water well with no wooden beams
Added more audio for player special attacks
Leecher Mutator becomes less effective over time
Fixed Skeleton King ragdolls not sinking into the ground
ACK: Fixed missing checkpoint button
ACK: Fixed being able to place NPC’s on props
Alpha 4.9.7 - Update 40 - VFX Emmy!
Welcome to Alpha 4.9.7 - Update #40!
Lots of bug fixes, sound effects and new ACK content in this update - enjoy!
New placeable visual effects
We’ve added a new section to the Prop menu in the ACK - Effects! These are placeable visual effects that have no impact on gameplay. There’s some smoke and fire props (the fire won’t damage players, it’s cosmetic only) as well as some dust motes and fog. They can all be turned on and off via events and they all cost 5 points.
Sliding bookshelves that move right
We’ve added right sliding bookshelves to complement the left sliding ones… every sliding bookshelf now shows a left or right yellow arrow to indicate which way it will move.
Alpha 4.9.7 Change List
New
ACK: Added new placeable effects category
ACK: Added standing and hanging chandeliers
ACK: Added dead King and Queen NPC’s
ACK: Added dead enemy props (Goblins, Skeletons, Orcs, Brigands and Zombies)
ACK: Added 2x new bench variations to the existing interior bench prop
ACK: Added sliding bookcases that slide to the right
Changes/Improvements
Various performance optimisations
Improved hit detection on wing attacks for Dragon
Improved light positioning on wall mounted light brand prop
More audio work
Can now only open the pause menu while dead in a multiplayer game if you have no lives left
Improved tracking of campaign progress
ACK: Defending enemies will now break out of defense mode when they are under 70% health
ACK: Defending enemies now take less damage from players attacking them outside of their defense range
Fixes
Fixed off-screen direction arrows not appearing for hosts character
End-game marker now stops sound when game ends
Slugs now play their death sound at the correct time
ACK: Fixed missing Patrol UI for enemies
ACK: Fixed not being able to set key to drop on enemies using controller
ACK: Fixed some mismatched icons for sliding bookshelves
Alpha 4.9.6 - Update 39 - Long live the King!
Welcome to Alpha 4.9.6 - Update #39!
Seems like only yesterday we were pushing update #38, but here we are again with some awesome new features for you all to get stuck into! We’ve got the long-awaited “Defend” enemy behaviour as well as new NPC’s, sound effects and ACK tools.
Enemy Behaviour Type: Defend
Defend is a new behaviour mode that lets you make an enemy defend a particular point, locking them to within a certain radius. It’s handy when you want to stop the player from accessing or passing through areas, since even if the player runs away from the enemies, they’ll always return to their defense positions.
You can also customise the starting rotation of Defending enemies (other behaviours are still random start rotation) and you can now customise the Wake Up Range of all enemies, even if they’re not Defenders!!!
Audio
We’ve got lots more audio in this update. We’ve added more effects for enemies, combat and lots of incidental moments like when the game boots up…. still lots more work to do for audio but we are making great progress.
New King and Queen NPC’s
We’ve added two new NPC types in this update, a King and a Queen. Make the throne room drama you’ve always dreamed of!
Added a particle effect when you use a Health/Mana potion
ACK: Added “Defend” enemy behaviour
ACK: Added controls to modify the wake up radius of any enemy
Changes/Improvements
DRAMATICALLY sped up initial game loading process!!!!!
Second player in splitscreen now has the correct skybox (was just black)
Improved ranged weapon auto targeting systems. Should be much better at picking up closer enemies
Added an “ARE YOU SURE” dialog when activating the Exit marker in an adventure
Added a complete message once the data integrity check is completed
Optimised levels with snow particle effects
Footsteps will now play when using two handed weapons and carrying a barrel
Added new spider death animation and final pose
Added new Rat enemy idle
Improved Ranged weapon fire rate
Ranged weapons can now combo, queuing attacks together
Fixes
Slugs should no longer fly away from each other when they spawn from a nest on top of each other
Fixed teleporters at varying heights sometimes dropping the player from the sky onto the teleporter, or teleporting them under the destination teleporter
Fixed mud movement modifier affecting movement on all surfaces
Fixed Special Attack icons not showing correct visuals at the start of a game and when exiting the inventory
Fixed controller navigation issues in the Online & Friends multiplayer game browser
Fixed some UI staying on screen after a Game Over and sitting above the Game Over UI
Fixed an issue where campaigns would not get cleared off your world map properly after a map reset
Fixed a rare bug where projectiles would not destroy on impact
Fixed potential lockup on ghost knights
ACK: Possibly fixed a rare issue when playtesting a level with On Game Start events hooked up to gates
ACK: Fixed publishing error “Not enough enemy types” when using Random enemy markers
ACK: Fixed enemy/prop inspector UI staying open when palette is opened
Known Issues
Adventure End Marker sound doesn’t turn off when final UI appears
Online player info (right of screen) overlaps World Map stats
Slug death sfx plays at wrong time
Alpha 4.9.5 - Update 38 - Vertical Blank!
Welcome to Alpha 4.9.5 - Update #38!
We’re inching closer and closer to V1.0, so we’re probably going to start getting more rapid with our updates in the lead up to our launch. It seems so close!
New enemy type: Skeleton King
The Skeleton King is our newest mini-boss! He wields a giant mace and spear, and is around the size of a troll, so he’s got a looooong reach and deals a lot of damage.
Audio
We’ve started work on our audio changes/additions and you’ll notice new stuff being added each build we ship from this one onwards.
Changed to VSync and Capped Framerates
In this update we’ve removed the “CAP FRAME RATE” button and have added better VSync support, now support the following states:
No VSync ( FPS capped at 100fps )
VSync every vblank ( 60 fps )
VSync every second vblank ( 30 fps )
We also now show a FPS counter and a target FPS value on the settings screen above the VSync options.
Alpha 4.9.5 Change List
New
New Skeleton King mini-boss
Added a basic world map data integrity checker in the “Reset Data” menu - goes through your world map and scans+fixes any issues it finds with regards to your own published adventures (we’ll expand this more as time goes on)
Added a settings screen to the Pause Menu (player 1 only)
ACK: Added “Open Last Adventure” button to the load screen
Changes/Improvements
Reworked enemy On Fire effect
Loot Shrine character icons now show the new character icons we introduced in 4.9.4
Reworked Vsync and Cap FPS options in the settings screen
Pause screen will now display Campaign name when playing a campaign
mproved targeting and head-look to Minotaur, Troll and new Skeleton King
Started work on audio...
Fixes
Fixed Eye, Goblin and Spider enemies not showing correct effects when on fire, electrocuted, etc
FIxed some text display issues on the world map context menu
FIxed being able to click on an empty tile while the context menu is open
Fixed issue where searching for adventures online would return your own adventures (that’s what the “Your Published” button is for in gallery)
Fixed a skin customisation issue on Rogue heads
Fixed some movement issues on square teleporters
Fixed Fire Elementals at Easy+Hard difficulties sometimes moving out of their hitboxes
Fixed duplication of networked games in new browser UI
ACK: Fixed delete button appearing on published adventures in adventure load list
ACK: Fixed controller navigation being broken on the Load Screen after loading a level
ACK: Fixed controller navigation issues on the publish screen
ACK: Fixed controller navigation on dashboard after dismissing “FIrst Play” message