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Genre: Role-playing (RPG), Indie

Fight the Dragon

Alpha 4.9.4 - Update 37 - Party Time!

Welcome to Alpha 4.9.4 - Update #37!

We’ve got our heads down and noses to the grindstone working on V1.0, but we’ve managed to get some really cool new stuff into the game for you all to try! We’ve rebuilt our online UI to make joining and managing a party much easier than before, as well as adding an option for creators to “Hide” their adventures from new players.

New Multiplayer UI


We’ve rebuilt our multiplayer game browser from the ground up for this update, hopefully to alleviate some of the confusion new players have experienced when looking for games, as well as making it easier and more intuitive to use. It now works like a basic wizard, so you’ll be asked what you want to do online (host or join), it will then take you to a screen that only shows you the options you need when setting up that activity. We think it’s a huge improvement and we’d love to hear your feedback on it.

We’ve also done some crazy voodoo on the server backend which has allowed us to display all of the games, from all of the servers in the one list, ordered by ping times! So that means no more jumping from US, to EU, to Asian servers just to find a game, now you’ll see all of the active games in the one easy to navigate list. When you host a game, we’ll still automatically put your game on the closest server.

We have also added new Australian servers - watch out for the dropbears!

http://steamcommunity.com/sharedfiles/filedetails/?id=340932565

Party Management tools


As a party leader, you now have some more controls on your online panel in-game. You can see all of the currently players in your party, as well as “Warn” and “Kick” them.

Warning a player will pop a message up in the middle of their screen saying that they have been warned. Once you warn a player, you unlock the Kick ability after a 5 second delay. Kicking a player will remove them from your party and return them to their home screen.

Use this with caution: Kicking a player from your game will clear any progress they had made during that adventure, so if they levelled up and found some new loot, that will all be rolled back when they go back to the home. So please, use chat and the warning system whenever you can, and only use Kick as a last resort.

Accurate character portraits


When you boot up 4.9.4, the first thing you’ll notice is that we’re now showing what your actual characters look like on the Character Select screen, rather than the generic class/gender image that we were showing before.

Hidden option for published adventures


You can now mark a published adventure as “Hidden” via a small green eye icon in the adventure load list. Once an adventure is Hidden, it will no longer be downloaded randomly or visible in the map gallery, however anybody that already has the adventure on their world map will still see it and be able to play the adventure.

We hide the stats of Hidden adventures on your dashboard, however you can still select the adventure and look at it’s stats/feedback/reports if you like. If you update and republish a Hidden adventure, it will remain hidden, so you’ll need to unhide it if you want players to get your improved adventure.

Alpha 4.9.4 Change List

New
  • Character thumbnails now actually show your character on the character select screen
  • Can now Add/Remove the Creator as favourite from the world map context menu
  • Added host party controls including the ability to Warn and Kick other players in your party
  • ACK: Added alternate versions of the one tile gates that have no sides (stick them between two tiles)
  • ACK: Added a dining table and 3 small table props
  • ACK: Can now “Hide” an adventure (see above)


Changes/Improvements
  • Redesigned Online Game UI, removed server selection (see above)
  • Increased feedback/comments field from 140 characters to 500 characters
  • Added some more info and a legend for the icons on the world map
  • You can now swap weapons while in stealth/beserking
  • Error messages when you can’t swap weapon are now more accurate
  • Wraiths are now much more likely to relocate to tiles that are the same height as their target
  • Loot Shrine will no longer offer bag slots when your character is at 30 slots (the maximum)
  • Hit box detection on Dragon tail slam attack is now much more accurate
  • Loot shrine should no longer offer items that aren’t useable by your class
  • ACK: The Brazier prop now has standard light events (On/Off/Toggle)
  • ACK: Can now see if an adventure is a standalone or campaign adventure from the load screen
  • ACK: Events connected to an enemy will now show the custom name of an enemy in the event UI if a custom name has been assigned


Fixes
  • Fixed issue where finishing an adventure in a campaign would incorrectly mark the campaign as finished
  • Fixed clearing of chat messages when starting a new online game
  • Fixed zombie still taking damage when “downed”
  • Fixed physics bounce problems with doors
  • Fixed a bunch of spears that weren’t sitting in the character’s right hand correctly
  • Fixed issue where picking up a potion with Auto-Pickup turned on would sometimes award two potions
  • Fixed bug in dragon arena where dragon would keep attacking you when you were dead
  • ACK: Fixed gates not processing events correctly when called from “On Game Start”
  • ACK: Fixed some issues with raising non-ground tiles that have enemies/props attached
  • ACK: Fixed placeable silver keys not appearing in-game

Alpha 4.9.3 - Update 36 - Keys to the city!

Welcome to Alpha 4.9.3 - Update #36!

So we’re back from our week away at GCAP (an Australian game developers conference) and PAX Aus, which was amazing. We did a heap of interviews, won an award, and got to talk to an absurd amount of people about Fight The Dragon! Now we’re back and getting back to work on some more awesome updates for you!

Updated Unity Game Engine Version


Just a note that we have updated FTD to a newer Unity engine version, and though we have not seen any issues in our internal testing, new engine specific issues may pop up, so this is just a heads up incase anyone sees any strange behaviour - if you do please let us know.

Key Props


Want to place a key in your environment but not use a chest? Now you can! Individual keys can be placed in your adventures like a normal prop, they also have a spawn event, so you can make them pop into the world when it suits you.
http://steamcommunity.com/sharedfiles/filedetails/?id=337000670

Split-Screen persistency


When you end an adventure in split-screen, the second player now stays “signed in” which means they have some HUD on the right of the home screen. When you start a new adventure, both players will spawn at once, removing the need for the second player to pick their character again to drop in.

Note: The second player will be “signed out” if you enter your house to switch characters, enter the ACK or go to the Dragon Arena.

Mutator changes


We’ve taken on board a lot of your feedback on enemy mutators and made a few changes. We’ve added some restrictions on certain combinations of mutators (Hardy+Regen, Frostbite+Lightning) that were proving problematic to some players.

We’ve also removed the Grabber mutator in this update. While we love the mechanic of dragging the player around, there were clearly a lot of issues in the actual implementation of this mutator and as a result it was rarely a fun experience. So we’re going to take it back to the drawing board and hopefully rework it into something more enjoyable for a future update.

Alpha 4.9.3 Change List

New
  • Added placeable keys (Interactive toolbar under KEY tab)
  • Added some new UI to introduce new Creators to the Publish and Campaign systems
  • Added option to turn on/off enemy HUD UI
  • Added functionality for second player to auto-drop in when another adventure is started
  • ACK: Added 2x single width gates (yay)
  • Added the ability to perm-lock a door so that it doesn’t use a key and shows a cross when trying to enter it - no more confusion for players when this is used!
  • Added game option (home screen) to Auto Pickup Potions - many of you wanted this so here it is!


Changes/Improvements
  • Increased damage for two handed melee weapons, particularly greatswords
  • Removed Grabber mutator (will be reworked and hopefully brought back into the game soon)
  • Can now press Escape to exit the inventory
  • “Hardy” mutator now absorbs 75% of incoming damage, instead of making the enemy invincible
  • Tweaked some fire visual effects to make them look better and be less expensive
  • Various performance optimizations across the board, but particularly on low quality
  • ACK: Moved all Gates to a new “GATE” tab in the Interactive toolbar
  • Re-arranged settings UI in home screen to give camera settings it’s own panel


Fixes
  • Fixed issue where spawners (Crypts, Nest and Sarcophagus) could be marked as Raging
  • Fixed split-screen line drawing on top of key display
  • Fixed first hover off the home tile on the world map would not populate the UI properly
  • ACK: Fixed some UI issues with Logic Blocks that are on neighbouring tiles
  • ACK: Fixed being able to make water/mud/lava destructible
  • ACK: Fixed teleporters not saving their “Used By” setting



4.9.3 Patch 1


  • Fixed Outline shader (loot/chests etc) on Windows
  • Fixed physics weirdness with Gates and Doors
  • Improved character collider penetration on gates, doors and props in general
  • Fixed new key props not being counted in publish screen when checking for a key for every door

Alpha 4.9.2 - Update 35 - All the colours of the rainbow!

Welcome to Alpha 4.9.2 - Update #35!

This is a small but great update - our final one for the next 2 weeks as we are all off next week at game conferences and PAX Australia.

We also have some important news to share once we get back… nothing like a good tease!

Character Skin Tones


We didn’t expect this to be done so quickly, but it ended up coming together really nicely so why not ship it? You can now change the skin tone of your character - want to go bright green and smash some stuff? You can!
http://steamcommunity.com//sharedfiles/filedetails/?id=330505969
Alpha 4.9.2 Change List

New
  • Added new Skin Tone system to Customisation screen
  • Added character direction arrows in local split-screen mode (just like in online play)
  • Added some death sound effects to players
  • Added some death sound effects to Brigands


Changes/Improvements
  • Improved downloading of updated data
  • Improved button highlighting on gallery screen
  • Replaced taunt sounds on brigands (no more skeleton sounds)


Fixes
  • Fixed footstep sounds still playing if you die while running
  • Fixed some math errors on checkpoints HP regen - particularly at higher levels
  • Fixed not being able to unselect an item in the Customize screen
  • Fixed busted adventure map icons in world map gallery
  • Fixed a controller navigation issue on gallery screen preventing gallery from refreshing
  • Fixed adventure game over screen showing “next adventure” when not a Campaign adventure

Alpha 4.9 - Update 34 - Campaignz Rulez!

Welcome to Alpha 4.9 - Update #34!

We’re finally shipping Campaigns! It’s been a loooooong time coming, but we’ve finally managed to get the campaign system ready for you all to sink your teeth into. We’ve also thrown in the new Logic Block system to let you make more advanced event and logic scenarios, as well as our first human enemy - the brigand!

Campaigns


A Campaign is a series of 2-5 adventures that are downloaded as a set by the player. To make a Campaign, you’ll need to do the following:

  • Create 2-5 adventures!
  • Create a campaign from the Campaign menu. You’ll need to give it at least a name to begin with
  • Fill in the campaign details - a campaign has an overall difficulty and description
  • Add the adventures you made to the campaign with the “Add Adventure” button. Once an adventure has been added, you can modify the order with the arrow buttons
  • Once you’re happy with the setup, you need to load each of the adventures and publish it as you normally would. You should see the campaign name from the publish screen - because it’s part of a campaign the adventure won’t be visible from the regular gallery
  • Finally, you’ll need to publish the campaign from the Campaign screen. Once this is done, your Campaign should be visible from the new Campaign tab in the gallery!
  • Note: Only UN-PUBLISHED adventures can be added to a campaign.


Playing a campaign is very similar to playing a normal adventure, with a few differences.
  • Campaigns are placed on your map with the new Campaign tab in the gallery
  • Each campaign saves progress - if you complete part 1 of an adventure and quit, you can come back and replay any previously complete adventures, or continue from the next unfinished adventure
  • You can also choose to go directly to the next level in the campaign from the Game Over screen


This is a massive feature for us, and there aren’t really any sections of the game it hasn’t touched in some way, so we expect there will be bugs. Let us know if you find any issues and we’ll do everything we can get prompt hotfixes out.

We also haven’t had time to create a sample campaign for everybody to try out, so right now the gallery won’t find any. With any luck, some of our awesome creators will step in and start pushing out campaigns shortly.

Logic Blocks


Logic Blocks are a new feature of our event system, and they allow you to exert more control over the event flow and timing in your adventures. You’ll find them in Entities->Logic Blocks.

You place them in the world on an empty tile, and from there you can send events to it’s “Trigger” action to fire it. A Logic Block has two main settings - All or Any. When using All, the Logic Block will wait for all of the inputs that are setup to go to it’s “Trigger” action to fire before it fires it’s own events. Use this when you want to fire events after the player has completed a set of tasks.

When using Any, the Logic Block will fire it’s events when it receives any input, which could save you some time when setting up complex event sequences.

Logic Blocks also allow you to delay events. If a delay has been set, once it’s conditions have been met (with All or Any) it will fire the events after waiting the set time.

A quick editor walkthrough of some of these features (this was recorded before we added Any functionality):
http://steamcommunity.com/sharedfiles/filedetails/?id=327690764

Note: While you can connect Logic Blocks to other Logic Blocks to create loops, in order to cut down on network traffic we’re enforcing a minimum delay of 1 second.
http://steamcommunity.com/sharedfiles/filedetails/?id=329645401

Water/Lava/Mud/Poison changes


We’ve added the ability to raise/lower non standard tiles (water/lava/mud/poison), but with a small difference compared to normal raising.lowering. When you raise/lower one of those tiles it will raise/lower all neighbouring (contiguous) tiles of the same type. This will allow you to make raised pools, something which wasn’t possible beforehand.

Teleporter changes


Based on your feedback from the teleporter system we shipped last week, we’ve added the option to make one-way teleporters. Each teleporter now has a toggle which lets you switch between Bidirectional, Only Sends or Only Receives. a teleporter that is set to Only Receive will looks like a disabled teleporter to players.

Cycling this setting will update the connected teleporter to the appropriate setting.

Brigands


Our first human enemy! Brigands are a new human enemy type that acts like a skeleton and sits somewhere between a skeleton and orc difficulty-wise. There are male and female versions of the card so you have some control over what your Brigands look like.

http://gfycat.com/CarefreeBlueEider

Alpha 4.9 Change List

New
  • Added Campaign System
  • ACK: Added new Brigand enemy type
  • ACK: Added Logic Block entity
  • ACK: Added new Wood Trapdoor variant and improved texture on Metal one
  • ACK: Added a square ground teleporter variant that uses the fade teleport method
  • ACK: Added ability to change transit type on a teleporter from Bidirectional to One-Way
  • ACK: Blood decals are now toggleable via events
  • ACK: Added “On Respawn” event to player spawn point
  • ACK: Added ability to raise/lower non standard tiles (water/lava/poison/mud)
  • ACK: Added new 1x3 and 1x5 mine tracks
  • ACK: Added events for spike and gas traps


Changes/Improvements
  • Fixed still being able to use a teleporter that was disabled during the teleport
  • Added a thin collider to the Door teleporter
  • Better physics handling for enemies when coming out of a teleporter and spawning from a static spawner
  • Reworked process of downloading updated adventures - now takes place on game launch rather than as you enter an adventure
  • Optimised joining an adventure where a lot of events have been fired
  • Added adventure difficulty setting to the end of adventure screen
  • ACK: Made Prop palettes work with mouse dragging and scroll wheel
  • ACK: Added missing help to Lava/Poison editing modes
  • ACK: Reduced point costs on a stack of props


Fixes
  • Fixed an animation issue when swapping weapons immediately after a high climb
  • Potentially fixed an issue where a player could get stuck in dodge mode
  • ACK: Fixed some controller navigation issues with some newer ACK features
  • ACK: Removed old QWERTY button in the settings screen in the ACK (we no longer use that feature)
  • ACK: Fixed stools/toilet not being visible in palette (patch note of the year 2014)



Alpha 4.9 - Patch 1


  • Fixed busted teleporters - sorry!
  • ACK: Added events to turn triggers on/off/toggle
  • ACK: Fixed creator dashboard rank bug
  • ACK: Removed MODIFIERS button in menu
  • ACK: Added ability to view campaign adventure details
  • ACK: Added blocked/reported campaign info to dashboard
  • ACK: Fixed being able to place triggers inside other triggers - woops!

Alpha 4.8 - Update 33 - Teleporters Ahoy!

Welcome to Alpha 4.8 - Update #33!

The feature list for this update was a bit bigger than we’d originally planned, but it’s all pretty good stuff that we think you’ll enjoy!

Teleporters


Teleporters are a new ACK prop type that allows you to connect sections of your level together via teleporting props! Once connected, a player uses a Teleporter by interacting with it, which will teleport them to the paired teleporter. There are two types of teleporters:

-Ground teleporters are glowing rings (they look a bit like checkpoints): when a character is teleported the camera will move between the two points. These are handy if you want the player to have some idea of direction, since they will see the space and direction that they just travelled.

-Transition teleporters fade the screen to black and then fade back out when the player arrives. That means that the player will not see what direction or how far they’ve travelled, so it’s best used for indoor/outdoor transitions.

Here’s a short video explaining the basics of the system
http://steamcommunity.com/app/250560/discussions/0/616187839312259767/#c619568708429867669

Online XP and Loot Distribution


We’ve had a few bug reports about uneven XP and loot distribution when in online games, so we’ve spent a bit of time re-working how this all works and fixing discrepancies with host and non-host calculations, and we are pleased to say that it all works properly now!

XP is shared per enemy kill between all characters that either participated by doing damage or were at least close to the enemy when it was killed. If character A kills an enemy and character B is no where near by, character A gets all of the XP from the kill.

Balance Changes


We’ve made some pretty significant balance changes for 4.8 based on your feedback. The key points are:

  • Increased global XP award rate by 10%
  • Sped up most special/secondary attack animations
  • Fighter “Vortex” attack swapped slot with “Whirlwind” attack
  • Fire Lord “Fire Spin” attack swapped slot with “Aimed Flames” attack
  • Ice Wizard “Ice Spin” attack swapped slot with “Aimed Ice” attack
  • Reduced range of mage’s first special attack by 25%
  • Rogue’s electrical attack now lasts 1 extra second and electrocutes enemies, locking them in place
  • Each arrow that hits from the Crossbow secondary attack does 20% less damage
  • Increased damage and knockback of attacks while Beserking, and added some health regen
  • Hatchets now have a larger travel range, do approx 30% more damage and have more knockback


New ACK content


We’ve added over 50 new props for use in the ACK, as well as over 35 new weapon visual varieties. Check out these images for more details:

http://steamcommunity.com/app/250560/discussions/0/616187839312259767/#c619568708429780926

http://steamcommunity.com/app/250560/discussions/0/616187839312259767/#c619568192954329659

Alpha 4.8 Change List

New
  • Added shurikens for Rogues (Drops at level 7+)
  • Added over 35 new weapon visuals
  • ACK: Added new Teleporter props
  • ACK: Added “On Respawn” and “On Awarded Life” events to Checkpoints
  • ACK: Added over 50 new props
  • ACK: Added Mud and Blood decals (Blood decals will switch to mud if the player has Blood turned off)


Changes/Improvements
  • Increased Global XP Award Rate by 10%
  • Sped up most special/secondary attack animations
  • Fighter “Vortex” attack swapped slot with “Whirlwind” attack
  • Fire Lord “Fire Spin” attack swapped slot with “Aimed Flames” attack
  • Ice Wizard “Ice Spin” attack swapped slot with “Aimed Ice” attack
  • Reduced range of mage’s first special attack by 25%
  • Rogue’s electrical attack now lasts 1 extra second and electrocutes enemies, locking them in place
  • Each arrow that hits from the Crossbow secondary attack does 20% less damage
  • Increased damage and knockback of attacks while Beserking, and added some health regen
  • Hatchets now have a larger travel range, do approx 30% more damage and have more knockback
  • Reduced damage of Spiders and halved duration of “webbed” effect
  • Enemies now navigate over mud/lava/poison tiles, but will avoid them if at all possible
  • New effect when an enemy is spawned via an event
  • Improved handling of character collisions when spawning/respawning/teleporting (should stop the getting flung out of level bug)
  • Redesigned online game panel for host player in preparation for upcoming changes (party management)
  • Added “are you sure” message prompts to the Online UI options to leave or disband the online party
  • ACK: Can now place most props on water, the depth of the water will take the props into account


Fixes
  • Fixed some dragon rings still providing effect while in dragon fight
  • Fixed an issue where events weren’t firing correctly on subsequent playthroughs of an adventure
  • Fixed incorrect XP and Loot distribution in online games
  • Fixed some networking UI issues
  • Fixed non-hosts not being able to customise their character in an online game
  • Fixed network chat window opening if you pressed the open chat button while typing an adventure name into the gallery
  • Fixed enemies with “Healer” mutator breaking when they attempted to heal a spawner (spawners can no longer be healed by mutators)
  • Fixed non-host players still being able to hit zombies that are “knocked out”
  • ACK: Fixed doors showing silver key incorrectly when placed
  • ACK: Fixed theme music restarting when hovering on/off triggers in the ACK
  • ACK: Reverting time to default on a trigger now makes time go shortest distance (auto forward/backward)
  • ACK: Fixed NPC being interactive if turned off via “On Game Start” event
  • ACK: Added missing desert rock toolbar thumbnails

Alpha 4.7p1 - Update 32 - Now with 100% more Spiders!

Welcome to Alpha 4.7 - Update #32!

First of all, welcome to all of our new players! Fight The Dragon was featured in the Steam daily sale recently, which saw a huge influx of new players and creators join the community.

4.7 has some pretty cool new stuff, including 3 new enemies, a new player-specific loot shrine, expanded stash capacity, more trigger functionality and our complete soundtrack.

Fight The Dragon Original Soundtrack - Free!


We’ve finally included our OST in this update - and it is free! You can find it in the folder where Steam installs your game in the MP3 format. 10 tracks of aural adventuring goodness!

http://steamcommunity.com/sharedfiles/filedetails/?id=323820617

You can also access the soundtrack via Steam’s new Music player - which means you can listen to the soundtrack from the overlay when you’re in any other Steam game (Dragon Theme + Dota 2 = Awesome).

New enemies


More enemies! Spiders are a new Ranged enemy type - they can shoot web to slow you down, move really quickly and lunge to attack you from a distance.

Rad spider gif - http://gfycat.com/RecklessThoughtfulBassethound

We’ve also added Fire Elementals and Lightning Elementals! Fire elementals shoot quick fire blasts at you, while calling down fireballs from the sky. Watch out for the splash damage!

Lightning elementals can shock you from a distance, making it easy for other enemies to attack with impunity.

Loot Shrine changes


As requested, the Loot Shrine now operates on a per character basis. Unfortunately we had to clear your current progress in the loot shrine, but you’ll be able to start from scratch so you shouldn’t need much gold to get to your next reward.

We’ve also increased the size of your stash to 28 slots - happy hoarding!

New Treasure Chest


Ever played through your adventure, killed a super hard enemy and opened a chest, only to get gold? It’s a bit of a bummer. So in 4.7 we’ve added a new type of chest called a “Treasure Chest” - it’s guaranteed to drop at least one good (Rare+) piece of loot, but it will drop more loot based on how many enemies have been killed in the adventure. You can only have one per adventure and it costs 50 build points.

http://steamcommunity.com/sharedfiles/filedetails/?id=323824262

The number of items the chest can drop is capped, so you don’t need to completely fill your adventures with enemies in order for players to get the most of it.

You’ll want to place it close to the end of an adventure, preferably after as much combat as possible to give adventurers the best possible chance of good loot.

More Trigger functionality


The feedback from our Events and Triggers system has been awesome, but it also raised the need for some more functionality. So in 4.7 we’ve extended Triggers even more, adding the ability to control which direction Time of Day changes process, as well as the ability to make a time of day/effect change only happen once. We’ve also added music control to Triggers - change to a different audio track as adventurers move through your adventures!

Improved handling of Exploit and Grinding detection


In our ongoing efforts to improve the quality of adventures being published as well as making our publishing system easier and the rules clearer, we’ve given our publishing system another work over and have removed the “We think this is an exploit” popup, replacing it with better “cannot publish” messages on the publish UI itself, so creators have a better understanding of why they cannot publish their adventures.

Weekly & Monthly Leaderboards


We now have a rule that the top 3 places of each weekly leaderboard are no longer eligible to participate in the next weeks leaderboard, ensuring that more creators get a chance to make it to the top positions.

Alpha 4.7 Change List

New
  • Added new enemy - Spiders
  • Added new enemy - Fire Elemental
  • Added new enemy - Lightning Elemental
  • Added new Treasure Chest - guaranteed to drop loot
  • Included the Fight The Dragon OST - it will download into your game install folder
  • Added a new custom cursor
  • Added Settings functionality to clear World Map and Deleted Adventures
  • ACK: Added 3x Dirt Textures
  • ACK: Added 4x Wood Textures
  • ACK: Added 2x Carpet Textures
  • ACK: Added music theme switching functionality to triggers
  • ACK: Added “Fire Once” capabilities to Time of Day/Effect changes
  • ACK: Added the ability to choose it time moves forwards or backwards on triggers
  • ACK: Added “On Game Start” event to the adventure start point. It’s called once at the start of an adventure, regardless of player count


Changes/Improvements
  • Increased Loot Stash capacity to 28
  • Optimised some effects (particularly Firestarter mutators and Frost Elemental attacks)
  • Removed chat key button if it has been re-bound to an alternate key
  • Characters can now take damage while doing a special attack - it’s reduced by 75%
  • ACK: Any enemy can now drop a key - YAY!
  • ACK: Improved handling of Exploit and grinding detection
  • ACK: Improved some of the ACK documentation to cover some new features (this is still a work in progress)


Fixes
  • Fixed some issues that arose when a player was killed while using a special attack
  • Fixed being able to use special attacks while holding a barrel
  • Fixed water splashes not appearing in the pond in the Home screen and other situations
  • Fixed Beserk screen effect staying on if you ran out of lives while Beserking in the ACK
  • Fixed some issues with climbing ladders on quarter height tiles
  • Fixed some enemy movement issues when climbing over small tiles
  • Fixed an issue where Rock Golem would behave erratically after climbing a tile
  • Fixed the key rebinding activating the key when binding it
  • Fixed world map tile UI staying on when not on a Map tile
  • ACK: Fixed Marquee selection staying on when clearing adventure
  • ACK: Fixed playtest not respecting selected music theme
  • ACK: Fixed enemy Wander behaviour failing to get a path to walk
  • ACK: Fixed being able to place props in triggers
  • ACK: Fixed some instances where pressing ESCAPE in the ACK wouldn’t go back
  • ACK: Fixed some issues with effects slider on triggers
  • ACK: Fixed barrel not resetting to correct position when being held and a playthrough ends
  • ACK: Sometimes the “BANNED FROM PUBLISHING” message would appear on dashboard incorrectly


Known Issues:
The cursor hotspot may sometimes switch between the top-left corner and the bottom-right corner. We’re not sure how common the issue is, if enough people see it we might have to roll back to the standard cursor.

Alpha 4.7 - Patch 1 - 9th October 2014


  • Added extra zoom out level in World Map for those of you with hundreds of adventures
  • Changed settings button “RESET GAME DATA” to “GAME DATA OPTIONS” to not freak players out
  • Fixed broken EASY & HARD Fire Elementals - Normal one was fine
  • Fixed Treasure Chest giving billions of gold when opened without kills
  • Fixed Treasure Chest not firing events
  • Treasure Chest can now spew lots of gold
  • Changed Treasure Chest point cost to be 5 instead of 50
  • Fixed UI showing “Add new adventure” on home tile

Alpha 4.6 - Update 26 - GOTY Edition!

Welcome to Alpha 4.6 - Update 26!

We’ve managed to cook up some real goodies for 4.6, including a few long awaited new features like the Event system and gallery functionality on your world map adventures, plus some new character skins for all of the classes!

You also might have noticed our last two games Cubemen and Cubemen 2 are included in the latest Humble Bundle! You can grab both of them for Steam for PC, OSX and Linux or as DRM free downloads for all of those platforms and Android! There’s a heap of other cool stuff in the bundle as well, so be sure to check out https://www.humblebundle.com and grab a pack.

Now that the shameless self-promotion is out of the way, here’s the details:

Events and Actions


4.6 includes a first pass on our event system, allowing you to connect game logic on a variety of different objects to events in your adventures. A lot of the work so far has been setting up the UI and making the process of connecting events as intuitive as possible, but we have managed to lay down some initial logic on a few different entities.

The system works in three parts - Events, Receivers and Actions.

Events are actions (usually player-driven) that can happen in your adventure, like entering a trigger or killing an enemy. When an event is triggered, it will process all of the actions that are assigned to that event.

Receivers are objects in the world that can process actions and each Receiver can have a number of Actions. An example of a receiver might be a light source which has three actions - Turn On, Turn Off and Toggle.

Actions are the final part of the process. An action will cause something to happen, like spawning an enemy, hiding an NPC or breaking an object.

To help walk you through the system, we’ve made a small intro video that explains how all of these elements work together to create a basic scripted encounter:

http://steamcommunity.com/sharedfiles/filedetails/?id=315789605

Again, this is a first pass and we’ve got a lot more ideas up our sleeve for this system but we’re pretty happy with what you can do with the tools so far.

Local adventure gallery


We know some of you have a pretty huge number of adventures on your map, and searching through them for a specific adventure can be frustrating. To help, we’ve modified the Gallery for use on local adventures. To use it, just open the Gallery like you normally would when hovering over an adventure already placed on your map.

From there, you’ll be able to access a variety of filters as well as search for adventures and creators by name.

Destructible Walls


Destructible Walls are a unique new type of prop that allows you to mark a tile as “destructible” which will be shrunk down to it’s ground level after taking several hits from a player. These tiles will appear to players as normal, but with a pretty subtle cracked texture to signify that it can be destroyed. These are more expensive than your average tile/prop so be sure to use them sparingly.
http://steamcommunity.com/sharedfiles/filedetails/?id=317986157

Blocked Adventure Popup


Now when you view Adventure Details for one of your adventures from the Creator Dashboard, if the adventure is blocked, we pop-up a message explaining that it is blocked.

The reason we are doing this is we are working on a system where the reason for your adventure being blocked will be stored in our adventure database and shown to you in the dialogue box, so you know why it was blocked.

This is part of our work to create some curation tools that some selected members of the community will be able to use to help us curate the massive amount of adventures we have and expect to get.

Alpha 4.6 Change List

New
  • Added gallery interface for browsing locally downloaded adventures
  • Added a slight wind shifting effect on trees
  • Added some tutorial prompts on the Home screen when you unlock the Loot Shrine and Dragon Arena
  • Added new adventure tags - “Temple”, “Snow”, “Ice”, “Lte Combat” and renamed Combat Heavy to “Hvy Combat”
  • A new set of alternate skin textures for all classes & genders (customise sign)
  • ACK: Added destructible walls (found on the Destructible Prop palette)
  • ACK: First pass of new Event system
  • ACK: Added a popup for blocked adventures
  • ACK: Added overall adventure RANK to each adventures in the creator dashboard



Changes/Improvements
  • Reworked Greendale pressure plate puzzle
  • Online sign on home screen now reads “Online Multiplayer”
  • Names of enemies/NPC’s will now only appear when player is close
  • Time Of Day should now be correctly synced when joining a multiplayer game in an adventure that changes it’s Time Of Day
  • Pressing CANCEL on the “Are you sure” dialog when quitting the game now returns you to the settings screen
  • You can no longer switch between Online and Local servers when in an online game
  • Deleting tiles on the world map is now done via a context menu
  • Made some cosmetic changes to Beginnings
  • ACK: Made Time of Day and Environment FX UI less transparent - should be easier to read
  • ACK: Added a display in the prop toolbar that shows how many points each prop costs
  • ACK: Converted Decal colour types to variants


Fixes
  • Potentially fixed a problem where the Troll/Minotaur was getting stuck and just standing still while in combat
  • Made the creator rank on dashboard be the same as the leaderboard
  • Close network UI info in menu when game is disconnected
  • Fixed teleporter visual effect not playing on non host machines in online MP games
  • Prevent Advanced Search and Settings buttons from sometimes both being visible in Menu
  • Fixed World Map tile UI staying on when in AdvancedSearch UI

Alpha 4.5 - Update 25 - Post PAX!

Welcome to Alpha 4.5 - Update 25!

We are back from PAX Prime and it was a blast! So many people enjoyed playing FTD, and we got so much great feedback, just from watching players faces as they played :-)

Alpha 4.5 is mainly a polish update but we’ve snuck in quite a few changes and new features that we feel really help key aspects of the game.

Attack Cancelling


Based on feedback from players at PAX, we’ve implemented a system to cancel queued attacks. You can cancel an attack two ways:
-Dodge Roll at any point during the attack. It will cancel the next attack and dodge roll at the end of your current attack. If you don’t have enough stamina, the attack will still end, you just won’t start a dodge roll.
-Block at the end of an attack. Even if you had another attack queued up, blocking will cancel that attack.

This will hopefully make long combos slightly less punishing, since it’s easy to accidentally trigger a 2 or 2 stage combo.

Time Of Day Triggers


Triggers can now change the Time Of Day of an adventure. A single trigger can change the TIme Of Day and the environment effect, so you won’t need to use two triggers to do both. We’ve also changed the layout of the Trigger Inspector based on your feedback, hopefully making it a bit clearer and easier to understand.

Lots of usability stuff


In-person playtesting is always a great opportunity to test your game with new players, and demoing at PAX has highlighted a lot of potentially problematic areas that we might not explain or make as obvious as we could.

This is going to be an ongoing process, but we’ve made a lot of small tweaks and changes in this update to help alleviate some of the problem areas we saw at PAX.


Alpha 4.5 Change List

New
  • Added attack cancelling with Block and Dodge Roll
  • Added monthly and weekly creator leaderboards
  • Added “Favourite Adventure” button to Game Over screen - marks the adventure with a purple icon on the world map (We will be using this data for more features in future)
  • Added a small chance for Rain while at Home
  • Added a small light to the character at night
  • ACK: Added Red/Green colour options for Decals
  • ACK: Triggers can now change the Time Of Day
  • On first play on WIN and LINUX, we push game in native res, fullscreen


Changes/Improvements
  • Added more on-screen help, particularly when using a controller
  • Added a breakdown of class-specific loot types on the New Character screen (even includes some new upcoming item types)
  • Fixed a lot of fog of war shimmering around large props like trees
  • Enemies will now avoid pathfinding through water whenever possible
  • Added some more loading screen hints
  • Player now goes into fall animation when falling off things
  • Enemies being attacked by multiple players will now switch targets more frequently
  • Random adventure filter now switches from EASY to SURPRISE ME after the first download
  • Removed colliders on some smaller props (mostly small plants and crystals)
  • Made NPC dialogue text a bit larger
  • Rock Golems now bleed white
  • Tweaked texture on Mini-Golems to make them stand out a bit more
  • Tweaked visual design of Select Character screen
  • Door Key Icons now appear through Fog Of War
  • Added an outline to some interactive objects (Chests and Home screen objects)
  • (Controller) Input is now blocked while game is ending to avoid accidentally rating adventures incorrectly
  • (Controller) RB+Y Button combination to swap weapon should now be more forgiving
  • ACK: Changed layout of Trigger inspector. Instead of selecting “Change FX” and then selecting “None” to disable an effect, you can choose between “Don’t Change”, “Disable Effect” or “Change Effect”
  • ACK: Can now use the word “Author” in Adventure names and Descriptions


Fixes
  • Fixed enemy health bar disappearing in split screen if one player dies
  • Fixed abilities not displaying enabled/disabled state correctly
  • Fixed enemies not playing hit noises while on fire
  • Fixed enemies spamming hit noises when electrified/poisoned
  • Fixed neutral ratings not being recorded if adventure hadn’t been rated before
  • Loading screen stats should no longer display stats that are 0 eg. “You’ve killed 0 skeletons”
  • Fixed some UI hanging over the opposite side of the screen in Split-Screen
  • ACK: Fixed decals not being the correct colour/size when being placed
  • Fixed showing CLOSE button on class select screen when it's the first character

Post PAX - BIG thanks to our awesome Steam community!

I can't remember who asked me to make a video from PAX but I remembered so here it is...

http://steamcommunity.com/sharedfiles/filedetails/?id=310057240

As the video says... I want to say a HUGE thanks to our awesome Fight The Dragon community on Steam for helping us make Fight The Dragon such a fantastic game.

From the awesome feedback and suggestions you've all contributed to the amazing adventures many of you have created - Fight The Dragon wouldn't be the game it is today without the countless hours you've all put into it with us.

Now that I am back from PAX we'll start back with our regular updates - alpha 4.5 will most likely just be a polish update that we prepared for PAX, but we might sneak some new goodies into there too ;)

Thanks again everyone!

Fight The Dragon at Indie MEGABOOTH @ PAX Prime

I am off tomorrow morning to Seattle, USA to showcase Fight The Dragon at the Indie MEGABOOTH at PAX Prime.

If you are going to PAX, please stop by and say hi :-)

We'll be quiet on the forums over the next 10 days, but I'll try to get on whenever I can to check for any posts and questions, but if you don't get a quick response, now you know why :-)

See you all on the flip side!