This is a small update to fix a few outstanding bugs and issues before we leave for PAX/Holidays, so we might be a bit quieter than usual over the next couple of weeks. That said, because we can’t help ourselves, we’ve added some cool new content as well. Enjoy!
Auto-Jump system changes
We’ve been hearing all of your feedback on the jumping system and with that in mind, we’ve made a few changes. If your character can find a safe tile to jump to it will jump automatically (as before), but if you are at the edge of an adventure or in front of an extra long jump, you will now need to hold Sprint as you move off the edge to make your character jump.
This means that you should see the same behaviour as before when jumping between tiles, but your character will no longer jump automatically when on the edge of objects with nowhere to jump to.
More help for abilities
To help players understand their class abilities more thoroughly, we’ve added a few new help areas that explain each of the abilities. You can now access a detailed description of your character’s abilities via the Pause Menu, just click the button at the bottom of the menu to access it.
We’ve also added some condensed tooltips when hovering over the ability icons for mouse/keyboard players.
Community Adventure Montage Video
We’ve also put together a new video showcasing some of our Community Adventures - this will be shown at PAX Prime next week and we have also added it to our Steam Store page.
http://steamcommunity.com/sharedfiles/filedetails/?id=302981047
Alpha 4.4 Change List
New
New “Featured” category in the Adventure Gallery - Curated by us.
Added info for abilities in Pause Menu
Added tooltips to ability icons when hovered over with mouse
ACK: 10x new cactus props
ACK: 3x Palm Trees
ACK: New dark sand paint
ACK: New White crystals
Changes/Improvements
Raised level cap to 50
Improved Jumping behaviour, must now hold Sprint to jump if there is no tile to jump to
Can now sprint in menu
Better looking weapon trails for melee weapons
Some weapon modifiers will now alter the trail of the weapon ( fire trail for weapons that set enemies on fire )
Increased loot drop rate in split-screen
“Press A/Space to start” message now flashes to grab your attention
Fixes
Fixed character running while map was open (played footstep sound effects)
Fixed being able to delete all characters when using Controller
Fixed character not taking damage if they were frozen/shocked while dodging
Fixed zombies running mutators while “knocked out”
Fixed ragdoll heads flashing when the player character takes damage
Fixed ragdolls having helmet and hair visible at the same time ( ragdolls will now always just show hair )
Fixed being able to navigate down to rooms and friends in Online UI then no rooms or friends are listed
Fixed friends/rooms buttons on Online UI floating in wrong place
Alpha 4.3 - Update 23 - Triggers Ahoy!
Welcome to Alpha 4.3 - Update 23!
*NOTE: We have had to change some internal adventure values and this has caused online TimeOfDay and any new TimeCycle settings for *some* adventures to potentially get truncated.
This issue seems to have only affected about 600 adventures. The adventures still download and work fine, but the time of day the player experiences might be different to what the creators originally set.
We recommend all creators re-publish their adventures. Sorry for the inconvenience, but better we make this change now, than after we ship.
Ok, on to the good news...
Fight The Dragon 4.3 has some very cool new features, including two new enemy types, environmental triggers and a heap of bug fixes!
New enemy type: Ghost Knight
The Ghost Knight is a tough melee enemy that has a long reach with a powerful weapon.
The Ghost Knight in action:
http://steamcommunity.com/sharedfiles/filedetails/?id=298896189
They also explode into a heap of little armour pieces, which is awesome.
New enemy type: Frost Elemental
The Frost Elemental is a new ranged mini-boss that shoots dangerously accurate ice shards at players, as well as summoning Frost Mines around the player to do massive damage.
The Frost Elemental in action:
http://steamcommunity.com/sharedfiles/filedetails/?id=300184755
New ACK feature: Environmental Triggers
We’re really happy to be shipping the first section of our Trigger system in FTD 4.3, which allows creators to set up triggers in the world and make them change weather effects. This will finally allow creators to turn off effects when they go indoors, or change effects to suit the landscape.
A video showing the new Triggers in action:
http://steamcommunity.com/sharedfiles/filedetails/?id=299370014
We’ve also got some cool new content in the ACK:
http://steamcommunity.com/sharedfiles/filedetails/?id=300170763
Adventure & World Map Data Integrity Checks
We’ve spent a bit of time in this update adding a lot of checks and balances to our adventures and world maps system that allows for any detected missing data to be automatically re-downloaded for you in the background.
We’ve also added some traps to prevent you from trying to play adventures that are missing data and now show an alert box indicating the data is missing. Interestingly, this should technically never happen now as before you get to that stage, we should have already replaced missing data in the background :-)
Alpha 4.3 Change List
New
New Mini-Boss enemy: Frost Elemental
New Melee enemy: Ghost Knight
4x new item modifiers for loot
ACK: New environmental trigger system
ACK: 2x new cauldron variants (Toxic & Soup)
ACK: Improved vine prop and added a new variant
ACK: 4x new drape colours
Changes/Improvements
Increased number of character slots to 12
Changed Time Of Day speed selection to a slider, rather than SLOW/FAST
Added an indicator on the NPC dialogue HUD to indicate there is another dialogue stage
Players can now only open one dialogue with an NPC at the time, if you speak to another NPC while a dialogue is open it will be closed
Updated Frostbite Pass with more props and environmental triggers
Number popups now appear when successfully blocking with a shield
Can now cycle between which player is being observed when out of lives
ACK: Difficulty calculation now takes into account enemy difficulty setting
Fixes
Fixed being able to climb on crystals
Fixed checkpoint UI appearing in front of Pause Menu
Fixed “Bloodlust” dragon ring completely restoring HP
Fixed bug where game would end in split -screen if both players died at the same time
FIxed some UI that was left on screen when quitting a split-screen game
FIxed game using a different set of save data when running Steam in offline mode (Note: Unfortunately any save data made while Steam was offline will be lost, sorry!)
ACK: Fixed enemy difficulty calculation not working on first enemy added
ACK: Fixed some situations where Time of Day changes would not be correctly saved
Alpha 4.3 - Patch 1 - 15th August 2014
Added 2x Ice style Bridges
Added “Are you sure” dialogue to donating Dragon Rings in Loot Shrine
Fixed “more dialogue” icon on NPC
Prevent exiting Loot Shrine when “Are you sure” dialogue is open
Alpha 4.2 - Update 22 - Shiny Dragon Rings!
Welcome to Alpha 4.2, out 22nd alpha update!
We know it’s been THREE whole weeks since our last update, sorry for being so slack ;) but alpha 4.2 ended up being a much bigger update than we originally planned so I am sure you will all agree the wait was worth it :-)
Customisation
We are happy to FINALLY deliver our first pass on the Character Customisation system. Players can switch out their characters heads, hair and body textures with others we provide in game.
This version doesn’t have Steam Workshop in it yet - that is still being finished, and we hope to have it out in either alpha 4.3 or 4.4.
Our selection of new items is not very big right now (No additional body textures apart from 1 fighter skin, as an example) but now that the functionality is in, we will keep adding more in future updates and of course once we activate the Steam Workshop system, players will be free to create and share their own heads, hair and body textures.
We’ve reworked some substantial elements of the Dragon Fight for this update. The dragon has some cool new moves to keep you on your toes and we’ve also tweaked damage rates to ensure he still provides a challenge regardless of level.
You will also now receive special loot at certain intervals of the dragon’s health. These “Dragon Rings” are special timed items that change your character in unique ways and only last a finite amount of time. Once the time is up, the ring will become useless.
We also now change the dragon arena as you progress, making the environment harder with more lava, traps and tricky paths to navigate.
Dragon Rings in action:
http://steamcommunity.com/sharedfiles/filedetails/?id=296152209
The Dragon arena now also has a first pass at audio & sound fx.
NOTE: As part of these changes, and taking into account how unbalanced the Dragon was prior to this update, we’ve decided to clear all players Dragon progress, leaderboards and ranks.
Snow Content for ACK
We’ve added a heap of snow content to the ACK and we’re super keen to see what you all make with it. There are 5 snowy tile materials, as well as a bunch of existing props that have been modified for snowy environments. We’ve also included a new 3 Sprockets adventure FROSTBITE PASS, to show some of the new content in action.
We’ve made some changes to the overall game balance for this update. There are a lot of changes, but the main points are:
Slightly increased XP drop rates across the board, particularly on difficult enemies
Reduced damage from enemies, particularly difficult ones
Fixed a bug that was clamping weapon damage to 99, at Level 40 it should been around 120-140
Revised XP calculation for online games to ensure all players level faster
The intended result is to make the overall game slightly easier (particularly the end-game), we’d love to hear what you think once you’ve had a play!
New Difficulty System Calculations
We have implemented a new algorithm for calculating our Suggested Difficulty of your adventure in the ACK.
The main change revolves around how we calculate enemy and trap costs. Enemy and trap costs are now impacted by how they are clumped together, so having a Troll standing by himself with no enemies directly next to it in it’s 8 neighbour tiles will now just be the cost of that Troll, but add in another Troll next to it, or some Skeletons around it and the cost of all of the enemies in that clump go up beyond their individual costs.
This means that placing 20 Rats on a 20 tile room will now cost WAY more than it did before and will *hopefully* stop creators from just flooding rooms/adventures with small enemies.
We have also removed Loot chests from the calculation and adjusted costs on Potion chests and healing portals and some enemies have also had their difficulty costs adjusted to.
Our difficulty calculation algorithm will never be perfect, but we feel it is much closer now.
Alpha 4.2 Change List
New
New character customisation system
Added a new 3 Sprockets level “Frostbite Pass”
Added new weapon type - Frost Staffs
Added new UI for networked games when in Home Screen, everybody can now access Loot Shrine/Customisation/Inventory and see what other players are doing
Added 4 new crossbow visuals
Added new Dragon Ring rewards
Added proper ragdolls for enemies at different difficulty levels
Added a new Mutator: “Drainer” - drains mana of nearby adventurers
Added some UI when you die and run out of lives in split-screen/online to explain what’s happening
ACK: New difficulty rating system
ACK: Added a shifting Time Of Day option
ACK: Added new Snow Props and Materials
ACK: Added new coloured variants for lava and lanterns
Changes/Improvements
Major dragon reworking - now has more attacks, better balance and a changing arena environment
Added an “Are you sure” dialogue when donating Extraordinary or Legendary items to the Loot Shrine
Added a HELP button with some in-game help on the multiplayer menu
Rogue’s grenade attack now detonates on impact with an enemy
Orcs now dual wield two swords
Tweaked the Regen mutator - now loses effectiveness over time
Mutated enemies now award 25% extra XP per mutator
Increased XP drop rates in multiplayer games
Can now see character HP + Stamina at Loot Shrine
Increased slugs time between attacks and reduced damage dealt
Added some logic to Mutators to avoid certain enemies. eg. Firestarter will no longer apply to Worms, since they don’t move
Added more audio SFX and fixed a bunch of level issues on existing audio
Made audio work in online games based on player positions
Fixes
Fixed a bunch of issues with the Grabber Mutator
Fixed high level weapon damage being clamped at 99 - weapon drops at level 40 should now be around 20% higher
Fixed split-screen bug where player 1 was dead with no lives and player 2 dropped out
Fixed XP progress bar always appearing full when at Level 1
Character now stops all animations when the Game Ends (stops running on the spot)
Fixed home level not updating correctly when completing adventures in a networked game
Fixed some enemy movement bugs when moving through water
Fixed Worms and Rock Golems not behaving correctly in a networked game on non-host machines
Fixed being unable to place barrels on ground decals
Fixed a bug that destroyed the weapon equipped in the secondary slot when equipping an armour via the inventory into an empty slot (sorry!)
Fixed mouse attacks changing direction erratically when under bridges
Fixed a bunch of bugs relating to casting abilities or opening the inventory by clicking on the UI
Fixed some issues with enemies walking up steps
Fixed some display issues with some chest armour pieces
Fixed issue where adjusting the UI scaling option in Settings would push UI off-screen
Fixed some items getting +0 modifiers - unfortunately this won’t fix existing items but should fix any new items you find
Fixed mutated enemies losing glow after a single hit
ACK: Fixed a problem where loading adventures wouldn’t clear the difficulty from the last adventure
ACK: Fixed some enemy pathfinding issues when moving around props (playing from world map was unaffected)
PAX Prime & New Gameplay Teaser Trailer - Aug 2014
We've finally made the time to create a new gameplay trailer - just in time for us to showcase at PAX Prime in Seattle at the end of August.
http://steamcommunity.com/sharedfiles/filedetails/?id=293838218
If you are going to be in Seattle for PAX, please come visit us, say hello and check out Fight The Dragon!
Alpha 4.1 is out (Update #21)
Welcome to Alpha 4.1
New Enemy Mutators
Mutators are a new system that randomly assigns new attributes and behaviours to enemies. It’s designed to increase replayability in existing maps, as well as make our combat more interesting in general.
A mutated rat and skeleton:
http://steamcommunity.com/sharedfiles/filedetails/?id=283876484
Mutated enemies have a coloured glow as well as a HUD element on the health bar, so you’ll have some idea of what to expect when fighting the enemy.
While Mutators are assigned to enemies randomly, creators can help guide the system by marking enemies for mutation. Any enemies marked for mutation will be prioritised by the system and will receive mutators when possible.
As characters level up, the number of mutators they see in any adventure will increase.
New Static Spawner enemy types
Static spawners are special props that can be placed by creators that will spawn enemies in-game, and can be killed by players. As a Creator, you can adjust the spawn rate, maximum number of enemies alive at once, and pick from a few enemy options to customise the experience for players.
A spawner set to spawn Rats and Skeletons:
http://steamcommunity.com/sharedfiles/filedetails/?id=287189186
New network aware loot drops
Loot dropped from your inventory while in a networked game will now be network aware! This means that other players will be able to see the loot and pick it up, allowing you to share loot amongst your party. Loot that is network aware will glow blue, it will also say who dropped the item when inspecting it on the ground.
A networked item. Notice the blue glow and “Dropped By” information:
http://steamcommunity.com/sharedfiles/filedetails/?id=282882175
Loot dropped from enemies in a multiplayer game will still only be visible to you and will still glow yellow.
New LAN server option
Included with every install is a new standalone server executable. Look for the server in the following folder…
FightTheDragon/FightTheDragon_Lan_Server_Win32
Running the executable will start a server and display an IP address, allowing you to connect to that IP address from the LOCAL SERVER tab in the “Online” menu in-game. The standalone server can only be run on a Windows machine, but we are including it for all platforms in case players on OSX or Linux has access to a Windows box to host a server on.
By running a server locally, you’ll have dramatically reduced ping times ( 5-10ms in our case ), obviously making gameplay a lot smoother and more predictable. It feels like you’re playing split-screen!
Alpha 4.1 Change List
New
New network aware loot
New online player arrows to show which direction other players are
World map now auto expands indefinitely
New LAN server
New enemy mutator system
New enemy spawner types
New throwing hatchets for fighters
Raised level cap to 40
Added extra modifiers for Dual Daggers and Dual Swords
Added new game hints on loading screen
Changes/Improvements
Check adventures on game start to ensure any owned by the player are marked as owned by player
Improved game cleanup when game fails to launch when steam client is not available
Wall props now raise and lower at 1/4 height increments to allow for proper placement
Reimplemented bad word checker for NPC dialogue and Adventure description text
No more re-spawning the character on every online server change - YAY!
All armour attachments on an enemy will now flash correctly when hit, not just the base skin
Improved character and enemy movement jitters in online play
Fixes
Fixed spear not being equipable on Rogue
Fixed spear attack secondary effect using wrong direction
Fixed being able to rate 3 Sprockets adventures when in online mode
Fixed Vsync option being ignored on LOW quality settings
Fixed animation issue when attacking in online games
Fixed online missing game icons
Fixed being able to secondary attack immediately after switching weapons
New shields being dropped will no longer have modifiers for 2 handed weapons
Fixed being able to shift click/ [Y] in inventory when in a category list
Fixed pause menu and special attack UI showing controller info when online using mouse & KB
Fixed not being able to click on special attacks or potions UI when in online mode if not host
Fixed being able to reach the visual boundary of the world map
Fixed character model not updating visually when equipping a piece of loot in a slot that has nothing in it
Fixed ability to DONATE in Loot Shrine when currently in "PICK REWARD" mode
Our BEST "Dev Let's Play" Video Yet!
We are so excited about how crazy this video gets, I thought it worthy of an Announcement post!
http://steamcommunity.com/sharedfiles/filedetails/?id=284431797
Includes a sneak peek look at some alpha 4.1 features on the way.
Watch it... totally worth it :-)
Alpha 4.0 - Update 20 - Rogue's Away!
Welcome to Alpha 4.0 - Our biggest single update yet!
Introducing the Black Rogue
It’s been a loooong time coming, but we’re finally shipping the Black Rogue in 4.0! The Black Rogue can use the all new Dual Handed Daggers and Dual Handed Short Swords weapon types, as well as throw grenades, use Stealth and throw poison daggers.
The Black Rogue is fast and can deal hits quicker than other classes when using dual handed weapons, but they are all super close proximity attacks, so the risks are greater.
Rebalance and Level Cap Lift
We’ve raised the level cap! Only to 35, but once we’re happy with the balance we will start raising the cap in small increments pretty regularly.
We’ve spent a lot of time working on game balance for this update, and we’re pretty happy with what we’ve come up with. There were a lot of areas we touched, but the key differences you’ll notice are staggered enemy growth rates (different enemies scale differently as you level up), reduced XP drop rates and altered loot drop rates (should now receive much a higher proportion of armour compared to previous builds).
The changes to the XP system were so dramatic we unfortunately need to reset your XP to the start of your current level. This means that while you won’t lose any levels, you might lose some progress on your current level. We hate to do this, but it was the only solution we could come up with that let us make the deep changes we had to make without stomping your characters.
We encourage all adventure creators to go back and reassess their adventures, as player experience may have greatly changed.
Changes to Combat
We’ve made quite a lot of changes to the general feel of combat for 4.0. Enemies now receive much less knockback, and your character will move less during combos. We’ve also reworked a lot of combat animations for the player, hopefully giving them a bit more weight and giving you more feedback during combat.
Combos are now preset, meaning that the 1st, 2nd and 3rd attacks per weapon type will always be consistent . This makes combos more reliable and less reliant on randomly getting a certain attack.
Overall, combat has been slowed down a tiny bit. Nothing that reduces the urgency of combat, but enough to make your characters move and feel a lot better.
New Adventure Details page in Creator Dashboard
This update brings an updated Creator Dashboard that integrates our new web based creator leaderboard as well as allowing creators to drill into their published adventures to get extra info on what players are doing with them
When a creator clicks on a published adventure, they are now shown a new display where they can see extended play stats and read the feedback and reports that the community have left them.
Lots of Audio FX work - Lots more to come...
We’ve spent quite a bit of time adding and improving on our audio feedback in game, mainly during combat and though we are happy with the direction we are going, we acknowledge we have a lot more to do with audio to really make FTD shine.
Alpha 4.0 change list
New
New Black Rogue class
Added 9 new armour sets
Skeletons now don’t bleed blood!
Some enemies can now run
Added ACK First Play window with a link to the help page and ACK video overview
Stacks of new Audio FX - Far from complete :(
Added XInput controller support on WIndows - Should now support a wider range of controllers, legacy controller mappers and Steam In-Home Streaming. If it works in Big Picture mode, it should work in-game.
New ZOMBIE enemy
New EYEBALL enemy
Lifted level cap to 35 - We will start lifting this regularly now
Adventures in creator dashboard are now scrollable and clickable
Added new Creator Dashboard Adventure Details page
New QUARTER height sculpting with new switchable UI in design mode
Added new TAGS - DUNGEON, CASTLE, TEMPLE & CRYPT
Added new and improved world map UI
New sculpting heights including Quarter height sculpting
Changes/Improvements
Major rebalance pass (not finished yet)
We now clear the COPY & PASTE data in ACK when changing adventures
Improved 2 handed Hammer damage and knockback
Bolt and Staff projectiles do more damage now and staff projectile does some area of damage on impact
Loot shrine donation scale has been made steeper - was too quick ;)
Officially support XBox One (wired) controllers on windows
Officially support XBox 360 wireless controller on OSX (must be on and ID set before game launch)
Fighter berserk mode has new visual FX and lasts longer
NPC Sign now has a new visual
Lowered the power of a bunch of out of control loot modifiers
Lowered the rate that item protection grows on modifiers
Improved drop rates on armour pieces
Reduced the zoom amount and radius on items of interest like chests
Camera is now closer to player in single player and online games and slightly further out in splitscreen games
Wraiths have new death effect - no more skeletons
Keys & Potions now register properly to be picked up when character isn’t moving
All GIB effects should collide against the world properly and not get stuck mid-air
Can now use DPAD in all UI instead of left stick, not just ACK UI
ACK TABS on toolbars now wrap!!! YES!
Controller UI movement now ramps in speed! YES!
Fighter lost ability to use crossbow - We will give the fighter a new ranged weapon in a future update
Two handed Hammers now do increased damage
Added new “INCOMING ADVENTURER…” message to chat screens in MP games when a new player is joining the party
Character shield is charged to full on character re-spawn
Revamped home level for stages 2 and 3.
Fixes
Fixed a bug that would error if second player dropped out of splitscreen, then tried joining again
Fixed being able to incorrectly access hidden UI elements in Enemy inspector
Removed bug that was double rendering all of our UI - woops!
Removed any characters on save that don’t have a class
Fixed a bunch of UI that didn't fit on 1024x768 resolution screens
Fixed a lot of foot slippage on characters between combat and movement
Remove trailing carriage returns on NPC dialogue to prevent text from being tiny
Fixed some text going off panel in character selection screen when player only has one character
Fixed enemies being able to block when stunned
Fixed enemies sometimes walking in a quick circle before moving into their paths
Fixed a weird jump behaviour that would sometimes angle the character to the ground
Fixed missing linux controller Big Picture hookup - If you open Big Picture, FTD should grab the controller mappings and make DPAD work again :-)
Fixed world map being unresponsive after switching to controller from mouse
Fixed hot swapping weapons while getting attacked would leave character in flash state
Fixed being able to see the publish UI when clicking play test
Fixed the character from being able to fly when opening UI when character on edge of a tile
Fixed the names of some props
Fixed being able to force climb up some props like vases, tables etc.
Fixed the Loot Shrine Stash area being clamped at 15 for some people
Fixed
some* cases where ACK Toolbar UI would shift up when opening the palette
Fixed
some* cases where Inventory UI would shift when opening items in a category
Fixed issue where re-publishing an adventure would mark it on your map as not your own - If you have adventures like this on your world map, please re-publish them.
** If after a republish they are still not marked as yours please contact us immediately.
Alpha 3.9 - #19.1 - Here we go again!
Welcome to Alpha 3.9
This update is a quick one to fix some exploit bugs some of you found with the Loot Shrine and the ACK + plus some cool new stuff that was already in the pipeline!
End of adventure comments button
Players can now leave written feedback on creators adventures! You can access the feedback button from the Game Over screen, and leave a short written note for creators.
Creators cannot currently see these comments, this will be coming in a later update along with a new and improved creator dashboard.
New comments UI
http://steamcommunity.com/sharedfiles/filedetails/?id=271546955
New New Improved shield system + improved HUD
Based on your feedback on our shield system, we’ve made a few changes for this update. Firstly, passive blocking will now split incoming damage, half will go to your shield, half will go to your health. Active blocking will pass all damage to the shield before falling back to your health.
These changes have been implemented to reduce how powerful passive blocking became over our last few updates. You now get passive gain, but much less.
We have also made some changes to the HUD on top of your character: as well as showing your health it now shows your stamina and shield as separate bars when they are below 100% full.
Alpha 3.9 change list
New
New player HUD that now shows Stamina and Shield bars
Added ability to turn off gamepad rumble in settings screen (windows only)
Changes/Improvements
Shields now start with full protection
Items dispensed in the loot shrine will now always be the correctly indicated rarity when at low levels.
Re-implemented the shield passive/active system - again!
Loot shrine nows shows a “cannot open” message when in an online game
Improved handling of end of game ratings/reporting
Fixes
Fixed nasty Loot Shrine exploit bug
Fixed being able to paste tiles & props on top of other tiles and props
Fixed building points not updating properly when copy & pasting tiles
Fixed ability to open menu inventory before the Options button appeared, allowing you to go into settings screen in inventory - woops
Fixed overlapping UI in inventory in menu as well as close button position when using M+KB
Fixed button positions on the Adventure Load UI in the ACK to prevent overlapping UI
Fixed ability for non-host players in online games to take players back to menu in game over UI
Alpha 3.9 additional patch notes #1
Fixes/Changes
Fixed inventory close button (Mouse/KB) positions in Adventures and Dragon Arena
Fixed char length limit in search field in adventure gallery
Fixed controller navigation locking up after deleting an adventure from your world map
Fixed online games list not being navigable via controller
Fixed scroll bars for online games list and friends list not working properly
Fixed loot shrine giving rare items on incorrect donation tiers
Fixed +rage/ember/frost from potion loot modifiers not working
Added checks to clear corrupt loot from the loot stash
Alpha 3.8 (Update #18) - BOOM! 2 in 1 week :-)
Welcome to Alpha 3.8
Yes, 2 massive feature updates in one week!
Creators can now set each Enemy difficulty to easier, harder or normal
We have been listening and we have spent many many weeks working on the ability for creators to set each enemy to be a harder or easier version, including full changes to the enemy visual per level and enhanced HUD that allows players to quickly understand that the enemy they are about to engage is either a normal difficulty, or a higher or lower difficulty.
Enemy difficulty will affect that enemies Health, Damage and XP rewards and loot drop potential. By default all enemies are set to normal, which means they’ll have an updated visual.
New ability to set each enemies difficulty...
http://steamcommunity.com/sharedfiles/filedetails/?id=270005026
Each enemy now has 3 visual alternates to indicate their difficulty level...
http://steamcommunity.com/sharedfiles/filedetails/?id=270005183
Creators can now pick a specific music theme for their adventures
We have enabled the MUSIC button in the ACK, so creators can now select a specific music theme for their adventure or have it set to a random theme - the current default setting.
Alpha 3.8 change list
New
New enemy difficulty setting in ACK
Added new Shield UI showing HP value and Mode
Added ability to set Music theme per adventure
Added UI elements on enemy health bars to show if they are a harder or easier enemy
Changes/Improvements
Special attacks now trigger on key up, not key down.
Necromancer, Pyromancer and Worm now disengage from player when player is out of range
ESC now closes the settings panel as well as opening it
Improved all collider hit areas on UI slider controls
Fixes
Fixed some wrapping UI labels in Dragon Arena
Fixed equipment UI not updating when switching weapons
Fixed worm difficulty points being set wrong
Fixed the settings panel overlapping the settings button sometimes
Fixed some rounding errors on sliders in the settings panel
Fixed facade doors not allowing height adjustment
Fixed potential bug in loot shrine when donating an item equipped in your ALT weapon slot
Alpha 3.8 hotfix - June 13th 2014
Changes/Fixes
Fixed worms not starting underground
Fixed loot shrine auto-equipping not updating character visuals
Fixed online games adventure loading sometimes breaking for the joining players
Fixed menu level not syncing properly in online games
Fixed not being able to choose the Ice Wizard on first play
Fixed adventure description length - now 255 chars
Fixed first play class selection screen not updating info correctly
Improved Rat and Goblin variations
Alpha 3.7 (Update #17) is out!
Welcome to Alpha 3.7
Loot Shrine
We’re incredibly happy to finally deliver the long awaited Loot Shrine! You can finally donate your loot and deposit all of the gold you’ve been hoarding in exchange for awesome rewards like skill points, loot and bag slots!
This also includes the Loot Stash, which enables you to quickly and easily move items between characters or save your loot for later.
We’ll be refining and polishing the Loot Shrine experience in future updates (namely more rewards, visual polish, animations, sound effects, etc) but we think you’ll enjoy what we’ve got in game so far.
The Loot Shrine will unlock after you’ve placed 3 adventures on your map and you can see the Loot Shrine in action in our latest Developer Let’s Play video…
http://steamcommunity.com/sharedfiles/filedetails/?id=267414771
New Tutorial Adventure “Dig Site”
One of our current development goals is to refine the experience new players receive when starting the game for the first time. Our first improvement is a new tutorial level, designed to be played after “Beginnings” that introduces players to advanced features like dodging, blocking, jumping, keys, destructible items and switch logic.
For existing players, the next adventure you place on your map with the random adventure feature will be “Dig SIte”, while for new players it will be the second level that they access.
Here is a screenshot of “Dig Site”...
http://steamcommunity.com/sharedfiles/filedetails/?id=267415573
Alpha 3.7 change list
New
Loot Shrine
Dig Site - 2nd Tutorial Adventure
Added a new music theme
Changes/Improvements
Improved enemy “On Fire” particles
Bombs that spawn from destructible props no longer bounce players
Can no longer place enemies or NPCs on tiles that have props on them that block pathfinding
Adventure Gallery now uses scroll-wheel to scroll items
Improved visuals of the Dragon Arena access area on the home screen
Removed inventory screen blur effect on low quality settings to improve performance
Improved performance a little when updating the character details UI in game
Altered some fence props to only require a single tile to allow for better placement
Fixes
Fixed pressing B on gamepad on End Of Adventure screen locking up the game