- Added new sound effects for several Tower enemies, provided by Teddit.
- Increased Scout's health by 1.
- Boulder Crab now drops consistently better items. - Naked Boulder Crab now drops a bunch of loot even if not attacked. (CheckoutStreetEpistemology)
- Fixed the Seal Machine not unlocking for new players after beating a run. (CheckoutStreetEpistemology) - Added confirmation dialogues for pause menu options that end you run. (CheckoutStreetEpistemology) - Clarified Perfected enchantment and Power Bracers descriptions. (CheckoutStreetEpistemology) - Re-added the Seal Statue to pit floor 1 to hopefully help with some weird bugs. - Fixed junk items appearing to stay in client inventory after being destroyed. (zaprice & Aewynne) - Fixed enchantments not rerolling when infused with another enchanted item. (Aewynne) - Form of the Mole no longer works while in Pocket. (Amdir) - Fixed Earth & Astral Elementals getting bigger whenever they're thrown or piledrivered. (CheckoutStreetEpistemology & Aewynne) - Scout unlock popup will now use the correct image. (Icarus) - Puppets finally have a working ragdoll. - Re-organized some things in the Last Solace. - Added text size variation to Carson's dialogue. - Fixed curse purification removal, made the timer show 0 between removal ticks, added vfx.
Dev note: Sorry about lack of bugfixes, I got really excited about a cardgame prototype and have been fixated on that. - Mag
0.3.0b - Quick Pre-Holiday Cleanup
Going to visit family for christmas, if something breaks it's gonna take a bit. There's some known issues with keybinding, but you can usually wiggle em to work. Don't have time to fix yet, sorry :( -Mag
- Bomb Candles no change color to indicate approaching detonation.
- Improved Brittledeep, Brittlekeep and Archives title animations.
- Pushed Archives walls further out and adjusted rune ribbons to match.
- Made map markers scale up for Hub and Tower.
- Increased Fog seal initial timers by 30 seconds. (Wunarg)
- Junk cleanup, junk items should no longer get pure/enchanted/infused. - Junk items now have more accurate descriptions. (CheckoutStreetEpistemology)
- Replaced "0" on first cast free spells with "Free cast!". (CheckoutStreetEpistemology) - Added piledriver tooltip to Power Bracers. (CheckoutStreetEpistemology)
- Made Admiral's sword drop on death so it wont hang in the air for all eternity. - Fixed player still arriving to the Heartspring dead after a victorious run. - Fixed a typo in the codex. (CheckoutStreetEpistemology)
- Removed mysterious invisible rectangle from bottom of Shaper's Archives that items would sometimes get stuck on??
0.3 - Tower of Law
NEW CONTENT
- Added fourth world: Tower of Law. - The game now has a final boss. (It doesn't have an ending yet)
- New playable character: Scout
- New item: Sniper Rifle - New item: Banana Peel
- New deck: All or Nothing
- Added more crabs.
- New Brittledeep miniboss: Candle Maker
- Added a new propeller hatted shopkeeper.
BIG CHANGES
- Crabs are now immortal.
- Increased all player characters weight by 0,1. (Effectively reduces knockback and hitstun received slightly.) - Increased all elite enemies weight by 0,3.
- Increased all characters air control slightly. - Improved jumpboost consistency when landing from a jump with fully charged sprint ready. - Holding jump now automatically jumps again when landing.
- Reworked Durability into Ammo. - Ammo fully refreshes between areas, so removed Repair Stations.
- Added a new item rarity: Junk. Junk breaks when used and can't be infused.
- Dropped infused items will automatically be sent to Pocket after 20 seconds.
- Pit is no longer a part of normal runs, but can still be accessed from below the Hub.
- Added jars with coins in them to all worlds (except the Tower). - Reduced gold from Bags of Gold from 10 -> 5.
- Vending machines can now be rerolled for 5 gold.
- Uninfused infusion materials will now set their durability and mana discounts to 0. ( @TurtleSuc )
WORLD/ENEMY CHANGES
- Added Earth and Astral conjured elementals to the Archives as enemies.
- Witnesses are now more animated.
- Small Admiral bossfight rework.
- Brittledeep will now occasionally spawn hat rooms.
ITEM CHANGES
- Shield bash now spends all your block and converts it to damage. (Doubled for innate block.)
- Damage-focused spells can now roll weapon enchantments. ( @Aewynne )
- Combo-infused boots now allow chainstomping the same enemy.
VISUAL CHANGES
- Added card art for Frost & Flame, Trifecta, Static Shock and Critical Guard.
- Gave Valkyrie a new model.
- Added new VFX for ambushes.
- Lots of little visual improvements that I'm not gonna write here, because you can see them.
BUGFIXES
- Fixed enemies not spawning in the Ruins. - Fixed placing a beam redirector not re-equipping active item. - Fixed elite Pages appearing like regular Pages. - Fixed earth elementals having an existential crisis after their tackle if they missed. - Fixed spellsword discount buff marker having collision. - Fixed some things not having info for death summary. - Fixed Schadenfreude+ instead checking for Firm Stance+ for the upgraded effect. ( @Fwutters ) - Fixed the join menu falsely still claiming you can't join during the tutorial. ( gigavlad & Amdir) - Fixed difficulty modifier unlock conditions for top and middle row being swapped. - Conjured Elementals now give credit for their kills to the holder of their summoning item. - Fixed enemies only moving diagonally in specific situations using random movement; most noticeably on crabs. - Fixed a bug where targeting an item wouldn't display its tooltip until you un-targeted and re-targeted it. - Fixed Concussive Fist stunning allied characters. (am noah) - Fixed Elite Gunners becoming immune to having their attack interrupted after firing one shot. ( @Fwutters ) - Fixed steam achievements and an unlock notification still triggering for the removed deck Traveler's Pact. (am noah) - Fixed bounce-infused melee deflecting projectiles with 0 velocity. (Fwutters) - Fixed sprint state staying on client players after they get hit out of sprint if they kept holding the sprint button. ( @zaprice & @Cellestus ) - Fixed fog poisoning timer hiding behind boss health bars. (Cellestus) - Fixed client players not seeing fog timer increase when levelling up. (zaprice) - Burn, Chill and Wet can no longer be applied to Invulnerable targets. (Cellestus) - Objects and enemies should no longer spawn on top of Curse/Blessing pools. - Made some improvements to multiplayer jump rope replication. ( @JustDoom & @am noah )
0.2.14 - Camera Tweaks & Difficulty Adjustments
- Adjusted camera logic, should reduce abrupt camera movement when pogoing or jumping real high.
- Removed World Cores.
- Reworked difficulty modifier/seal menu. (Seals are taking some time off.) - Adjusted Fog difficulty modifier timer values to compensate for less Nails per area. - Seal Machine can now only be used by hosting player. - Added difficulty modifier unlocking.
- Enemies now have increased health with 3+ players. (25%/50% extra HP at 3/4 players.) - Reduced floor sizes in multiplayer.
- Picking up an ally now ignores weight and is faster. - Increased Grab grip duration from 1.5 → 1.65.
- Abilities that increase movement speed during them now also increase acceleration. (Most notably Decksweeper and Punch.) - Reduced Punch windup movement speed bonus to compensate for that other line of text.
- Reverted Miner's blast resistance to reducing damage to 1 instead of always losing 1 hp. - Powder Pouch no longer gains durability from taking explosion damage. - Reverted Miner's durability gain on level up to reduced durability lost on use. - Miner's Radar Pulse stuns again instead of applying Mark.
- Buffed projectile homing by 25%.
- Added a bit of "projectile autocorrect" to player bullets & arrows; near misses now conveniently shift themselves into enemies.
- Uncharged Bow shots now only deal 1 damage but come out much faster. - Fixed Huntress not getting the +1 Bow damage buff.
- Increased Power Bracers grab power bonus from 15% -> 20%.
- Ray Rifle infusion now also pre-draws bows by 15%. - Added pitchfork infusion 40% projectile speed bonus. - Invuln potion infusion now gives Block instead of Armor.
- Removed Vendetta max heal cap, increased Vendetta+ health bonus from 1 → 2.
- Made Really Big Weed drop fruit, added another RBW room and added particle effects to the root attack. - Added 4 Brittlekeep rooms. - Added 6 Tower rooms. - Added 10 Brittledeep rooms by Wunarg. - Added a Brittlekeep treasure room.
- Added a softlock protection button to the pause menu. (Tyrant)
- *Maybe* fixed the bug that causes everything in certain areas of the map to turn invisible after a player dies and is revived in multiplayer. - Removed redundant collision from Hub Hall of Records. - Fixed elite enemies with Armored elite modifier appearing to take full damage from physical attacks on client. - Fixed Vendetta mark having collision. - Fixed splitting elite modifier icon not appearing. - Fixed Soul Candle not triggering on-hit/on-damage effects. (Wunarg) - Fixed dropped passive items not being visible good. - Fixed min draw distance of Bracers. - Fixed decks getting a bit weird when moving long distances between death and revival locations in multiplayer. (Aewynne) - Fixed dodge roll & form of the mole combining to get people stuck in floors and walls. (Aewynne & Jazdia) - Fixed Needle Cape not getting weapon enchantments. (Wunarg) - Fixed Needle Cape infusion not working. (Fwutters)
0.2.13 - Grappling Ambush
New Mechanic: Ambushes Advancing past Brittledeep might now attract unwanted attention.
New Item: Power Bracers
New unique enchantments: Fiery (Soul Candle) Squeaky (Mallet) Hailstorm (Frost Volley) Hyper (Ray Rifle) Eightfold (Windblade) (Suggested by Wunarg)
GAMEPLAY
- Adjusted Piledriver damage curve, deals more damage with small height increases and less damage at absurd velocities. - Bosses now always take double the base damage of piledriver impacts. (They're treated as having a weight of 2, regardless of their actual weight.) - Attempting to grab a non-staggered boss now adds stagger onto them. - Point blank throws and point blank knockback collisions should now actually deal damage. - Piledriver damage now scales by enemy weight. - Piledriver can now cause collateral damage.
- The first floor of each world no longer has a Nail. (Mag note: Getting 16 skillcards each run often resulted in getting relatively similar sets of cards on most runs when playing similar sets of deck colors, which made builds feel a lil similar. And with that many bonuses active, all of them couldn't get too much power budget or focus. Let's see how it feels with less cards and a bit more kick per card?)
- Increased base health of all delvers by 1. - Increased all delvers health restored on level up from 1 -> 2.
- Whiskers now has 1 Block. - Whiskers now has a visible healthbar when not perched.
- Librarian's Telekinesis now more consistently triggers a collision impact when launching a character at something right next to it.
- Cursed items found in latter areas now have reduced purification requirements. (100 in Brittledeep, down to 60 in Fleet.)
- Added Surprise Party difficulty modifier. - Increased Chronic Injury regen reduction from 1 -> 2 and difficulty from 1 -> 2. (Cellestus)
- Sprint turn rate now scales with movement speed.
- You can now stomp on the same enemy again without touching the floor as long as you stomp a different enemy first.
- Swap Altars now un-infuse items.
ENEMIES
- Reworked Really Big Weed fight, has a new attack, new arenas and much faster headslams.
- Reduced spawn rate of Rock Crabs. (this is secretly a buff. they're going to surprise you more now)
- False Tunnel Guards now have a 1/3 chance to drop a Longsword. (Fwutters)
- Fleet Gunners can and will now dodgeroll.
- Fleet enemies should no longer walk in front of active Big Fans and get pushed off the ship. (They can still run, roll and get thrown into them.)
- Fixed Hounds ignoring their movespeed value, effectively increasing their speed from 290 -> 450.
- Angered Shopkeepers now stop being angry if they're healed back to full health. (Any source of healing counts, including their lifesteal attacks.) - Shopkeepers now heal over time if left alone.
- You can now drop Fleet beam redirectors directly in front of you with Use.
- Preachers now act more aggressively, pushing and spawning fog faster.
- Increased Bookkeeper's health from 50 -> 28x2. - Gave Bookkeeper some basic warp VFX.
- Split Admiral's health pool into 3 bars, phase transition should now work more consistently. - Admiral is now better at spotting you before the fight. - Admiral can no longer spawn with cursed/enchanted weapons.
ITEMS
- Increased Bow & Huntress arrow damage by 1. - Added first bounce prediction to Bow projectile path prediction. - Fixed Bow powershot window being capped at 1 second.
- Made the startup for grounded spear attacks faster. - Adjusted Spear stab hitbox to better match the visual, made sweetspot easier to land.
- Countdown's blasts now always deal 3 damage, only one arrow can be stuck to each enemy at a time. - Reworked Countdown's infusion.
- Deci-Catalyst can no longer trigger off of its own damage. - Increased Deci-Catalyst damage from 2 -> 3. - Increased Deci-Catalyst pulse radius by 20%.
- Platform Boots now damage enemies when running circles around them. Bigger circles deal more damage.
- Added a camera flash sound to Flashy Cape.
- Potions now break when thrown into spike pits. - Telepotions now cancel fall damage.
- Increased Candle and Soul Candle burn from 1 -> 2. - Candles no longer inflict burn on character knockback collisions caused by candle throws/punches.
- Candle & Frost Volley infusion proc chance reduced from 25% -> 20%. - Increased Soul Candle infusion burn from 1 -> 1-2 (random). - Sun Gun infusion now slows stalled projectiles in time, generally preventing them from detonating or expiring while stalled. - MR-100 infusion now also gives +15% action speed. - Adjusted Blast Scepter infusion knockback; stronger up close, weaker further away.
- Conjured Wind Elementals now allow gliding when held.
SKILLCARDS
(You get less of them now, so these are mostly buffs.)
- Stalwart now gives 1/1.75 seconds of Evade instead of armor. - Increased On Guard stun from 0.6 -> 1 second. - Increased Tank Up+ health from 3 -> 4. - Increased Impetus knockback from 20%/35% -> 25%/40%. - Increased Burning Retort+ health bonus from 2 -> 3. - Power Grip+ weight bonus increased by 0.1. - Go Big+ weight bonus increased by 0.1.
- Slightly increased High Jumper's jump height bonus. - Increased Bravado's crit bonus from 50% -> 75%. - Increased Evasive Maneuvers' speed bonus per missing block from 5% -> 10%. - Doubled the width of Sharpshooter's crit zone.
- Mundane Missile damage bonus now scales from spell mana cost.
- Concussive Fist now always stuns for 1.5/2 seconds and has a 4 second cooldown similar to Spirit Fist. - Increased Maintenance durability restoration from 20%/30% -> 25%/40%. - Shield of Stone now grants +1 health. - Reworked Recall; now creates an echo in your Pocket that you can swap places with. - Increased Trifecta's Empower bonus from 2/3 -> 3/4. - Specialize now restores ALL ability charges when leveling up.
GRAPHICS
- Equipped passive items are visible on your character.
- Brittledeep 5F has new lava visuals.
- Gardener now adds some plants to Heartspring once unlocked.
- Fog screen VFX now stays at all times if fatally fog poisoned. - Gave Wrench appropriate VFX colors. - Made pact hats bigger when placed on Big head. - Archives debris, wobbly bookshelf and Bookkeeper burst into books when destroyed.
UI
- Added new look for boss health bars
- Skillcard keyword tooltips should now generally be next to the cards, not in front of them. - Added "primarily gained from casting [element] spells" to elemental boons keyword tooltips.
- Updated Roly Poly deck description. - Elemental enchantment now adds keyword tooltips for all elemental boons. - Astral spell Astral manafont info text now says Free! instead of -Cost, like other spells.
MULTIPLAYER IMPROVEMENTS
- Fixed level generation having a 50% chance per floor to spawn treasure rooms for client players desync'd from the server, resulting in mismatched impassable walls. (Kyle'Thuzad & several others) - Improved Fog replication to clients; should no longer poison if doesn't look like you're in the fog. - Fixed Elemental Boons on other characters being invisible to client players. - Fixed Wind Waltz appearing to spawn additional wind blades on client players. - Fixed Witch Shopkeeper's bomb attack being invisible for client players. - Fixed boss health bars not going away for clients on boss death. - Fixed Pure items from Grab Bag not appearing Pure to client players. (i forgor) - Fixed Cold Comfort not working properly on client players. Still doesn't work properly on Deckhand, so prevented it from appearing for client Deckhands. - Fixed Deckhand's Decksweeper animation not displaying properly on clients. - Fixed minibosses spawning ghost chests for client players. (Aewynne) - Fixed client players being unable to take actions after respawning. (Icarus & Kalist42) - Fixed client players being arrow-proof. (Icarus) - Fixed objects thrown by other characters/players being extra wonky on clients. - Fixed grabbed objects appearing to slide off of people's heads from client perspective.
OTHER BUGFIXES
- Fixed tutorial to-do list hiding behind tab menu after going through an area transition. (mose) - Hopefully fixed clipping through Fleet ruins floor when ragdolling at high velocity. (Cosmaru) - Conjured Elementals now scale properly with Size. (TurtleSuc) - Fixed Curse/Bless pools accepting phantom items. - Fixed Admiral taking only 1/3rd of her health bar as damage when falling off the Fleet. - Fixed Hammer shockwave size not scaling with Size. (i forgor) - Fixed Pickaxes being able to dig fireball traps when out of durability. (Someone64) - Fixed mana decay timer not being reset by spending mana. - Fixed mana decay animations and over-max mana visuals breaking if your current mana was higher than your HP. - Fixed Toolkit use action re-activating every frame. (everyone) - Fixed Go Big breaking item skeletal mesh physics. - Fixed an issue where characters could take repeated collision damage when launched into a wall. - Fixed an issue where knocking an enemy into a wall with a telepotion infusion could instantly crash the game. - Fixed punch imitating the properties of item previously used for punching while punching with an empty hand. - Fixed Conjure Elemental leaving you in a permanent item block state. - Fixed Tough Foes also giving players max health. - Fixed Deckhand occasionally becoming immortal. - Fixed Lingering Power not affecting Elemental enchantment. (zaprice) - Whiskers can now pick up gold bags while carrying an item. (Aewynne) - Fixed rounding errors in value curve table causing health decay at fountains. (Wunarg) - Added prevention for activating abilities while dead, which should fix various stuck states after respawning. (Aewynne) - Fixed spikes being in various locations they shouldn't be in. - Fixed Court Mages being able to spawn as elites. - Fixed walls briefly flashing full height on death when becoming a ghost. - Fixed enemies with increased action speed forgetting how to powershot. - Fixed Leaf on the Wind+ not increasing the duration of Evade effects properly.
0.2.12 - Card Buffs And Some Fixes
- Doubled Flickering Form's interval & duration. (Suggested by Jazdia) - Heavy Hitter now also grants +20% Charge speed. - Reworked Arcane Focus: Now creates manafonts when you spend mana. - Leaf on the Wind now also gives Empower when evading. - Increased Static Shock damage from 1 -> 2. - Increased Follow Up's Empower duration from 5 -> 8 seconds. - Daredevil stacks now also grant a bit of movement speed. - Go Big now gives +1 health. - Bull Rush now activates instantly and grants Block instead of Defense. - Lights Out no longer requires target to be unaware. - On Guard now stuns enemies that hit your item block. - Made Steady Hand stop shouting at you.
- Made Conjured Earth Elemental's tackle stronger and harder to interrupt.
- Rewrote Myriad's description to clarify the phantom throws are infinite, not the damage. (Nauxs)
- Fixed gameplay effect value conversion curve only going up to 99. - Dead enemies should no longer softlock the Pit if their corpse doesn't despawn. (Aewynne & Jazdia) - Fixed Bees not dying right. - Fixed Axe spin attack missing crates with Go Big. - Fixed Bloodshop price markers being visible through walls. - Fixed removing pitchfork infusion doubling the effect instead of removing it. (Cellestus) - Hopefully finally fixed Insulation not consistently working for client players. (Aewynne)
0.2.11 - Not Quite 0.3
The fourth world isn't quite done yet, but we didn't want to go into Steam's Endless Replayability Fest with an almost 5 month old patch, so we're bringing over most of the changes from the Beta branch while leaving out the new world. - Mag
NEW CONTENT
New skillcards: - Rushdown (Green Ace) - Leaf on the Wind (Green) - On Guard (Red) - Fuel to the Fire (Red) - Go Big (Red Ace) - Static Shock (Blue Ace) - Stone & Sky (Blue) - Frost & Flame (Blue) - Trifecta (Orange) - Burning Retort (Red) - Shield of Stone (Orange) - Evasive Maneuvers (Green) - Cold Comfort (Blue) - Swift Fist (Green) - Concussive Fist (Orange) - Spirit Fist (Blue) - Steady Hand (Orange) - Flickering Form (Green Ace) (This one might've released a bit early by accident.) - Angle of Death (Green) - Critical Guard (Red Ace) - Opportunism (Orange Ace) - Recall (Orange Ace)
New items: - Fault (Legendary Axe) - Card Dice (Consumable)
New feature: Skillcard reroll! You can now reroll your skillcard options once per run.
New feature: Difficulty modifiers! Game too easy for you? Press buttons that make it harder, with new elite modifiers and other inconveniences! (Work in progress feature.)
New tutorial!
GENERAL GAMEPLAY CHANGES
- Removed the ability to send yourself to Pocket. - Added Pocket portals to various locations where you'd get softlocked due to no longer being able to recall.
- The game should now be better about waiting for all players to load in before starting gameplay in a new world.
- Knockback now has more forgiving impact angles for max damage. - Friendly-caused knockback states can now be cancelled into sprint attacks.
- Increased Block recovery delay from 3.25 -> 5 for the first Block and 0.25 -> 0.4 for consecutive ones.
- Some characters are now aligned with a thermal element, and are immune to their respective thermal status conditions while being more vulnerable to the opposite one.
- Seals no longer get spent on a failed run. (Which is all of them cuz we didn't get the final boss into this patch.)
- Basic Treasure Chests now only drop one item. - Reduced World Core drop rate from chests a lot. - The first floor of Brittledeep now always has a guaranteed easy silver chest. (Cannot drop legendaries.) - Slightly increased average chests-per-world. - Battle Chests now have a visible link to enemies keeping them locked.
- Crates now have a chance to contain bags of gold or fruit.
- Increased shop selections at fountains by 1 item. - Removed price ramp-up for consecutive purchases on shop items that aren't infusion upgrades or fruit.
- Reduced enemy spawn rates on floor 1 and increased it on floor 3 of each world.
- Reduced Sprint windup delay from 0.64 -> 0.58. - Sprint now increases your movespeed by a flat 1.68 m/s instead of multiplying it by 1.6.
- Increased base duration for all elemental boons from 6 -> 10 seconds.
- Increased Thermal Shock damage by 1.
- Infusion slot upgraders from bosses are now autocollected near instantly.
- Disabled Pocket Capacity limits. - Added automatic sorting of items sent to pocket by rarity. - Automatic pocket organization now makes a slight effort not to stack items on each other.
- Increased Boon of Air movespeed bonus from 15% to 25%. - Boon of Air now also gives 10% action speed.
- Invulnerability now protects from receiving fog poisoning during the effect.
CHARACTER CHANGES
- Added speedboost to Deckhand's Decksweeper.
- Reduced Miner's weight from 1.25 -> 1.15. - Miner's Radar Pulse now has a smaller radius, Marks instead of stunning and highlights found items in a more obvious way. - Miner's Radar Pulse can now detect wall rifts. - Reduced Miner's Radar Pulse uses from 4 -> 2.
- Damage dealt by Whiskers is now attributed to Gardener, and can be affected by her skillcards. - Whiskers now gains any Elemental Boons Gardener gets. - Slowed down Whiskers' grab glide fall velocity from 2.5 -> 1.5m/s.
ITEM CHANGES
- Added soap.
- Removed recovery animation after throw on daggers. (Mostly noticeable on phantom dagger spam throw.) - Nerfed aerial dagger dash spam.
- Hammer shockwave hit detection now better matches the visual effect. - Removed clink sound from 0-damage physical hits that weren't reduced by armor. (Primarily affects hammer shockwave.)
- Increased Healing Potion healing from 2/3 -> 3/4.
- Conjure Elemental is now an Astral Spell and generally reworked. - Pinging while holding Conjure Elemental now commands summoned elementals to the pinged location.
- Rain Bow arrows now split on hit with enemies or objects. - Rain Bow primary arrow can be recovered like normal bows. - Doubled Rain Bow durability cost per shot.
- Needle Cape now triggers on lost block, not just health. - Needle Cape no longer targets passive characters (like calm Shopkeepers). - Fixed Needle Cape dealing absurdly high knockback.
- Platform Boots now also activate from rolling.
- Boost Boots now improve rolling and allow canceling animations into roll.
- Crossbow now gains 100% crit chance after 3 consecutive powershots instead of scaling gradually.
- Blast Scepter projectiles are no longer destroyed by melee attacks.
- Pickaxes now play a "clink" sound if you try to dig without durability.
- Candle infusion burn chance nerfed 33% -> 25%.
- Enemies being pulled by wind blade infused projectiles now have a 1% chance every 0.025 seconds to spot the culprit.
ENCHANTMENT & CURSE CHANGES
- Curses will no longer disappear if the item is dropped on the ground while at 0 purification progress.
- Enchantment value lost when using enchanted items as infusion material is now converted to gold.
- Reworked Curse purification from a level up requirement to a 0-100 condition that gains progress from several actions: Level up +20 Kill enemy +8 Open chest +15 Take damage +(DamageTakenx2)
- Intuitive and Unlimited spell enchantments now additionally give +50%/+100% Charge speed respectively. - Inspired enchantment stacks now save between worlds.
SKILLCARD CHANGES
- Renamed 100% Natural to Iron Fist. - Iron Fist now gives +1 health.
- Ghost now gives +10% movespeed at all times.
- Increased Lingering Power+'s duration bonus from 3x to Infinite.
- Increased Fleetfoot's speed bonus from 10%/15% -> 15%/20%.
- For Glory no longer gives health. - For Glory's effect now gives crit chance instead of flat damage, and lingers for 1.5 seconds. - Reduced For Glory's detection radius.
- Increased Mundane Missile's damage bonus from 1/2 -> 2/3.
- Power Grip now also increases weight. - Reduced Power Grip grab power bonus from 50% -> 40%.
- Conjuration now gives +1 mana.
- Increased Follow Up's Empower bonus from 1 -> 2/3.
- Increased Firm Stance's block bonus from 1/2 -> 2/3.
- Written Word can no longer spawn common spells.
- Vendetta now also counts any kill within 2.5 meters to be a "melee" kill, regardless of damage type.
- Fixed Run & Gun shots veering drastically towards your sprint direction, making aiming really hard.
- High Roller deck now grants a Card Dice as a starting item. - Halved the chance of getting Invulnerability Potions from Potion Peddler.
WORLDS
- Added a gate to the Pit in the Heartspring.
- Renovated the blood shop.
- Added new rooms to Brittledeep & Archives. (Some room designs contributed by zaprice, Cellestus & Wunarg!)
- Made the ruins below Fairweather Fleet way smaller, and added a wind storm around them that prevents venturing (see: getting lost) into the wastelands.
- Curse Pools can no longer be offered as a Pit floor reward.
- Buffed barrel hiding stealth bonus. - Hiding in a barrel after turning a corner now causes enemies without line of sight to drop aggro.
ENEMIES
- Void enemies and Fog enemies will now fight each other.
- Target dummies, stunned or frozen enemies no longer jump out of grabs.
- Humanoid enemies now flail their arms when calling for help.
- Added new Floor Shark visuals (including an actual model) and some behavior adjustments.
- Stonecallers (archives rock shield bears) now block characters in addition to attacks. - Stonecallers can now cast a smaller version of Bookkeeper's earth shatter spell. - Elite Stonecallers now drop Shockwave. - Stonecallers now fire 3 -> 4 projectiles when breaking their shields. - Increased Stonecaller projectile size. - Increased Stonecaller action speed. - Reduced Stonecaller movement speed.
- Elite Really Big Weed (Melvin) will now wear shades.
- Pages now take full knockback while hiding in their bottles and are faster to hide. - Pages now spend less time awkwardly staring at you between attacks. - Page projectiles are no longer destroyed by melee attacks.
- Made Admiral bigger. - Made Admiral faster. - Added a more obvious visual indicator to Admiral's parry stance, increased the size of Admirals attacks. - Admiral can no longer use Parry consecutively.
- Preachers can no longer spawn as elites.
- Increased health regen interval of early game chest crystals from 1.2 -> 1.4 seconds.
- Marked Shopkeepers & Crystal Chests as minibosses (can now be killed with traveler's pact).
- Added a new Shopkeeper variant with a different cool hat. - Shopkeepers base health changed from 35 -> 15x2, with brief invulnerability between the two health pools. - Shopkeepers are now less prone to getting instakilled by their own dash attack if parried or interrupted.
- Adjusted Hound collision to stop thrown items from passing over them.
USER INTERFACE
- Reworked skillcard description texts to include upgrade effects in the main text and have highlighted keywords with little stat icons.
- Added Empower bonus info to item tooltips.
- Reworked boss healthbars. - Boss health bars now show burn/chill.
- Added a lil amulet icon onto empty passive item slots.
- Added a tooltip for item rerolls.
- Replaced manafont discount "-cost" text with "free!" for clarity (Conrat) - Added spell interactions to elemental boon keyword info tooltips.
- Made the skillcard available HUD text pulsate a bit more aggressively.
- Added keyword tooltips to skillcard markers on HUD and in Codex. - Added card images for fruits & single player revive. - Cleaned up skillcard marker tooltips a bit.
- Item tooltip on the right side of tab menu should now only be visible while using controller.
- Added some missing items to the Codex.
- Characters now play their formerly-recall animations when selected in the character select screen. - Whiskers is now visible in the 3d character view for Gardener.
- Improved controller pointer visual in character select menu.
- Renamed Instant Infuse to just Infuse in keybindings.
GRAPHICS
- Updated graphics for the galaxy-vortex below the fountains.
- Added new shop rift visuals.
- Added art for a lot of skillcards.
- Fool's Hat now has cloth physics!
BUGFIXES
- Cleanup and adjustments for hurtle character collision logic. - Fixed Windwaltz windblades triggering off of burn damage. - Fixed Windwaltz not being considered a sword. - Fixed rope drones becoming elites. - Fixed some Old Digger jankiness. - Fixed Flashy Cape stun being weird. - Fixed client side shop rifts not digging holes in the floor. (zaprice) - Chronic Injury now displays on the HUD health regen text properly. - Fixed Thunder Projectors continuing to attack while frozen. - Fixed Potion Peddler potions being able to attach to revive penalty cards. (zaprice) - Fixed spike traps not damaging client players. (zaprice) - Fixed target dummies randomly spawning as elites. (Cellestus) - Fixed repeatedly picking Gardener in the character select screen leaving behind duplicates of Whiskers. - Fixed Whiskers having broken collision while perched after being revived until receiving next command. (Aewynne) - Attempted fix to Pure items not appearing Pure for client players. (Aewynne and others) - Wind Blade can no longer push Really Big Weed or Nails. (Cellestus & zaprice) - Chaos no longer loses its card upgrade bonus when traveling between worlds. - Fixed fruit being stealable from vending machines with Go Big or with well timed jumping. (zaprice) - Fixed Boulder Crab being able to turn into an elite when the boulder breaks. - Fixed sending items to pocket while they were on a repair or uninfusion pedestal causing them to clip into the pocket corner and be very loud. (Aewynne & Jazdia) - Fixed buff-based Empower effects not triggering properly on spells. - Fixed Frost Spires taking damage from frost blasts. (Cellestus) - Fixed Rock Crabs briefly latching on and dealing damage when stomped on. (Aewynne) - Rock Crabs should no longer latch onto teammates of a character throwing them. - Attempted to attach shop portals to moving rooms properly. (Cellestus) - Fixed a lot of characters (including all humanoids) not using the correct directional animations when knocked back. - Fixed Solar Automatons not using their knockback animations at all. - Fixed NPC Librarian in Archives Fountain asking you to wait up even if you didn't ignore her. - Fixed client players pulling up a Nail getting stuck holding their arms up, then unequipping their held item for no reason. (Aewynne) - Fixed picking up a passive item while holding another item causing it to be treated as the held item until active slot is swapped. - Fixed enemies using weight for knockback calculations when hit by spikes-type damage. Should fix heavy enemies getting stuck in spike pits and the sort. - Fixed Crossbows being unable to use Item Block. - Fixed AI bug that prevented enemies from jumping over gaps when chasing unless target was also jumping. - Fixed unarmed Mine Workers sometimes forgetting how to punch. - Fixed being able to piledriver a barrel while hiding in it. - Fixed Witness' beams being affected by gravity, causing them to explode on the floor after some distance. - Fixed enchantment visuals ignoring static meshes on items with skeletal meshes.
Devlog 2 - 0.3 and the Beta Branch
This Steam page hasn't gotten a post in a solid 4 months, which makes it look rather too abandoned, so here's a small update!
Development has been a bit slow, because we don't have money, and lack of income isn't very conducive to full time work. But 0.3 is still coming along! The reason there's not been patches is the same as the patch drought before 0.2; 0.3 reached the point where it's more difficult to make small patches to the main branch, so development's been focused on 0.3 instead.
So far 0.3 includes the fourth world, Tower of Law, tons of new skillcards, and a whole lot of other stuff. The current work-in-progress version of the 0.3 update is available to anyone who owns the game on the Beta branch (available in the Properties -> Betas menu for Gatedelvers in your Steam library), but do enter at your own risk; stuff is uploaded as we make it and that means things are unfinished, broken, missing graphics or sounds, and with placeholder music. If you're not in a hurry to see the new stuff, it'll get onto the main branch eventually, and probably in a much more finished state.
- Mag
0.2.10 - The Floor Is Magic
- Added Manafonts (name subject to change). Manafonts are magical floor tiles that discount or power up spells you cast while standing on them. Manafonts are only visible if you're holding a spell that can interact with them. Fire, Ice, Air and Earth manafonts elementalize Astral spells, Empower spells of matching element and discount spells of the opposite element. Astral manafonts discount all spells.
- Removed spell mana cost discounts on level up, except on Astral Spark which still discounts by 1. (The purpose of this was to allow casting of spells without mana; that job has been taken over by the Manafont system.)
- Area music now gets pitched down on death.
- Witnesses are now slightly smarter and will cancel their beam if they lose line of sight early during the charge-up. - Fixed Witnesses spawning at 3 health despite having 5 max health.
- Old Digger is now less prone to forgetting he's in a fight and going back to mining after the rock rain attack.
- Removed Wet 3 stack cap for enemies.
- Frost Volley now has reduced spread. - Frost Volley now has increased homing. - Frost Volley projectiles per Empower increased from 1 -> 2. - Frost Volley now has increased spread at higher Empower. - Frost Volley projectiles now pass through already frozen enemies.
- Wind Blade's knockback now scales with Empower. - Flamethrower's cone's size now scales with Empower.
- Halved the effectiveness of Fire/Ice boons on Astral Spark, now only applies stacks equal to half of the damage dealt.
- New unique enchantment for the Mop: Very Wet.
- Reworked Mop infusion, now has 100% chance but only applies Wet to enemies without elemental debuffs. - Reduced Frost Volley infusion chill chance from 50% -> 25%. - Increased Candle infusion burn chance from 25% -> 33%.
- Added an elite texture for Boulder Crab. - Smoothed out Butterfly trail color and length changes.
- Chill stack indicator now visibly changes when applying another stack of Chill would instantly Freeze. - Burn, Chill and Wet stack counts should now be properly visible for client players.
- Fixed Treasure Chests only dropping Epics and Legendaries. (Nobody reported this, which I suspect to be an intentional conspiracy.) - Elusive state no longer dodges status-based damage, like burn or bloodshop prices. (zaprice) - Added a 0.2 second "ability duration" to Powder Flask to prevent it from getting instantly emptied by hold inputs. (Cellestus) - Fixed inconsistent Sun Gun infusion interaction with Flamethrower on client players. - Fixed Mop Librarian hoverjump not working. (zaprice) - Fixed Librarian being able to hover to clip into spike pits. (zaprice) - Fixed throw cancel cancelling itself into input buffered use actions. - Fixed awakened Revenant not multi-hitting. - Fixed Witnesses not getting visibly frozen, and frozen witnesses no longer blow up on death. - Fixed Valkyrie phantoms getting automatically picked up. (Scriblez) - Fixed Chest crystals not visibly freezing. (Monke the Rubble-Man) - Fixed fog behaving oddly when entering the screen. - Fixed Un-Infuser & Repair Station pedestals catching phantom items. (Monke the Rubble-Man) - Probably fixed Brittlekeep roof wall geometry sometimes not generating properly for clients. (Scriblez) - Hopefully fixed Whiskers sometimes permanently vanishing while in the Pit. (TheAncientGolem)
0.2.9b - The Ancient Hotfix
All issues fixed below reported by TheAncientGolem.
- Fixed Flamethrower projectiles being invisible to client players. - Fixed gunfire being audible regardless of distance. - Fixed pressing the hotkey for an inventory slot while already having that inventory slot active causing the item swap animation to play. - Fixed Admiral pointer not working on clients if Admiral went too far. - Fixed using certain items with Quick Use Slot while sprinting not swapping back to the original item slot after the action.