Some of the code responsible for lighting and world chunking has been rewritten in C++ (instead of Godot Engine's scripting language), which should (hopefully) result in considerable performance gains, especially on lower-end CPUs
This should also eliminate the micro-stutters when moving quickly through the world, along with the occasional freezes when using any kind of teleportation - both caused by inefficient loading/unloading of the world
Poor slime blast got reworked again
In an attempt to make the main ability more satisfying to use, it's been reworked to fire many small projectiles at a fast rate
Overdrive remains unchanged and still increases the fire rate by 400%, allowing you to fire insanely fast
Other news
Frostfire Pineapplemental got a small update and feels slightly less disgusting to fight, but only slightly
Fixed an issue that was causing the character to stick to walls and ceilings (although I could've pretended that it's intended)
The raccoon has somehow found a second trash can. This is getting out of hand, now there's two of those!
Ability empowerment
Ability empowerment mechanic
Your next cast of Slime Blast can be empowered with up to 2 mana points, increasing the strength of the projectile with each mana point
Wrecking Ball can be empowered with a mana point to immediately gain full charge of the ability
If received well, this will become a core mechanic of the game's combat and will eventually be applicable to all skills in the game
Talent tree reorganized for the 20th time
The talent tree screen - hopefully - no longer looks like it was designed by a blind hedhehog
Frozen Orb, Ultimate Regeneration, Instant Teleportation and Great Combinator have all been temporarily removed until these are reworked and re-introduced in a better form
You might think that at this point I have no idea what I'm doing, and you'd be exactly right
Minor changes
The character should automatically climb onto 1-tile-high obstacles
Vertical slopes no longer slow down the character's movement as much as they used to
Slime Blast auto-attacks by default, since playing without auto-attack kinda sucks
Trees in the forest biome now have random height and colors, to make the biome look less bland
Slightly adjusted the positioning and tint of biome backgrounds
The character will always face the direction they're shooting in, even when moving in the opposite direction
Quest description window is now 2% less ugly
All quest descriptions have been rewritten to maximize the amount of cringe experienced by the user
Christmas mini-boss: Festivius, the Festive Dragon
It's a bit weird to release a Christmas update after Christmas, but here it is anyway!
New mini boss: Festivius, the Festive dragon
The summon item can drop from elementals or loot containers in the snow biome, as long as the player doesn't already have the item
The boss can drop two new pieces of cosmetic headwear - a green ribbon and a red ribbon - to give the character a more festive look
Due to time constraints, that's all the boss drops for now :(
Villager slimification
All villagers (except the raccoon) are now slimes, which is important for the game's narrative direction moving forward
Other
The game's base resolution has been increased, to make the graphics look more crisp
The camera will now smoothly follow the player, rather than always being anchored to the center of the character
New ultimate ability - Overdrive
New ultimate ability: overdrive (Q)
Note: I feel like the existing ultimate abilities didn't feel "ultimate" enough. An "ultimate" ability should make the player feel really strong, and not just do an extra 2% damage to the boss.
Previous ultimate abilities have been removed from "ultimates" and turned into regular abilities that cost mana.
There is now a single ultimate ability called "overdrive".
The new ability has its own keybind and its own UI element, so it doesn't need to be moved to the action bar.
While overdrive is active, your attack speed and mining speed are increased by 400% (which is really fast!).
Future patches will introduce new gear items that improve this ability (e.g. reduced cooldown, longer duration, multiple charges, ...)
Action bar
Village teleportation ability is now on the action bar by default
Skills and items on the action bar will now show tooltips when hovering over
Dash ability update
Dashing now costs 1 mana
This still allows the player to dash very often with almost no cooldown, but at the same time provides an incentive to avoid thoughtlessly spamming dash, as mana can also be used on damaging abilities
UI
Fixed various UI-related and font-related issues that were introduced in the last patches because of my spaghetti code :(
Auto-save feature + key bind changes
Auto-save
This feature is long overdue and should've been added much earlier, but it's finally here!
The game will auto-save after every major event (i.e. after defeating bosses or invasions), as well as every 5 minutes during gameplay.
You can also manually trigger a quicksave by pausing the game and selecting "Quicksave" in the pause menu
Action bar and key bindings
The default keybindings have been changed. The bottom action bar is now using the number row (1, 2, 3, ...) , while the top action bar is using the function row (F1, F2, F3, ...)
Firstly, this addresses some people's concerns about the W keybind being very unintuitive
More importantly, it frees up Q, W, E, R and T for some brand new actions coming in the next patch.
Action bar key bindings will be reset when you launch the game for the first time after the patch.
Cosmetic items & Engine update
Engine
The game has been filly migrated from Godot 3 to Godot 4
The performance on lower-end hardware should be a bit better now
This also means brand new bugs and issues, yay!
Cosmetic items!
Two new types of items - Headwear and Dyes - have been added, and can be equipped to customize the character's appearance.
Cosmetics can be found by exploring the world and defeating enemies.
Bosses
Arcane Containment Unit now has a second phase with new mechanics
Storm elemental now has a longer and slightly more diverse second phase
Questing
"Find cookie" and "Catch wisps" quests have been removed, as they aren't that interesting and don't fit the "action-focused" style of the game.
General
Light sources are now brighter and transmit light further
A bunch of minor aesthetic upgrades all over the place
Dev update: ongoing engine migration, available in beta branch
Greetings!
As some of you might know, Gelatine is made with Godot engine.
This year, a new version of the engine was released - Godot 4 - and the game is currently being ported from old-fashioned Godot 3 to all-new Godot 4. In the end, this should result in better performance and easier mod support in the future. However, it's a long process that can introduce new issues.
At this time, engine migration is mostly done, but the game hasn't been tested thoroughly enough to push it live. So, the switch to Godot 4 will happen together with the next content update, after doing more testing and ensuring that everything works.
For now, the Godot 4 version of the game is available in the "dev-latest" branch of the game, which you can select in game settings (if for some reason you want to check it out).
General look-and-feel improvements
This patch contains a few small improvements to the game's overall feel.
Action bar slots are now showing the remaining cooldown as a number, in addition to the cooldown animation.
Tooltips now have a much more readable font. Some pixel art aesthetic had to be sacrificed, but readability is more important here.
Added a camera shake effect to accompany powerful events like explosions and lightning strikes
Taking damage gives much more obvious feedback and shows big red damage numbers above the player
Added a wind sway effect to trees, and slightly improved the animation of falling leaves
Slightly improved the visual and audio feedback of slime blast (primary combat ability)
Player animation speed now depends on movement velocity, rather than always playing at the same speed
Learning a talent will automatically refresh the currently selected skill to apply any possible changes
Applied a slight gradient tint to make the color scheme more pleasant (but that's subjective)
Dropped items will now be noticeably larger (with the exception of placeable tiles)
New boss - Arcane Containment Unit
New boss fight!
This boss is the final boss of Act 1.
The summon item can be crafted by combining one Mysterious energy core and one Storm essence, and is craftable by the Engineer.
New accessories
Two accessories can be crafted from materials that drop from the new boss:
Enchanted hourglass - Reduces the cooldown of your ultimate abilities by 35%
Arcane feather - Allows you to quadruple-jump while in the air
Minor fixes
Fixed a crash caused by selecting another ability while casting Annihilation ray
Slightly reduced the effectiveness of accessories that speed up mana regen, because the gameplay starts to feel clunky and less satisfying when mana regen becomes too fast
What's next?
The game currently lacks content in areas not related to boss fights: exploration, invasion events, variety of items, etc. So the next few months will be spent on ironing out Act 1 and adding more "casual" content to the game.
Once the amount of content in Act 1 feels satisfactory, I'll be able to move onto Act 2 with new biomes and more boss fights.
Wrecking ball ability, new accessories, UI improvements
Wrecking Ball
Slime Whip was kinda useless as a combat ability, so it's been reworked into a mining tool (although it still does damage to enemies and can still be used in combat).
The reworked ability is called Wrecking Ball and can be used for destroying a small area in a single swing. Hold the button to charge up the ability, then release to smash the ground.
New accessories:
Magic pendant: increases mana regen by 20% (drops from elementals in the snow biome)
Storm necklace: increases mana regen by 100% (craftable after defeating the Storm Elemental)
Mana battery: increases the maximum mana capacity by 2 (craftable after defeating the Metal Core)
New passive talents:
Added an upgrade for Dimensional Leap that doubles the maximum range of the teleportation.
Added an upgrade for Heal that causes this ability to also speed up the cooldown recharge rate of ultimate abilities.
Talent tree reworked for the 500th time
Yes, again
Let's see how long it lasts before it's reworked once more
Organizing talent trees is more complicated than I thought
Other stuff:
Stats in item descriptions now have icons next to them
Village teleportation ability is now available from the start and doesn't need to be learned.
Reduced XP requirements at earlier levels, but also increased those at later levels, which results in much faster leveling at the start of the game and less extreme level gain later on.
Merchant window looks slightly better.
Trees look less annoying
Normal tiles (dirt, stone, etc.) will no longer give any XP for mining, because that was OP