Fixed issue where too many points in Gnome Speed made things go... odd.
Fixed issue where dead players continued to stand.
Fixed issue where multiple players in shared screen would have odd-facing damage and healing text
Quitting the game will no longer show -2147483647 damage
We're *hoping* to leave Early Access this week - next week at the latest!
Another day, another patch
Fixed a number of issues where some players were dead and some were alive.
All bosses now drop Loot Upgrade Tokens.
Loot Upgrade Tokens apply equally to all players.
Primary Stats for Characters now cost 10% less to upgrade
Secondary Stats for Characters now cost 5% less to upgrade
Fixed an issue where pressing A on the settings screen could upgrade a random stat.
Fixed a bug where ONLY THE FIRST FOUR MUSIC TRACKS PLAYED WHY DIDN'T ANYONE TELL ME. Every regular level should now have a unique music track.
A little rumbly surprise for pad owners
Little spit, little polish.
[List] <*>Reworked Treasure Goblin collision so dropped items <*>Removed slightly inoffensive debug message. Oops. <*>Fixed bug with generation of Procedural Loot names where a low-id stat had a higher level the rest of it. This should mean much better names using more of the loot system. <*>RandomActivePlayer will no longer return dead players <*>Dead players can no longer speak. Which is fair. <*>Only one player will now announce the level start in MP <*>Loot Upgrade tokens are now applied to all active players. This should stop your little brother stealing all the phat lewt. <*>Golems should no longer emit damage numbers from their feet <*>A substantial change to the controls; now (Y) (Gnome Return) will cancel any Gnome Charge and Gnome Guard commands <*>Gnome Charge will cancel Gnome Guard and Gnome Return <*>Basically, LB always says 'go here', Y always same 'come here' and B always says 'Go off ahead'
The end of Early Access is in sight!
So what's new?
Final menu screen and front end. Pet selection is currently missing.
All major in-game bugs are quashed. If you know of any I've missed, leave 'em in the forum!
All skins implemented. Some aren't actually unlockable yet.
All levels are now accessible on all difficulties.
Loot is fully-implemented barring the procedural names.
So what's missing still?
Transcendence. I'm not worried if this slips - there's a HUGE amount of progression, content and gameplay before you'd consider New Game Plus+.
4 missing cutscenes
No speech for 3 of the characters
We still have lots of polish to add in all over, but the end is in sight!
Progress continues!
We've been working hard to get the game out of Early Access. Today's patch should give you complete access to the entire game. Any feedback on any of the new maps is greatly appreciated!
On top of that, we've now got the final threaded loading system implemented, final UI in most places, and the loot and loot upgrade systems are in plae.
The only major things missing now are spit and polish, some player voices, pet unlocking and skin assignments. The end of Early Access is finally in sight!
Progress continues!
As always, Early Access is a time to experiment, and see what works, and get feedback. The patches over the last week have started to move to a new method of doing tile transitions - this looks great, but means we need to do a pass over all of the existing levels. Whilst this does feel like we're treading water a bit, it does also mean that the game's looking better and better.
I'll continue to make 2-5 patches and updates per week, but remember, this is the time to help us focus and change the game so it's something you love - so give some feedback, tell me what needs to be changed, and tell me what's brilliant and you want more of!
New graphics and bug fixes
We've done a pass over a lot of the visual style of the game. This has lead to a bunch of levels having tile transitions that need reword, but look loads better!
There's also been a fix to the Pet Rendering, so those of you that own FortressCraft should now see ARTHER as intended.
More map updates soon!
Polish and Speed and Balance - oh my
Added data-driven player colours
Added XP-bonus drops from Bosses. First player to grab 'em gets the boost!
Further work on per-mob healthbars and text placement.
Tweaked fog and atmospherics in most places in the game.
Added indicators when Healers are ready to heal
Added indicators when Mages are ready to Rejuv
Mages will now Rejuv other players if their owner is full on mana.
Hooked up a new shader system for animated glass smoke
Hooked up the start of the Speech system.
Implemented some Voldarr lines, by special guest, Ricky Berwick.
Spit and polish
Food weighs a lot less, so players shouldn't get trapped by it
If you own FortressCraft, you'll get a free pet. Not balanced, working or optional. Feedback wanted!
Implemented a collision force pre-map to allow much much faster Gnome and Pet simulation.
Fixed an issue where progression of multiple slots was added together
Pets should no longer Leak
Pets should die if you die.
Added saving spinner. It's like an actual console game!
After much discussion, I've decided to focus on Pets before Loot. Pets will be stat-boosting and upgradable. How they unlock, how they work has still to be decided, but a hard evening's work and it's already looking kinda neat.
On top of that, we're mostly happy with the initial raft of maps available, so I've extended it to cover 2 bosses and 3 dungeons across 12 levels. I spent about 6 hours playing the maps and making tweaks based on that today, so I'm happy to push this patch out now.
Auto detail should now smartly modulate Ambient Occlusion based on resolution.
Low Detail will now force you to 1280x720p, if you're in a regular 16:9 base resolution.
Another raft of polish across all current levels.
Unlocked access to level 12, allowing players access to 2 dungeons and 3 bosses.
Fixed an issue where choosing a new difficulty didn't update the accessible ring on the map.
Added different ways for Map Designers to spawn Gnomes into the map, to add to the variety. AutoGnomes should also have a significantly different look, so players shouldn't try and resurrect them.