Changelog: Tutorial - Fixed a few instances where the player would be unaffected by gravity if moving against a specific invisible wall. Tutorial - Added an additional room to explain the gravity and float mechanics. Tutorial - Added a failsafe to prevent the player from endlessly falling into the abyss. Tutorial - Added a thing. If you know, you know.
Patch 1.040
Yeah. Just a minor bugfix.
Changelog: Fixed the ability to get softlocked by pressing the menu button while dying in the same frame. Realm Of The Rogue - Whole enemy roster is now in the rotation, the enemy variety increases each 10 floors. Realm Of The Rogue - More placeholder data for biomes was added.
Patch 1.039
Changelog: Realm of the rogue - Now resets the style points between each floor.
Input - Default double tap/hold timer has been reduced from 0.75 to 0.65. This should just make it feel less "sticky" for newcomers. (This doesn't affect existing players, you can change it yourself in the input settings, fyi.)
Input settings - added stick distance reset customization option, for the game to reset gamepad input direction (default was 0.3, now default is 0.6f), higher - quicker resets. Input settings - fixed inability to select the sliders for Double Tap/ Double Stick flip power on the gamepad. Input settings - Clarified the setting information about double taps/move hold timer to make it more understandable. Input settings - Removed text overlap.
Claws - Shred It - Now gains a small amount of style points repeatedly instead of stopping after first few hits. (Best used against multiple enemies.) Sinner - Added additional particles and an additional hitbox. Post-Game - Added a small clarification about coming back tomorrow.
Patch 1.038
Changelog: Realm Of The Rogue - Implemented biome switching with a new biome. Biomes will switch every 10 floors in an orderly progression. (There's only 2 biomes right now, the mode is still in heavy WIP.)
Dialogue - The mouse cursor no longer shows up is now hidden if the gamepad is plugged in.
Boss 02 (Lil Dee O Jay) - Added a failsafe to reset the states whenever he goes into the tube, to ensure the boss doesn't get permamently stuck. Reasoning - There was a sort of a bug report in the feedback thread, however I was unable to reproduce the issue, therefore I am adding this until there's a proper reproduction steps, or a recording of the issue that I can analize.
Quee - Chaotic Stabs - Fixed an issue where the hitbox would remain infinitely if you tried to jump during it's active state until attacked. (Thank you for the report, Zenax!) Quee - Airflow - Fixed an issue where the Airflow hitbox would keep activating itself and it's particle system in air if you jumped at the same frame right as you landed. Quee - Airflow - Fixed an issue where the weapons would hide if you fall from a ridiculous height using the airflow. Shamir's pulley animation will no longer continously try to loop itself when on the pulley, instead it now plays the animation more properly.
Patch 1.037
Patches take a while because still settling in in that new place, sorry about that. Lots of moving stuff, furniture, etc...
Note about Unity stuff: So they did backtrack, that means I won't take down the game after whatever amount of sales happens for their threshold to kick in. However, I likely won't be using that engine for any of my future projects. Still, doesn't change the fact that I'll keep supporting this game regardless of what it runs in.
Changelog: Save & Exit no longer overlaps with the items menu. Items menu - now has a sub-menu that shows all collectibles that can be picked up on each level. (They are greyed out, and are colored when picked up.) Huntress TOB - Fixed the button failing to load if the Huntress TOB was unlocked.
Patch 1.036
Huntress mission - Level finish - removed the debug text in the loading screen after beating the level. Huntress mission - Fixed the inability to exit to the main menu after beating her special mission. Huntress mission - Fixed the reward not unlocking after beating her special mission. Tower Of Blood - Re-added the ability to open the items menu. The consumables are still not going to be usable, but this will allow you to disable/enable weapons you want. Qualtiy of Life - The game now remembers which weapons are enabled/disabled whenever you switch levels, or pick any other gamemodes. Realm Of The Rogue - Added new music for boss fights.
Patch 1.035
Hi, I moved to another place. I now code on the floor. A lot of happened during that move, huh.
Added a few words of warning regarding Unity usage for any aspiring developers. Training mode - Added Unity logo that you can smack like a punching bag. ¯\_(ツ)_/¯ Gameplay settings - Enabling Show Inputs will now show inputs for gamepad if the gamepad is plugged in. Fixed a few missing translation texts. Fixed the Camera not slightly zooming in on each strong hit as was initially intended. Toothpick - Lay Up - Added a hit stop effect.
Regarding the current Unity situation. Obviously I am not happy. But I'll keep supporting this game. If they backtrack on it, then good. If they don't, I'll take the game down once it reaches their dumb sales limit threshold. Sad, but that's just how it is, I don't want to suddenly find myself with a huge debt in the future.
To any aspiring developers, find some other engine. Something that wont screw you over after putting years of work into something.
Patch 1.034
Note: I will likely not be available for the next week due to moving. If you find any bug, leave it on the forum. I'll take care of it once I'll move to our new place.
Huntress - Fixed Huntress not being able to lock on if the lock on setting was "toggle" instead of "hold" Huntress Mission - Updated the waypoints to utilize the new system introduced recently. (Holding re-center camera to show where to go.)
Patch 1.033
This update is meant to address something I completely missed. The importance of flashy particle effects in the character's combos. The combat and animation feel should improve greatly with this update.
All weapons - Added and coded additional particle systems to make combat feel a lot more flashy. Boss 04 (Seth) and Boss 05 (Malice) - added voices and combat grunts. Toothpick - Smoothened out the animation of the first attack of combo A to look less jittery.
Patch 1.032
General - Removed the bumpmapping/normal mapping from the HND Triplanar Shader as it was doing nothing, but waste GPU memory. General - HND Triplanar Shader's lighting calculation is now correct, the light emitted from Shamir or other dynamic lights will now behave as expected. General - Duo boss fight code has been improved to be less hardcoded and more dynamic. Not much else to say here besides that it was updated for the Realm Of The Rogue.
Jump Cancel - Fixed not resetting Taunting in air state, thus causing some unnecessary glitches with C.O.A.A.W.S - 3000 (Grenade Launcher weapon.)
Realm Of The Rogue - Enemies, including bosses now have Levels, higher level enemies are bulkier. Currently leveling up to level 7. Realm Of The Rogue - Fixed the room walls disappearing on live build after first floor. (How odd, seemingly a mesh issue.) Realm Of The Rogue - First Biome generation slightly adjusted to allow for easier climbing on specific walls. Realm Of The Rogue - Bosses can now be encountered every 20 floors. (Only one for now.) Realm Of The Rogue - Shop can now be properly encountered every 10 floors. (If not boss floor.) Realm Of The Rogue - Cards - Made it a lot more obvious when you can't buy a card. Realm Of The Rogue - The main area got more detail added to it. Realm Of The Rogue - Should have better performance now overall.