The resolution was not rendering properly, sorry my software was bugged out! Fixed it real quick, you will just need to update your game!
Update 1.1
Hello everyone!! So excited to release this update! This dramatically improves the features of the game, however, YOU MAY NEED TO START A NEW SAVE FILE. Apologies for any inconvenience this may cause players who recently purchased the game, but this will make the overall gameplay experience significantly better.
In addition, a very minor update should be released within the next few days to patch some things up!
Update 0.3.3.0
Hi Radiant Adventurers! just a very small update to fix minor bugs! Also added some new animations, and balancing changes. Most notably the talisman was nerfed a bit! NO NEED TO START A NEW GAME THIS UPDATE IS COMPATIBLE WITH 0.3.2.0.
Update 0.3.2.0
Hello Radiant Adventurers! The new hotfix update is here! The game will now give you a warning if you try to load a file from a previous version. (Don't worry though, this update is fully compatible with 0.3.1.0) This update addresses some minor bugs, and has added plenty of small improvements! Here are a few things that were changed:
Lifestones: Resting at a lifestone will now despawn any enemies in the area. This prevents enemies from spawn camping you in certain situations. They will not drop loot when defeated this way however.
Camp Pack: You can now place campfires even when there are enemies in the area! This way you can sleep through the night when trying to press forward.
Melee weapon effects: Melee weapons now play a
clink* animation when hitting a wall. This will help to distinguish when your attacks are blocked by an obstacle that prevents you from hitting an enemy.
Projectile physics: Projectiles are no longer blocked by areas that would also block movement (such as water or a pit.) they also will play an animation when sinking into water!
Blood effects: Enemies now spray blood/slime/bone pieces when hit! This really feels better!
New sound effects: A few sounds were replaced with better versions.
Minor bugs: A handful of minor bugs were patched from 0.3.1.0
Update 1.3
The time has finally come for the next big update! This update is primarily focused on new overworld content and general improvements to the controls and mechanics. It's highly recommended to start a new save to let the world generate properly. (However you may play your old saves with some minor bugs.) There has been SO MUCH added, but I'll try to list it as best I can below:
The Cursed Hills The Cursed Hills have been expanded and improved. More details to the environment, enemies, and better curse pots have been added. An entire new boss has been added too:
New boss The Bones of Ashaad This bad boy regenerates the bone piles into his personal task force! He's stationary, but will blast you with rounds of magic. He is an optional yet fairly difficult boss! Good luck!
Leera Vale This alien-looking forest is gloomy and hides some nice secrets! Be careful of the bizarre and terrifying Eye Stalkers. The blue ones are no joke!!
Big Knights A tough, quick, and menacing enemy. There are only a few in certain areas, but you'll know when you find one because they'll likely charge you down with their long-range spear lunge! These guys can close the gap very quick, and do a devastating 3 hearts of damage each hit! They also will charge their spear for a magical impact area of effect attack. This adds in a good high-level enemy you will face throughout the game! Just try fighting two at once!
Fort Hayle A new fort has been added near the Cursed Hills. You can find your first Big Knight to spar with there, as well as some goodies!
Extra Item Slots Four new item slots have been added so you can carry more stuff!
Gentler Start For some players the start was a bit too difficult. Some did not quite know what exactly to do. I've done lots of work in making the beginning experience as smooth as possible. An npc has been added that gives you a starting quest for a Life Stone. The layout and enemies of the tutorial have been changed too. Most notably early enemies now have more windup animations and have been balanced to be less overwhelming for new players.
Divine Ring Abilities The Divine rings now have passive powers. The Red Ring heals you after defeating the last enemy in an area. The Green Ring improves the i-frames of your dash. Now you'll have a good reason to get through those difficult main dungeons.
Energy Beads These beads are spread out throughout the world as collectable treasures! Each slightly improves your stamina recovery speed.
More Save Files!!! This feature has been long-requested and it's finally here! Hope you enjoy making multiple Quenched runs...
Better UI Many small adjustments have been made to make the UI a bit more intuitive. Certain older features needed to be updated to make the overall experience smoother.
New Price $2.99 I've temporarily lowered the price to bring in some new players. I don't want to keep potential players from joining the experience and the community! The game will also be in some future Steam Sales!
All this and much more! There's too many things to list in detail. I hope everyone has fun with the new update! Feel free to reach out with suggestions! Also leave a review to help the game out!
Development Update
Hey everyone, thanks so much for your continued support of the game! The next update is close to completion, so I thought I would update everyone with what I'm currently working on and the state of the game!
I recently decided to discount the game to $2.99 for a short period simply to get more players on board. I would appreciate anyone who has played and enjoyed the game to review it if you haven't already. The game really needs to get 10-20 reviews for the community to start growing! (Got a fancy new title graphic too!)
I have put in a lot of work over the past year developing the game from scratch, and I would say the game has a good 15-20 hours of gameplay so far. I feel as if most players don't realize how much content there is! For this reason in the next update I have added a new NPC who will give you a simple quest to go to a mini dungeon to receive a free Lifestone! This will help new players get some direction at the beginning, encouraging them to explore and discover what the game has to offer.
I'm also adding a few major areas to the overworld. Including a new undead overworld boss! Many standard improvements have been added including extra items slots, new enemy animations, new enemy attacks, and a new stamina upgrade item.
A major edition is the new enemy, the Big Knight. The have a large spear that they can block attacks with. They have several different attacks and have very high damage and health. My goal is for them to be similar to the "Black Knights" from Dark Souls. They are here to add vertical difficulty to the game (as opposed to horizontal being variety of the same difficulty.) I think you'll have quite a challenge defeating them at first. >:)
Additionally, I have made some balancing changes across the game. I felt that the player obtained access to too many free or cheap level-ups early on, as well as upgrade items. This substantially made the late-game fall off in difficulty. I've removed much of these upgrades or changed the reward to something else. The price of souls at the Soul Merchant has been raised as well. Farming will likely also be addressed in the next update, as some of you have managed to break it. (Haha)
And finally, I will be taking some time to hopefully work on more promotional material for the game, as well as create more devlogs on my Youtube channel: https://www.youtube.com/channel/UCN7hGEhMzFIFRuij2PBFZGA I feel this is necessary as many of the game's new features are not represented in the current promotional material. If you know of any way I can grow the game feel free to let me know! I should have the next update out soon!!
Patch 0.2.1.0
Very small update fixing some potential game crashes when interacting with certain objects. Also fixed a few examples of save data being written improperly in some cases. An expanded map was also added. Press (M) to open/close the map.
Update 0.2 Combat Update
Hello everyone! Thank you for your continued support of Legend of Radiance! This update is focused primarily on a new combat mechanic, the Poise System! It has changed the pacing of the combat to be slightly smoother and more methodical. Just so you know: Starting a New Game may be required for this build to function properly.
The update also includes many new features and fixes! There are too many to completely mention everything, but here are the main ones listed below:
* Implemented Poise System: Each attack has an impact value which is usually scaled with your Strength stat. Each character has a poise rating. if an attack's impact exceeds the character's poise rating, they will be staggered for a brief moment also cancelling their current attack! Your character's poise rating can be raised by putting points into the Endurance stat.
* Dash i-frames: The dash finally has i-frames. You can use this to dodge through attacks and sometimes enemies! It's fairly short, so timing is everything!
* Damage Adjustments: The damage on some weapons scaled much higher than intended. Specifically, The sword's damage was too high and became a late-game powerhouse with only a few points invested in Strength. The base damage has been lowered to prevent the sword from being the do-everything weapon.
* Attack Animations: Several player attack animations have been lengthened to not be instant. This has made combat a bit more evenly-paced with the enemies. This gives more of a back-and-forth feeling to the combat!
* Mob Balances: Several mobs have had their attack patterns slowed to make them a bit easier to deal with. Some of the mobs would spam quick attacks that were hard to defeat in groups. The hitboxes on many attacks have been expanded to fit the animation better! High-level mobs have had their hitpoints raised to have them reflect their intended difficulty.
* Bug fixes: - Fixed a bug where the game would crash when the Slime Lord would use a certain attack - Fixed a bug where the game would not save dungeon locations correctly sometimes - Fixed a few locations where the player's physics box would get stuck on level geometry - Fixed a bug where some of the throwable weapons would go through mob's shields - Fixed a bug where saving and exiting while your character died would softlock a session