- Fixed where crouching does not work on Dpad (accidentally broke it last patch) - Blocked off the nonexisting transitions so you can't go out of bounds
0.4.0.1
- Fixed the Thumbstick and downslashing issue that popped up in 0.4.0 - Fixed some Silver-Shrines showing up in rooms even though you have not explored them - Fixed some Worldmap Hint markers - Fixed the Hex Mushroom description in inventory - Changed some descriptions in Key Config options to avoid confusion
0.4.0 New Zone : Frozen Depths!
This is the big update I've been working on the past month, it's a new zone featuring two new bosses! It also contains extended parts to previous areas, new progression paths, a bunch of new relics and more! I'm super excited to get this update out!
Changelog
- New area : Frozen Depths - Two new bosses - New Spell : Vibrant Crystal - New Relic : Holy Counter Heal - New Relic : Counter Dodge - New Relic : Large Great Slash - New Relic : Dash Lords Relic - New Relic : Hex Mushroom - New Relic : Shroomoken - New Upgrade : Power Exctractor (Powerups are only dropped after you pick up the 'Power Extractor' upgrade located in Color Caverns) - New Assets - New Major statue - Brain Nodes will give 6 BP instead of 5 - Healing Cost re-work and new interface to accommodate it - Gold Mines expanded - Some dialogue changes to previous statues - Various rebalance changes to spells - Changes to how Upwards Dash feels (you can tap to do a double jump) - Fixed so Mushmover charges don't drop unless you have the Mushmover Spell - Fixed a room in Deep Grotto showing wrong player position - Exploring unexplored rooms will show a prompt on the map - Made it so you can't parry when Hurt/staggered - Fixed/improved the hit detection for the Bouncy Ball - The Dash refreshes if you go trough a transition - Fixed some visual oddities in the HUD - Implemented the sequential drop table system (forgot putting this in, it'll prioritize some drops over others) - Made it so teleporting on keyboard is not hardcoded to the 'space' button (it'll teleport on pressing the jump button or 'enter') - Improved the look down/up function - Nerfed the size of Vortex Parry a bit - Fixed the exploit where you could Spin Jump while Healing - Changes and fixes to some descriptions - You can see your map position on Hardcore mode - Fixed the Lanterns in Gold Mines all lighting up once you light one up - Tweaked level design in Undergrounds (less spinning spike balls) - Fire Bounce blocks are split into two types : Orange and Blue - Acid Sandals jump will prioritize over Upwards Dash - Visual changes to Acid Sandals, and a little bit how they feel to use - Tweaks to the camera a bit - Fixed so the Evil Eyes chase the Bouncy Spore again - Fixed the Blue Eyed statue sometimes not talking - Corrupted Depths re-named to Corrupted Tunnels - Might have fixed the out of bounds bug when entering the practice room (not sure entirely since I have a hard time replicating this bug) - Added a 'definitive' spawn location in ladybug rooms (stepping on extra platforms on explorer won't lock you to that position) - Berserk will be affected by Spell Damage booster relics - Made it so turning off Variable Dash Height is exactly on how the Dash was before this patchs change - Improved the Thumbstick preciseness - Fixed a bug with Magi Statues projectiles sometimes being bugged - Fixed so Mushmover Charges won't drop if you have the max amount (new max is 5, a Relic will be added that increase these) - Fixed it so you can't spin jump while in the inventory - Assist Mode stronger sword won't work on Boulders - Tweaked the Lord of Shadows boss (made him a bit easier) - Fixed the right music not playing after teleporting with the teleportation wand - Nerfed the enemies on Undergrounds - Fixed a bug where the Berserker Cap would not show at some times
New area on the horizon!
The big update is soon here, I'd just like to update everyone on the state of development and to say that it's going great! It'll be just a while more since there are still some stuff I want to implement and improve.
The next update will include a totally new zone called the Frozen Depths, this zone contains entirely new enemies, hazards, Relics, two new bosses and a new spell!
Before I show a little of whats in the new update I want to do an update on the development roadmap.
Almost made it!
Due to some unplanned changes to the game I did this Spring, like the full re-balancing of all Relics... And generally more improvements and changes to the game than I planned on doing. That means I am a little bit behind on what I hoped to get done in Q2.
So the new area was planned to come out today but it'll be 1-2 weeks more, it's nearly done but there is still things like finishing the music for the new area, adding new SFX for the new enemies and abilities. I'm also rewriting a lot of the current dialogues... also then making sure everything works as intended!
Some might notice that I'm cutting two areas from the game, the reason for this is that I'm reducing the scope of the game a bit to get it finished this Fall instead of most likely next year. I feel like the game is already quite large and know that this is in no way a sign that I'm somehow rushing the game. The opposite, this gives me more time to actually polish everything that will be in the game.
I'm confident I can put in the ending and the 10th zone in Q3 and I'd love to get the game out before Q4 but I'll leave Q4 as the possible quarter where I'll be really polishing everything and wrapping the game up. The version of the game you are playing today is really just a bare minimum version visually of what I have in mind, the things I'm putting of for last is making unique assets to almost every room and really making the world of Lone Fungus into a really believable world and less of the tileset like place it is now.
Me cutting two zones does not mean those two zones I had in mind will never get put in, I'd love to keep working on Lone Fungus after the game is finished and keep on expanding the game in forms of free DLCs similarly to how other Metroidvania games have done it. I just feel I want to get out of Early Access sooner rather than later with no existing content suffering, and the best way to do that is to cut some planned content out of the game.
So to sum up what's left to do before the game is finished.
Zone #9 (Coming in 1-2 weeks)
Zone #10
True Ending
Missing Astral Gates
MUCH more lore, dialogues, story and re-writing of current dialogues
Unique assets to make the world more believable
And ofcourse general improvements to everything...
Frozen Depths
I won't show too much what's included in the new area but know that it's quite a large and dangerous area. One of the bosses is currently the largest boss and boss arena in the game! Apart from the new area I can also say that some improvements have been made to the Gold Mines, both visually and in terms of content actually existing there. It's been expanded!
Apart from new content there is also some changes to the difficulty modes, notably you being able to see your map position on Hard.
Some other changes are that Healing will now cost a set percentage of your max MP instead of a flat amount. This is technically a nerf towards the effectiveness of damage tanking bosses or enemies and playing carelessly, especially in later parts of the game as your MP increases. This means as you pick up Mindshrooms only your Spell casting abilities get improved and the risk/reward between Healing or Casting spells lean towards allowing for more aggressive spell casting playstyles.
With full MP you will be able to heal only three times, with the Cheaper Healing Relic it's increased to four times. And that's it, I feel like that's pretty balanced. The game becoming easier as time goes is never fun in my opinion, so this change will keep the game challenging as you get stronger. There is probably more balancing changes coming in the future. And if this new systems ends up being bad in any way then I'm open for changing it.
Anyway, that's it for this update. Just a heads up on what's coming. Thank you everyone who has purchased the game so far, I look forward towards bringing Lone Fungus into the bright future that I think is ahead for the game.
0.3.6.1
- Made it so blue Spin Mush-movers refresh the Fire Bounce ability - Fixed the room after Rogue Armadillo
0.3.5.4 Temporary ending added
This might be the last smaller update for a while as I'll move onto bigger things, mainly the big re-balance update of every damage and HP value in the game.
My plan is to give all attacks and spells the same treatment the relic system got. That is changing from a '1 damage' per sword attack to a '10 damage' per sword attack. This will give more room for balancing spells and other attacks in the game. This is however a big time consuming task that will be worth it in the end.
Including in this change will be systems that will be put in place for a new and improved Difficulty system where you can also create custom difficulties. A new death system will also be implemented, mainly a classic 'sent back to a savepoint' one.
And then I want to work on the next area of the game, which I'm super excited to work on and want to get finished before July!
Anyway, the changes for this update is that I added a fake/temporary ending to the game... or well something you can just count as an ending at least. And also some other fixes.
Changelog
- Added the fake/temporary ending - Made it so you can't bring Golden Light into Astral Gates or Silenced Rooms - Improved Golden Light room to room transitions - Fixed the bug where Double Shot is equipped even though you don't have the relic (result of the recent relic rebalance)
0.3.5.3
- Fixed where binding Heal to A interferes with closing the Save Menu - Shortened the time a little for the missiles in Ghost Lord - Slowed down Ghost Lords horizontal speed - Tweaked Lord of Darkness projectile spawn, and slowed the boss down a tiny bit - Made the scythe of Lord of Darkness not do damage to the player unless he is slashing it
0.3.5.2
- Fixed the parry interfering with Heal to Spin (also fixed so midair parry works again...) - Fixed the Teleportation Wand when using it right after getting it - Tweaked the distortion effect on Red Crawler Queen - Fixed the Big Evil Flower console command - Made it so pressing ESC when in the saving menu does not pause the game - New Map Updated SFX
0.3.5.1
- Fixed some spells being bugged (Double Shot related) - Fixed the Invincibility Stone not being un-equippable if you had it equipped before the patch - Blue Health Orb costs 20MP to cast now, and you won't get MP back if you hit it at the wrong time (I just realized I forgot to change the description though, fixing that next update) - Made the window to hit it a tiny bit longer - Also fixed the MP costs on Blue Health Orb, Cheaper Healing should have affect the cost but it was bugged - Faster Healing will synergize with the Blue Health Orb - Healing Blast has a synergy with Blue Health Orb
0.3.5 Relic Rebalance Update
So the biggest thing in this update is the full rework of how Relics are equipped. Brain Nodes now give 5BPs instead of one. And all Relic costs have been rebalanced to fit this new cost system. This allows me to better balance the Relic costs based on how good/useful a Relic is.
So when you load your save you might have relics equipped that now cost more, or the other way around. I'd suggest just un-equipping all relics once you load your save. Don't worry about losing any BPs as the total count is now counted by what actual brain nodes you have picked up. (that means the add brainnodes console command won't work)
I also added in another Spin-Jump control option and fixed some bugs.
Full Changelog
- Full Relic cost re-work - Improved the inventory - Remade how the descriptions look - Added back the press 'Heal to Spin Jump' option - Increased the length of Berserker Spell - Fixed the Brain Node not showing up on the map (Lava Temple) - Made it so you can't Spin-Slash Mush-Holders - Fixed the issue of jumping of a Mush-Holder and Greencap doing the Spin-Jump (if bound to Jump) - Fixed so Mindshrooms give full Mana even if you have an max MP upgrade - Nerfed Cheaper Healing - Nerfed Super Healing - Small level design changes