- Added the old Spin-Jump settings (except Heal to Spin-Jump since it interferes with Mid-air Parry) - Tweaked the Red Crawler Queen - Added back in the old options for Spin Jumping (all except Heal to Spin Jump) - Fixed the Mush-Holder being hittable even when on cooldown - Some level design changes - Nerfed the Spikey Germ Body so it dies in 5 hits - Tweaked the Fire Wyrm bite attack a bit - Fixed the Spicy Mushroom relic description when picking it up - Fixed some warpto bosses console commands
0.3.4 EXPERIMENTAL control scheme change!
Ok first of all, DON'T PANIC!
This update contains some experimental changes, most notable a change to some inputs. And this is something I'm trying in hope of improving the game in several ways, I'm not sure if it's the best change yet but please be open minded. It might force you to re-learn some stuff and get used to this new change, if it's a disaster then it will get changed back to how it was. But I do think this is a step in the right direction and I do hope we don't have to go back.
Those who have been part of this game since the launch of Early Access have seen changes to control schemes... for instance making it so you can Upwards Dash on the Jump Button and so on... This is however a bigger change and it does remove some old functionality to make room for new functionality.
Swap spells button has been replaced by Spin-Jump
So this button now does the Spin-Jump and gone are the old inputs for the Spin-Jump. It now has a dedicated button, as I think it should.
You can now Parry mid-air
This might be an overpowered change, and some might have liked how it was before. I don't think it will be too overpowered since parrying is still limited by how often you can parry, and you have to aim the projectiles.
But I'm trying this and we will see how it turns out. The reason for this change is just to simplify the game and to make it more fun...
You now Swap spells by pressing Left Thumbstick/L3
OR
Binding it to the Alternative Action button for a dedicated Swap Spell button
So this is the biggest flaw in the current change and it's what I'm struggling with the most. So... Lone Fungus really suffers from controllers not having an extra button. The main reason for this is because I decided to implement the Alternative Action button which allows players to Attack Down on a dedicated button. Although I like for everyone to play the game comfortably and I do think this is a great addition to the game... at the same time I kinda regret adding it in as many players have gotten used to it and I can't remove it even though I kinda want to as it takes up a button just to slash downwards.
I already know some players will HATE this change, but please do give it a proper try and try to think of perhaps other solutions that don't require us to go back to how it was. I wanna look forward and make the game better for everyone and that requires sometimes sacrificing some things you might be fond of. 'Kill your darlings' so to say... I myself as a designer have had to do this a lot of times and it's been for the better almost every time.
By the way, keyboard players will probably get a dedicated swap spell button as the keyboard does not suffer from any button amount limitations...
Please do tell me what you think though, and the best way to do that is on the Discord. Anyway apart from this I've fixed some bugs and changed some level-design stuff.
Full Changelog
- Control Scheme changes - You can mid-air parry - Changed how the Mush-Holder works - Mush-Holder practice room updated too - Tweaked the Acid Weeper and fixed some bugs with the boss too - Several level design changes - Added a new Minor Face in the Wall in Corrupted Depths - Fixed the bug with Arcane Master flying off screen (being affected by physics he should not have) - Increased the attack buffering a bit to make slashing more responsive - Moved a Health Crystal from Lava Temple to Acid Dungeon - Added back the Counter-Attack relic, it's in Lava Temple now where the old Health Crystal was - Fixed some descriptions - Fixed the Input change sign in the Parry room (it showed wrong descriptions)
0.3.3.4
- Some tweaks to Queen Evil Eye boss to make her less tedious and more readable - Tweaked the Warrior Statue boss - Tweaked the Magus Statue a little bit too - New saved / map updated graphics - Fixed the Teleportation Wand description - Lowered the amount of time it takes to Teleport with the Teleportation Wand - Fixed some other issues with the Teleportation Wand - Some small level design changes - Fixed the Samurai cap animation when teleporting - Tweaked the trampolines more (fixed the ladybug room issues) - Fixed the transition in Lava Temple - Fixed the pause multiplier assist mode breaking the camera - Some tweaks to Evil Eye enemies - Default Alternative Action button bind on controller is changed to RB instead of LB
0.3.3.3
- Tweaked the Butterfly boss a little and fixed some bugs with it (bigger improvements are planned also) - Tweaked the Arena in the Red Crawler Queen boss, and a the boss itself a bit - Improved the collision on trampolines in Color Cavers so they don't interfere with Upwards Dash - Added console command 'give equip_stone' - Fixed the Silver Ornament being buggy in the menu - Fixed the Mind Slash relic not doing anything (you will also only gain 2MP from hitting enemies without any upgrades now) - Fixed it so you can't Bounce slash while in inventory - Made it so Teleportation Wand teleports you to the Boss room you got it if you have not saved yet - Lowered the amount of slashes required to unlock Samurai cap from 10k to 5k
0.3.3.2
- Might have fixed whatever issue there was with the Silver Ornament - Fixed slightly buggy transition when dashing in Acid Dungeon - Lowered the amount of times Queen Evil Eye goes into Invincibility frames (will be only when doing the smash attack) - Tweaked the Wind attack Huge Wallcinger does - Fixed the Silver-Shrine not popping up on the map in lower Acid Dungeon - Added two new Silver-Shrines
0.3.3.1
- New dialogue boxes - Fixed the gate switch not working on Acid Dungeon / Undergrounds shortcut (apparently I did not in 0.3.3) - Fixed the Pause Jump exploit - Some level design tweaks - Fixed the Spike Meter not appearing if you have Map Hints on - Put back the boss barrier where the old Rogue Armadillo was - Fixed a bug where beating the Fire Elemental Lord will disable the Title Card for the next boss - Fixed Lava bubbling when Paused - Fixed the Rogue Armadillo autosave location
0.3.3 New Boss, Rogue Armadillo moved, boss dialogues and more!
The update summary video will be coming tomorrow, did not have the energy to record/edit that today. This update restructures some of the progression, and it adds a new boss! And more!
Changelog
- Added a new boss where the Rogue Armadillo used to be - "New" upgrade : Silver Ornament - Moved the Rogue Armadillo to Acid Dungeon - Improved the Rogue Armadillo collision detection - Fixed the Living Projectile not working on Rogue Armadillo - Added dialogue to the Screw King - Added dialogue to the Warrior Statue - Magi Statue renamed to Magus Statue and given dialogue - Fixed the part where saves don't replenish your full MP if you have extra MP from upgrades - Some new assets - Fixed the Spin-Jump gate not showing collectibles - Fixed the Silver-Shrine in Lava Temple not saving your position properly (and loading you into Deep Grotto) - Added support for closing the save menu with B - Improved the responsiveness of the Pause menu - Fixed the gate switch not working on Acid Dungeon / Undergrounds shortcut - Temporarly removed the full Completion % from the saveslots because they just caused confusion - Fixed the Spin-Jump and spikes exploit where you can sometimes get out of bounds - Tweaked that Spin-Jump room in Corrupted Depths - Fixed the room in Gold Mines that did not show up on the map on explorer mode - Fixed the Acid Projectiles in Acid Dungeon not pausing - Fixed the reset timer in the Time Trial room - Fixed the bugs with Counter Heal (and made it so Cheaper Healing works on Counter Heal) - Tweaks to Fire Elemental Lord - Tweaked the Fire Wyrm boss a bit - Some dialogue changes - Fixed it so you can't autohop jump into Color Caverns - Added a 'give map_pins' console command that gives 100 pins - Increased the amount you get from the first pins (will only work on new saves) - Placed new pins to be found - Shortened the time to do a Crouch Jump - Fixed the Spin Dash interfering with Upwards Dash when bound to Jump
0.3.2.4
- Fixed the Spike Bounce relic not working - Fixed the new gate from Undergrounds to Acid Dungeon being open when it should not - Fixed it so you can't parry when paused or in the save menu - Fixed it so you can't parry with the alternative action button in the inventory - Fixed the Fast Recovery relic graphic showing wrong Brain Nodes - Fixed the Healing animation not playing when using the Cheaper Healing relic and below 30 MP
0.3.2.3
- More tweaks to the Queen Evil Eye boss (Slowed her down a bit and she will always do a throw projectiles attack following a smash move) - Fixed the broken Transition from Mechanical Fort to Color Caverns - Fixed the music not changing when going from Acid Dungeon to Undergrounds - Fixed the bug where the walking animation would glitch out on cogs - Fixed a bug where you would fly through the Fire Bounce blocks (and them not exploding) - Fixed the two 'Wall-Bounce' indicators in Acid Dungeon showing an old graphic
0.3.2.2
Changelog
- Fixed the Ladybug showing in the Grieving Statue room - Some balance changes to Queen Evil Eye (she was way to hard and unfair) - Fixed an Assist Mode '?' in Corrupted Depths popping up on the wrong room