-Mouse right and middle key fixed, thank you GMS for undocumented behaviour...
-Weapon and Relic selection now saves properly.
-Save system fix... saving kept reloading the autosave instead of the one that was just created.
-Upgrade "Pit" re-use fixed.
-Option added to turn enemy alarm sounds on and off.
-Option added for weapon animations direction to lock in at innitiation.
-Boss spared triggers fixed.
-Corpse "live" time increased to avoid blood pools covering them up.
-Inaccessble text spot fixed.
Ta-ta.
#Update 4
In today's episode:
-A LOT of save system fixes, big and small.
-Pitfall fixes, parentage was incorrect.
-First 6 Dying soldiers added for you to save, one chance only, hard to miss them, they wine a lot.
-Death progression loss should be fixed.
-Gore surface handling changed entirely to hopefully stop the shed floors becoming images of other rooms, no matter how trippy they looked...
-Kicking entirely rebalanced and rewritten code wise to avoid double kicks and mega powered kicks.
-Kicking enemies into walls now also damage them on arrival, Guard cost increased to fit its increased usefullyness, thought its still to powerfull.
-Massive pathfinding improvements, due to an uncodumented GMS behaviour enemeiis were geting stuck on corners and refusing to pathfind in MANY situations, this should be fixed now.
-0AM lighting conditions fixed, avoiding the darkest night turning broad daylight for one hour bug...
-Player stats scaling for GRD and HP should now be consistent.
-Map/menu key added to keyboard rebinds, I genuinely forgot...
-First NPC encounter added for a spared boss (yes you can spare bosses just like in SiS and some may return helping, or hindering your life)
That is all for today, patches will be continued to be applied as soon as I fix something, sorry if this causes a lot fo downloads.
# Update 3
On today's episode of UPDATES:
- Boss 3 boss end scene trigger fixed.
- Door transitions now block menu access to avoid possible frame perfect hangs.
-Enemies now drop money, the rate includes the Curse stat, it alos influences the amount you will find.
- Boss counters fixed, now it manually check each boss on loading avoiding boss counter rising too far and disabling npc dialogue.
-Enemy placements altered, and new enemy placements added to all act 1 areas.
-Various other small bug fixes I forgot to write down... I need to stop doing that.
#Update 2
Througout the day the following patches were applied.
-Steam Screenshots are fixed and should work now, Please post a LOT of them :D
-Gamepad rebinds added!
-Keyboard and Gamepad full rebinds should now work completely.
-Pet recovery from falling is now fixed, should work in all situations.
-Pet target lost crash fixed.
-Relics now properly dissapear when collected.
-Act 1 barrirer remover added, will work once two of the act 1 bosses are defeated.
-Seals related to the act 1 barrier now properly dissapear and wont reappear later.
-Boss 3 making wrong boss calls resulting in no boss spawning at the end of the scene is now fixed.
-Act 2 Darkness applied for the appropriate area.
-Npc's falling silent too early has been fixed.
Thats all for today's patch.
Update #1
Through 3 different updates today the following has changed:
-Various small text fixes.
-Enemy wondering behaviour turned off for now as they tend to just pick a corner and stay there...
-Various doors in act 2 fixed, inlcuding a blocker placed in the wrong place allowing the collection of an act 2 relic.
-Gore layer handling for interiors fixed, they should no longer fill up with spilled raw data.
-Various imporvements to jumping loot behvaiour to stop them ending up inside walls as well as given larger hitboxes to be easier to collect.
-Basic keyboard and mouse rebinding system added! Gamepad rebinds will be added tomorrow.
-Relic selection on keyboard fixed, relic menu fixed, now uses active selection.
-Save system fixes including fixed hp and guard scaling on saving, loading, death etc. This should work retroactively so no progress was lost.
That is all for this half day work. Expect a LOT of changes, espcailly if I reciecve accurate and detailed feedback! Remeeber the more accurate the description of a bug, or issue, the faster I can fix and adress it.
Thanks for reading.
Moonless Knight Early Access Live!
Its out... after a lot of delays and issues I give you the first act of the 3 act structure of Moonless Knight, the 4th game in the Skautfold series.
Its Early Access so certain things are missing and others are raw, keep that in mind.
I plan to release one update a day for the forseeable future with a few days off here and there depending on real life commitemnts. I expect the whole game finished by end of February, or earliest of March of 2020.
There is a handy developement status post on our Discord server for a detailed breakdown of what features are at what stage of devleopement, but here is a version of it:
Moonless Knight current status:
EXPLANATION:
ːwisepugː =Finished ːveimarwatchː =Useable but not finished ːLensReaperː =Not finished . Overall ----------------------------------------------------
ːwisepugː Guard System 2.0 ːwisepugː Leveling through use ːveimarwatchː Weapon upgrades ːwisepugː Save/Load/Autosave ːwisepugː Relic progression ːwisepugː Death/Curse System ːwisepugː Healing upgrade system ːwisepugː Gore/Clutter layer and save ːveimarwatchː Statuses ːwisepugː Dialogue system/log ːwisepugː Weather system ːwisepugː Solider resque ːwisepugː Day/Night system ːveimarwatchː Taunts/taunt responses/npc reactions ːwisepugː Boss execution/spare ːwisepugː Fast travel unlock/use ːveimarwatchː Familiars ːLensReaperː Key/Gamepad rebind ːLensReaperː Tutorials and manual ːLensReaperː Pug secrets ːLensReaperː Seals secrets ːLensReaperː Traveling npc ːLensReaperː Secret npc ːLensReaperː Hunter boss ːLensReaperː Shop . Act 1 ----------------------------------------------------
As always, we strongly recommend that you join our Discord server if you want to be completely up-to-date, or just want to hang out. We are extremely active on there, posting updates and screenshots most days. And if you're worried about spoilers, we have dedicated rooms for those, so they're easy to avoid. It's also super convenient for us to receive bug reports since you can post images, but it's also a direct way to give us suggestions and other comments.
OUR STEAM GROUP
Alternatively, if you don't use Discord, please consider joining our developer page here on Steam to get the latest news and updates, discuss any Pugware game, or report issues:
Thank you all for continuing to support us, and we look forward to seeing you there! Pugware
Moonless Knight coming to Early Access asap
Originally I had no iteration to do Early Access for Moonless Knight but after having to retool the combat from separate screen hand drawn to my usual style I lost a lot of time.
Working almost entirely alone has many benefits, but also massive drawbacks, and this delay is partially caused by that.
I did indeed go the extra mile so far, and added just about every possible requested feature I had through the 3 other games in the series, and I am really trying to make the best possible game. But I had no time whatsoever to market the game, which is partially the reason Into the Fray was a commercial disaster than nearly sank me.
Therefore I ask all of you for your patience while I finish and polish the game, while I know most of you dislike Early Access (or worse) I still ask you to try and participate either here on steam or on our Discord Join our Discord! and buy the Early Access even if you dont want to play it until final release, which is either very end of February or first week of March.
On the release date, unfortunate reality is while I could finish the game by end end of December or mid January both of these are commercial suicide to release in, and I CANNOT have another Into the Fray happen. I will need time to create supplementary material, and market the game while its in Early Access.
I am sorry for the delays but I literally cannot do more and retain my sanity, especially on a literal negative budget.
Moonless Knight delayed to November 29
I have good/bad news.
As the title says MK will not release at the end of this month, I feel like the game requires a lot more polish, and at least a good two weeks of beta testing before I can release it without causing massive regret.
Additionally since I am doing almost everything alone, I will need extra time to at least try to get some attention on the game, as I am not exaggerating when I say my livelihood depends on this.
For a time I considered the possibility of a Patreon but I would much rather steer clear of crowdfunding as long as possible and hopefully for good.
As for the Beta I will make an announcement around middle of November about the exact ways you can partake and help out, the first few dozen who would actually help out and report bugs during the beta on our discord will get to keep their beta copy and get the game for free when its released. But like I said, I will announce the exact details on when and how this will take place.
Until than happy Halloween.
Moonless Knight release date!
October 31st 2019.
Yes, in two months.
I could release early October but I rather make sure I polish it up as much as possible.
It already contains more options and comfort settings than all 3 of my games combined, which is hard as the engine can be a total headache.
Overall this game will feature the widest spectrum of gameplay styles of my games yet, with the absolute most open structure yet. More open than basically any Metroidvania, but not falling over the edge into open world.
Please look forward to the release and make sure to wishlist it.
It has been a really hard time for me both due to financial difficulties and struggling with depression, still I feel like this will be by far my best work yet.
Developement news.
So a while back I had to completely retool the game's combat due to my original idea having absurd art requirements I could never ever fulfill in a timely manner.
The game is well under development, and progressing to be something fun and different to all my previous works, while also maintaining a bit from each.
The combat is fully real time, using Usurper's Guard system, dialed up to 11 with a lot of added depth. Additionally relics, are more useful than they ever were in Usurper, as for extra the destructible fun, and interactions from ItF return adding further complexity... and for the first time ever in Skautfold history... PITS. :D Enjoy falling in, or shoving your enemeis down "bottomless" pits.
One of my main focus this time around in terms of story is to create a very open structure similar to SiS but with more complexity, you'll immoderately have access to 2/3rds of the game area and no path is really the wrong choice. Oh and hey I have a proper auto-map now, which will be very much required as the world of this game is about twice as big as Usurper was, and about three times as interconnected.
As for the opposition, I tried to minimize re-appearing enemeis while providing fun new ones, as well as create setting appropriate encounters. Some fun Yokai will appear, some hostile, some not.
I also focused a lot lately on making your enemeis feel alive, they will whine and swear on low hp, might even decide to just run for it, complain if they are thrown down a pit, and in general npcs will react to you being rude around them.
This might come off unstructured and like rambling, but I wanted to reassure everyone the game is still being made, even if its really hard to keep in the right mindset at times.
I want to make this game my best yet, so I will be ready to finish the Skautfold arc of my story with the 5th game after this.
Yes you read that right, Moonless Knight is the penultimate episode in the Skautfold story's first "season" I started calling it the Victorian arc.
As always, we strongly recommend that you join our Discord server if you want to be completely up-to-date, or just want to hang out. We are extremely active on there, posting updates and screenshots most days. And if you're worried about spoilers, we have dedicated rooms for those, so they're easy to avoid. It's also super convenient for us to receive bug reports since you can post images, but it's also a direct way to give us suggestions and other comments.
OUR STEAM GROUP
Alternatively, if you don't use Discord, please consider joining our developer page here on Steam to get the latest news and updates, discuss any Pugware game, or report issues: