To celebrate christmas and a new upcoming year, you can now get Moor at a 80% discount! The discount will start at 26. des at 10:00am, and last a whole week.
Status: I would also like to use this announcement to tell that I have not been working on Moor at all since the previous update: 1.2. This is because I had only been working on Moor for several years and I started to get pretty burnt out, and I also wanted to work on new smaller projects to learn and develop my skills as a developer, and that is what I have been doing for the past year or so. I'm hoping to apply some of what I have learned to this game over time!
If you read this and end up trying Moor, I have you enjoy it! And feel free to share your thoughts and experiences :)
Moor version 1.2
This patch for Moor brings lots of new content, changes and bug fixes to the game, and because of that I have moved it from version 1.1.6.1 to 1.2 and call this the first 'major patch'. With this patch there's also a 25% discount starting 8th of october, lasting one week.
Additions:
Added dungeon map! The map itself is fairly simple, and will only display a minimalistic top-down drawing of the current dungeon floor you are in. You can open the map by pressing "M" (by default), which can be changed in the key binding section in the settings menu. There is currently no player marker, and no 'fog of war' effect revealing the map as you go. You'll se the entire map at once.
Added compass, which will point in the direction you are looking. It is visible while the map is open.
You can now pause the game, and it will be paused in ALL menus. Because of this you can also eat / drink while in the inventory menu. Pause can be enabled / disabled in the settings menu, under 'general settings' and will be on by default.
Added some new furnitures. Some which has loot and some which are just decorative.
Added lots of new dungeon parts / assets.
Added skeleton enemy without a shield. This one is now more common than the one with a shield.
Added spider enemy that will hang from the celling, which will drop down if you get too close.
Added a new enemy: 'priest' which is the first normal enemy with ranged attacks.
Added new sound effects to the 'human' enemies, which are commonly found in the last dungeon area.
Added sound effect for when climbing ladders.
Changes:
Made small improvements to all enemies. Both visual and back-end.
Changed so enemies with shields might perform an 'instant attack' after blocking your attack, where if they block your attack they might instantly attack you back.
Changed so the 'Skull' enemy will do a 'jump attack' on you, instead of just blocking your way, which were their original purpose.
Changed so the max xp needed to level up will increase for each level, instead of each level only needing 100 xp to level up. It now starts on 50 xp and increases with 25 xp each level.
Incresed how much you increase each stat when you level them up. Leveling up health will now increase 25 instead of 10 etc.
All skills which you can level up in the stats menu are now capped to level 5 instead of level 10, making it easier to reach max level in each individual stat.
Reduced stamina cost for all items in the game, making it more preferable to use heavier weapons.
Made graphical changes to all menus and GUI.
Made some visual improvements to the main hall area in the castle.
Overhauled the throneroom's appearance when it's dark (before you defeat the last boss).
New:
Old: The plan with this is to replace the last boss with another boss at some point.
All objects that can be pushed (statues, crates, etc.) will now be pushed further for each push, so puzzles containing pushing certain objects wont take forever!
Fixes:
Fixed a bug where enemies in a 'passive / idle' state would always move downwards, resulting in it seeming like they would hunt you down regardless of where you were and if they had spotted you before.
Fixed a bug where enemies could attack you through doors and you could attack them through doors. They can still aggro you through doors tho, so it might seem like they are standing right behind the door waiting for you.
Fixed a bug where you could buy arrows even if your quiver were full, resulting in you using your money but getting nothing.
Fixed a bug were the 'interactable mask' / door for going up / down between floors would not correctly destroy itself upon wiping the current dungeon, resulting in the player suddenly finding invisible doors around the dungeon... (this bug has been haunting me for a long time, but should be fixed now."
Fixed a bug where the black screen overlay when you go up / down between floors would suddenly just disappear.
Fixed a bug where the player would not always spawn at the correct position when going up / down between floors.
Fixed a bug where the player could sometimes spawn in the viod when saving and restarting the game while in the middle of a playthrough. (this bug has also been haunting me for a while, but should be fixed now).
That's pretty much it for this patch! I know there has been requests to add both pause and map to the game, so I've been working hard on that. Neither of them are perfect and there's still room for improvements. If you find any bugs related to this patch, or have any suggestions please give me feedback!
Plans:
Replace the last boss with a better and unique boss.
Improve pausing music and sounds when the game is paused.
Either add Ice magic or replace water magic (which are pretty much useless at this point).
Increase the amount of magic you have. Instead of having, lets say 10 'spell casts' you will have 100, making it possible to add magic items and spells that would use less magic for each cast.
Add more sound effects over all.
At the moment the player's position will only save whenever you go up / down between floors, so if you exit and restart the game you will always spawn at the start of that current floor instead of where you stood when you quit the game. I might try to add so you will save your position when you manually save in the main menu, but im afraight this might cause unwanted bugs.
Add trinckets which you can equipt in trincket slots to give you various buffs.
Make so arrows might break when hitting an enemy, to nerf bow & arrow abit. Kinda op ngl.
Hotfix 1.1.6.1
Here's a hotfix which fixes some bugs with the dungeon generation.
Patch 1.1.6.1 fixes some bugs with the dungeon generation, and also includes some new features which were orginally planned for version 1.1.7.
Fixed a bug where the dungeon generated on the first floor (regardless of what dungeon) were bugged.
Added new moves / attack for certain bossfights.
Improved bossfight hud.
Added so enemies have to finish their attack before they can continue moving.
If you find any bugs related to this patch, or have any suggestions please give me feedback!
Patch 1.1.6 - Some bug fixes
Here's patch 1.1.6 for Moor!
Patch 1.1.6 is a small patch with a few bug fixes. With this patch I've also released Moor to Itch.io and Gamejolt.com
Fixed some minor bugs with smoke particles.
Reduced the chance to find health potions on shelfs / drawers etc.
Fixed so purchasing a secondary item while already holding one would replace the one you're holding.
Fixed so enemies cannot attack you while having burning debuff.
Added so arrows might break when hitting enemies.
Enemies with shields can now block arrows.
Added smoke effect and impact sound effect when items hit walls / floors. (not added all sound effects yet).
Added more bugs (probably).
If you find any bugs related to this patch, or have any suggestions please give me feedback!
Patch 1.1.5
Moor has gone through some major changes since it's release in december 2019. You can read about some of the changes below, but please check out the other patch notes as well. with 1.1.5 I'd like to promote my game with a 25% discount starting 15. may 2020 which lasts for two weeks.
Here's patch 1.1.5 for Moor!
Made improvements to dungeon generation to hopefully reduce confusing mazes.
Added several new parts / rooms / areas to the dungeon generation for all areas in the game.
Increased damage and decreased health for certain enemies. It should now be easier to kill enemies, as some of them could take way too many hits, but they'll also deal more damage to you.
Improved the 'Stats' menu. The menu is now more 'visual' but I'm still not happy with it and it might get some more changes.
Added a new 'mimic' enemie ;)
Made changes to how the player moves. It might feel like you are moving on ice as speed will gradually increase / decrease.
Improved how the collision system works. Collision is now more smooth and you wont get stuck on corners and small areas anymore.
Decreased chance to spawn with a shield when you start a new playthrough.
Decreased chance for bows to be available in the store.
Fixed some bugs for certain enemies.
Fixed some bugs in the second bossfight.
If you find any bugs related to this patch, or have any suggestions please give me feedback!
Patch 1.1.4
Here's a new patch for Moor!
Added music volume to the audio page in the settings menu.
Added so you can "quickswitch" between mouse and equipt slots (helmet,chest,boots,rings etc.) as you can with normal inventory slots. This is just a simple but needed feature, but it was kinda hard to get to work, so I'm proud of it :)
Added portals which lets you teleport back up to the surface. There are currently two portals. One after the first boss and one in the main hall in the castle. The portals will close when you pick up the necklace.
Added ambience cave noise to areas that are quiet (boss areas mainly).
Added some new sound effects.
Minor improvement to enemies. Increased movement and attack speed for some enemies.
Fixed some ladder issues.
Fixed so if you happend to have a key in your hand you can unequipt it.
fixed some minor audio bugs.
fixed some minor GUI bugs.
If you find any bugs related to this patch, please give me feedback!
Patch 1.1.3
I've been working alot on a new patch for Moor, so here it is:
Added key binding page in the settings menu.
Added max limit to skills in the stats menu.
Fixed a bug where certain secondary items could replace items already in your secondary slot.
If your spell casts (magic / mana) goes below your 'minimum spell casts' it will slowly refill. Added so you always have one in minimum spell casts.
Improvements to enemies and combat. Enemy's knockback and stun will vary based on what weapon you're using.
Added minor graphical upgrades to certain areas.
Improved the big library area in the castle.
improved mechanics for objects that can be pushed.
Minor improvements to the GUI.
Minor improvements to interactables like levers and buttons.
Doors with gold locks (which goes up/down to another floor) are now easier to distinguish from other doors.
Added save state to more / all doors, secret doors / areas, puzzle levels and more so they will stay the way you left them.
Added dexterity skill to the stats menu. Dexterity will increase attack speed as well as decrease stamina usage. Strength will now also decrease stamina usage.
Minor improvements to bow & arrow.
Improved item descriptions in the inventory.
If you find any bugs related to this patch, please give me feedback!