A very small patch today. Let's dive directly into the changelog, shall we?
Changes
Re-balanced some blunt weapons
- The cudgel stuns less but is more efficient against armored enemies
- Warhammers stun more and I changed their armor penetration a little (increased for the wooden one, decreased for the metal one)
Fixes
Fixed some hole in the ceiling in the crypt
The quest « A cryptic man » (Un homme cryptique in the FR version) is now completed when you find the priest
Added phyiscs to a candle that was floating when you broke the barrel under it, in the crypt
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Small 1.1.9 fix
The quest description, about ninjas in the camp now has an english translation (instead of displaying an empty quest log)
Update 1.1.7
Hey everyone! Just some small fixes and changes
Changes
Enemies will no longer drop armors (+ helmet, boots,…) after the first time they died.
Some internal stuff about memory management and other boring things^^'. Nothing too fancy.
Fixes
Creatures will not strike when walking near an inactive (despawned) enemy anymore
Update 1.1.6 - Small changes
Poof, a wild update appears!
New / Modified features
Gold nuggets can now be crafted into Metal scrap or Antidotes
Gold nuggets can now be stacked (up to 5 per stack)
Fixes
Screen resolution 1152x864 is now forced into the Screen resolutions list in the settings, this is the minimum resolution to display everything properly
Update 1.1.4 and 1.1.5 - Small fixes
Hey guys and gals!
This update only applies to Windows and is yet, another attempt at fixing a bug (which I think shouldn’t trigger on new savegames since the 1.1.3 update). Don’t worry Linux and MacOS users, next patch will contains those very small changes and be available for all versions, I just don’t have time to build and upload the three versions right now since this issue is a real nightmare to identify (and thus, fix) :S
As always, let me know if it fixed or didn’t fix the issue if you’re affected by it (bug where the game crash when you try to enter a new map).
Changes
Logging is more verbose
Fixes
Enemies will not agro during loading screens
Arrow boxes and Bags of gold will give shorter names to instantiated items
Same for chests, barrels, etc…
Items falling under the ground will now reset their velocity when respawning
Edit: 1.1.5 - Adds a small fix to avoid an issue with Backups which triggered The Bug (you know the one) on savegames that shouldn't be affected by it if another save was...
Fixes
One Backup folder is now created for each save and saving a game will not backup every other saves anymore
Update 1.1.3
Hey guys!
This update is mainly aimed at fixing the crash that sometimes happen when you try to leave levels (usually Vilebois, the zone with the bandit camp).
Since this bug is very hard to reproduce on my end (even with a save that does crash on a player end), I can't promise it's fixed :S
I think it shouldn't happen with new games and be less frequent on existing saves.
Let me know how it goes for you!
Here's the full changelog :
New Features
The development console is now available in-game (Press F6 once, then Keypad Enter to display it). USE AT YOUR OWN RISKS!
Changes
New saw near the encampment
Reduced saves filenames length
Fixes
Hopefully fixed the crash that may happen when you exit Vilebois (level with the bandit camp)
In the rare case where items would fall through the ground, they’ll now repop above it
Creatures and NPCs shouldn’t agro dead/unspawned creatures/NPCs anymore
Unlit fire camp near the encampment will not be usable anymore (previously prompted a message about cooking food)
Worn out items should now keep their malus after loading your savegame
Planks blocking path can be broken by arrows and throwing weapons
Some items, mostly clothes and armor are smaller when hold by the player, fixed a bug where, when loading a save, those items would keep their normal size
Corrected a typo on the “Torn sailor's tunic” description
Update 1.1.2 - Bugixes
Hey all!
Nothing fancy today. I think I handled that nasty crash some users were experiencing
Fixed
Starting a new game right after finishing the game will not display the end credits anymore
Access error when trying to load a new map while arrows shot by player were not picked up (usually encountered for the first time after the sewers, in the bandit camp)
Bows can now be repaired
Release of "Myrne: Sobriquet", a free game for two players
Hey all!
About a year ago I promised two things:
The release of Myrne: The Quest that year
The release of Sobriquet, that year too
Did I release any game that year? Nope^^ (and this is why I don't like to make promises)
But Myrne The Quest is here... and now Sobriquet too :)
https://www.youtube.com/watch?v=U_3kEWgBMas
So, what is it?
It's a two players only game, played on a single keyboard.
It's basically a two-players "Angry Birds" where each players tries to destroy/kill his opponent weapons/characters. I took inspiration from the physical game "Crossbows and Catapults" (aka "Battleground") which I played a lot when I was little (I still play it from time to time to be honest :D)
Why should I care?
It's fun! And free!
Okay, I'm interested
You can download it on itchio.
https://beldarak.itch.io/sobriquet
Why not no Steam?
It's a truly free game (no microtransations or anything) so I wouldn't be able to get the Steam Direct fee back. It's just a game I made for fun, to play with some friends.
But who knows, if it's successful I might consider a deluxe edition or something in the future :)
Update 1.1.1 - Small changes
Hey everyone!
Very short and kinda boring update today^^
Let's see the changelog :
Changed
Added a variation to the "forest snowy pines" model (packs of pines delimiting most of the zones)
The Cave Under the Well and the Sewers are now two distinct levels. That should improve performances on those levels
Update 1.1.0 - Crafting, new zone and more!
Hey guys! Sick of those boring bugfixes updates? Here’s some bigger news!
This update adds some new content like a new side quest with a new location, a new crafting system and new magic items.
I also added some kind of gun that’s used to attach ropes to wooden surfaces, to access some new secrets or finding new ways to pass obstacles. Finally, you’ll find that explosives have some cool new features and visuals.
As always, some bugs were fixed and I made some improvements here and there.
The sad news is that it will probably mess things up in your existing savegames so I highly recommend to start a new game.
Added
New zone near the lake
Crafting system
Rope-pistol. Allow you to fix ropes on wooden surfaces
Weapon: “Staff: Life Drain” – Invoke a totem that drains enemies life and heals you with it
A book explaining how repairing is working
It’s now possible to jump from a ladder/rope/chain
It's now possible to rebind hotbar hotkeys in the controls options
Changed
Bows and crossbows now have an attack animation
Closed barrels can be destroyed (and will sometimes loot gold, arrows and/or xp)
Better looking explosions, everyone love good looking explosions \o/
Big thanks to “Makin' Stuff Look Good”: https://www.youtube.com/watch?v=0IrCggoJCno
Explosions can now be chained (throwing a grenade on a bomb will ignite the bomb, for exemple)
Explosives are now triggered by fire projectiles
Increased luminosity in most of interior levels (crypts, mine,…)
Fixed
Explosives and fireballs now break things like pots, barrels, etc…
Fireballs can now trigger the target in the well
Lowered some stuffs (barrels, crates,…) that were floating 1 or 2 cm above ground in the village’s crypt
Cooldown after failing to use a distance weapon (no mana or ammo) or to use an item (drinking an health potion if you’re at full health already) is now shorter
Hopefully fixed the Linux bug where the game failed to properly launch when in fullscreen (let me know in the comments if it fixed the issue!)
Item’s info boxes can’t be displayed outside of the screen boundary anymore (if screen resolution is too low)
”Mouse 1” and “Mouse 0” prompts got replaced by “Right click” and “Left click”
Monsters should no longer be able to unlock the archery achievement, poor monsters…
The explosive achievement shouldn’t unlock when too few creatures are killed (not quite sure it’s fixed though)