Early Access Update 14/4/2023 - 0.201(C) - Controls editing
Change log 14/4/2023 | Version 0.201(C)
Settings:
Can remap controls in-dungeon and in the overworld
Early Access Update 14/4/2023 - 0.201(B) - Besieged fixes
Change log 14/4/2023 | Version 0.201(B)
Bugfixes:
Fixed trinket attack uses aren't saved when un-equipped (example: Switching from Flask -> Bluestone Crystal Amulet -> Flask regenerates uses).
Fixed growing grub gains +5 speed per turn (to +1 speed per turn)
Fixed controls editing stays green with keys that don't have alternative version
Minifixes:
Fixed "end combat" passive effects triggering when defeating an enemy in one hit (from far away or passive enemies). Examples of passive effects: Noble Blood (which heals +1 on combat end).
Fixed can hear drunk bandit oddity even when it is invisible due to recent sound changes
Improved audio panning for drunk bandit oddity
Fixed "broken floor" details floating above stairs visual issue with bandit stronghold & city of mist
Early Access Update 12/4/2023 - 0.201(A) - Arrival of more fixes, improvements
Change log 12/4/2023 | Version 0.201(A)
New Settings:
FPS limiting option (for high refresh monitors, requested by anonymous user)
Bugfixes:
Fixed rare crash by loading into mist in city of mist
(Possibly fixed descending crash related to fallen enemies in a previous update)
Minifixes:
Fixed text always says "Ascend" when traveling from mist city camp
Loading units on elevator / ladders instantly activates "Go Deeper" button and character count.
Fixed spinning bludgeon and other passive effects don't reset when re-applied
Week 2 Update
Table of Contents
What was added since last week?
Plans for next week
Near future plans
What was added since last week?
Last week I planned on adding these features to the game:
Adding Steam cloud saves ✓
Fixing room generation blocking players ✓
Fixing control re-binding with WASD & arrow keys, in addition to making it available in-dungeon and in the overworld too ✓✗
(Control re-binding was fixed, but it will take a while longer to set it up in-dungeon; that's because it means the key has to change immediately rather than on-loading)
Fixing a variety of other smaller crashes, visual bugs etc. ✓
Most of everything was done! Pretty happy about completing 3.5/4 of these, knowing that deck players can have an easy time with synced saves & that no player will be blocked by terrain again :D
You can read more about some of these improvements here: https://store.steampowered.com/news/app/1464220/view/3703688858575095512?l=english https://store.steampowered.com/news/app/1464220/view/3703688858590554064?l=english
What's being worked on this week?
Since there are still many things I want to fix & improve as well as content I'd like to add, I'll do a bit of both next week! I'll focus on remaining fixes & improvements first, and then slowly ease into starting work on new content towards the end of the week.
Near Future Plans
While I can animate and program, sticking to the exact day with long term plans is something I struggle with. Therefore, instead of a full roadmap, I'll share with you a mini-roadmap for now: a collection of near future updates as well as the general game-plan for updating Netherguild!
Near future updates include...
Skill Up -Week to Two Weeks (Starting next week) A few more skills for existing skill trees, one or more item drops from existing enemies. Will also give me the ability to modify skill trees in existing saves.
Overworld Interface and More -Week to two weeks Inspecting characters in guilds shows true stats (rather than starter stats), "Are you sure?" window for firing characters / attacking allies, more info in the dungeon-log and other possible improvements.
Mist City Enrichment -Two to three weeks New enemies! New equipment! more drops from existing enemies. Improved and/or added oddities.
New Goals and Quests -A week to two weeks New quests for the new areas as well as improved rewards for various factions.
As you can see, my general idea is to improve the City of Mist (as well as the other two areas to a lesser extent, and the game in general) over these next few months before marching confidently towards adding some of the big systems (faction system with new classes?) and more new areas. If there's something specific you'd like me to add that isn't mentioned here, feel free to comment on this post or in the Discord! (:
Also... this might be the final "Week X update"! - instead I'll switch to more specific update names (and/or monthly updates if I'm working on something big), as well as regular patch notes.
Thank you for playing Netherguild and for checking out this update!
-David
Early Access Update 10/4/2023 - 0.201 - Assortment of fixes!
Fixed eating corrupted crystal shrimp leg ability disappears (this does NOT fix it in existing save files. Community find by Juke)
Fixed progression-blocking because of stairs in city of mist as well! (by changing how random tile-heightening works. Community find by DatLamp)
Minifixes:
Fixed can walk into Mist City Shrine oddity (community find by Pyrowyrm Pata)
Tile-Blocking Fixed!
During these two weeks of early access, a few players encountered this issue:
Blocked from progressing by the terrain itself! This sucks :/
(More examples provided by players Trash & DatLamp):
People messaged me about it through the in-game feedback tool too... :'/
I've heard your plight! these last few days I've been working my hardest on creating an algorithm which makes it so that any room segments (and your path) being blocked by obstacles and oddities is impossible.
Some shining examples of newly generated terrain:
Enemies still can & will block your path! >:D (it's their thing)
A bit narrow, but still very reach-able...
(Here the algorithm considers the torch as an obstacle rather than clear tile - Tough luck if you're trying to put it out! but progression is still unstoppable :D)
This will fix tile-blocking for the Bandit Stronghold & Bluestone Mines! If you have existing saves there: -The layout of obstacles might get a bit messed up (loaded enemies appearing where obstacles are). -If the path in your save was blocked, it shall now be unblocked! Apologies if the former causes any temporary inconvenience - This can be fixed by returning from your expedition.
I've playtested this new feature throughly, but please let me know if any issues arise.
Cheers and thank you for playing Netherguild!
This is a rare issue that might occur in the City of Mist - it will require a different solution, which will take a while longer.
...Now onto other things to fix... I have many bugfixes that piled up these last few days D: Expect more patch notes in the near future! Thank you for your patience. -David
Early Access Update 9/4/2023 - 0.2(Y) - YOU SHALL PASS!
Change log 9/4/2023 | Version 0.2(Y)
Bugfixes:
Fixed obstacles / oddities blocking your path in the Bluestone Mines & Bandit Stronghold
Minifixes:
Fixed visual bug with healthbars falsely appearing full in inventory
(Many more fixes & improvements coming in the near future! - delay in fixes because I spent the last few days crafting an algorithm to banish the tile-blocking issue in the Bluestone Mines and Bandit Stronghold for good!)
Also, there's this weird crash that seems to happen when you bounce enemies to the next floor? if anybody has intel on how to replicate it, please let me know... I'm failing to replicate it on my end D:
TIP: units that fall into the floor below aren't dead. They can be rescued or might return on their own. Will be communicated better in the future!
Early Access Update 6/4/2023 - 0.2(X) - More bugfixes
Change log 6/4/2023 | Version 0.2(X)
Bugfixes:
Fixed loading softlock with no movement
Fixed spawning in barrels bug in bluestone mines
Fixed visual bug of healthbar numbers not updating when a unit is being shot when out of your visibility sight
Possibly fixed descending crash caused by bouncing units (again?)
Minifixes:
Disabled pre-expedition character hover panel being displayed when players are equipping supplies before expedition (because it looked weird).
Possibly fixed descending crash related to pushed "bouncing" characters
Fixed crash on exiting inspection of character in an underground camp (like the mist city camp)
Fixed picking the "execute" option for pig changes faction favor as if chosen to interrogate him
Fixed ballista oddity softlock
Minifixes:
Fixed "boot bolt" lacks visual effect
Improved ballista visuals to not reflect player light
Improvements:
Improved & fixed controls screen to account for alt keys (image below). Doesn't count main/alt keys as "already used keys" according to whichever mode is selected.
Added Steam cloud saves! Note: These might be disabled for a few hours when mac support is added, will give ample warning & an update banner as warning when it happens.
Controls screen changes based on whether alt keys are used:
Steam Cloud Support Added!
Hey Guild Leaders!
Earlier today I added Steam cloud supports and ensured it works great on Windows, Linux, and between a computer and the Steam deck with the help of a few players (special thanks to Elo, PureParadox and SafetyValve).
What does this mean? If you just use a single machine, nothing changes for you! (besides your saves also being backed up on the cloud now, just in case).
If you use multiple computers / Steam deck and have existing saves in both, make sure you don't have saves in the same slot because they might get overwritten - you can check your local saves on Windows & Linux by right clicking on Netherguild on Steam -> Netherguild_Data/StreamingAssets folder and backing up your save files (look like: SaveData1.save for the first slot for example).
Do note that cloud saves might be disabled for a few hours / a day at some point in the future when Mac support is added. This is because Mac uses a different location for save files and it'd have to be implemented differently. When that happens, I'll be sure to let you know in a news update on Steam and in-game for the duration cloud saves are inactive.