Added "waiting" mechanic which lets a character wait until the turn of the next allied character or until after the next allied character.
Added rare "loot bandit" enemy to Bandit Stronghold (appears once per floor)
Added lore oddity "bloody spikes" for second Bandit Stronghold teasing the appearance of moths later on
Balancing Changes:
Buffed Sheepskin Jacket to also provide Burn status resistance
Buffed Leather Jerkin to provide 5 health and 3 speed (+1 health +1 speed change)
Bugfixes:
Fixed Mist City shopkeeper invisible
Possibly fixed a rare crash related to item dragging
Minifixes:
Fixed double sound when exiting character inspection in-dungeon
Sewers and new classes progress 2
Hey Guild Leaders! This last week and a half I've been working more on the upcoming classes and floors -
Walking inside the sewer water (or being dragged into it!) slows down your characters considerably...
I've also made the Sewers look better with smoother walls. Grasses and pipes sprout from the fetid water now too.
In addition to that, I started working on the upcoming mushroom area - but it's still very very early and work-in-progress.
I've added spawning for Foes in the Sewers now, who lurk in wait for their victims - as well as some skills for the new classes:
Duelist: A thousand cuts - which lengthens and empowers existing bleed on target as well as triggering it.
Duelist: Exploit - Which deals big damage depending on which status the enemy is afflicted by, with more damage the longer an enemy has "incapacitate".
Healer: Herbal Smoke - Disorients enemies in a line and deals bonus damage for each negative status.
(Note: These descriptions are not final and may change)
The End
And that's all for now!
Thank you for reading, see you next update! (: -David
Early Access Update 11/1/2024 - 0.221(A) - Agitated fixes
Change log 11/1/2024 | Version 0.221(A)
Bugfixes:
Fixed default screen size in the main menu for big screens
Fixed issue with fallen characters can be recovered multiple times (Community find by Jingseng)
Fixed issue with fallen characters dropping their equipment (Community find by Jingseng)
Today I have a new update with improvements to the speech system, new character lines as well as other small fixes and improvements.
Update Overview: What does this update contain?
Updating Speech in Existing Saves
In the past, for players to update their character's speech lines, they'd have to start a new save - but no more!
Now when you load an older save, it'll update character speech - which means I can add new speech lines and they'd appear in your saves, just like that. To those who stayed here for a while, you might recall I added something similar with updating skill trees in existing saves before.
Added tech for new classes to appear in the guild
(Work in progress gif above)
It should be extremely easy for me to unlock these classes using the faction system :D Look forward to that in the upcoming big update! (hopefully in a few months from now).
Speech Interruption
Before, characters would ramble on before enter combat - and then the new speech bubble would overlap the old one. I didn't like how it looked so I changed it up a bit to look more natural!
Also don't worry, this doesn't make you miss any text - you can still see what characters intended to say in the action log in the bottom left of the screen.
New Speech Lines
Characters can now chat about additional enemies joining combat, about killing enemies, about unlocking new currencies (like the silver crowns) and more. They can also be aware of which weapon they're holding when talking - so a shield holding Mercenary Knight has a small chance to comment on wanting to repair their shield when they rest near a bonfire.
Working on new areas and classes -A week and a half I want to focus on making focused progress on the new areas and classes! I might work on other small additions during this time too.
Expanding the Bandit Stronghold -Two weeks I wanted to add a new rare enemy and an oddity to the Bandit Stronghold
Fin
That's all for this update!! Thank you for reading and see you with all with an exciting new progress update in a week and a half hopefully :D
-David
Early Access Update 6/1/2024 - 0.221 - Speech Update
Change log 6/1/2024 | Version 0.221
Character Speech Upgrades:
Added the tech for adding other faction-based classes to the guild in the future
Added the tech for updating character speech in existing saves
Speech interruption system - when a character is interrupted while talking (like entering combat) they pause in the middle of a sentence like this-
Text additions:
Characters can be aware of their held weapon when speaking
Added sentences that are triggered on killing enemies or when enemies join combat
Additions:
Added settings: Mouse Lock and Controller Vibration (Rumble).
Added settings: Hover animation (controls whether there's an animation for the hover window or if it appears and disappears instantly)
Changes:
Made feedback screen unavailable for controller and steam deck users to comply with Steam Deck rating
Netherguild Yearly Review and 2024 Plans
Hey Guild Leaders,
I wanted to write a quick update reviewing everything that was added to Netherguild so far since release in late March 2023 as well as my plans for next year. Here's a short summary of what was added!
Reverse Roadmap
That's excluding bugfixes, quality of life features and other improvements- such as making sure that dungeon generation never locks you from advancing (added two weeks after early access release) and the recent fix which prevents enemies outside the current room from joining combat when it starts.
Yearly overview and plans
In 2023, I feel like a lot of work was put into release and the more general aspects of the game such as fixing and polishing it, in addition to content that was added to add more depth - and while this it was absolutely necessary and helped improve Netherguild by a lot, in 2024 I want to super-charge progress on new content in Netherguild to get a step closer to the ultimate finish-line of a final release.
This means that I'm going to work my hardest to add new classes and areas as soon as possible.
Stay tuned for more info about them in future news updates!
The End?
That's about it for this post! I hope to release an update later this week which includes some new features for character speech (like the ability for me to update the speech of characters in existing saves!)
Sorry for the delay on it too, I got pretty sick throughout development but I'm feeling better now.
Thank you for reading and have a fantastic 2024!!!
-David
Early Access Update 6/12/2023 - 0.22(A) - Ardent fix
Change log 6/12/2023 | Version 0.22(A)
Bugfixes:
Fixed crash caused by clicking too fast past the "start game" part in the main menu
Controller support is here at last!
Guild leaders,
After a long month (and a half) of preparation, controller support is finally here!
Feel free to try out Netherguild using a controller / Steam deck with full joystick support! Feedback for everything you like & dislike about the controller support is more than welcome too :D
I've been copiously playtesting this update many times over, with and without a controller in hand (playtested it a couple times before writing these lines too), so hopefully everything should work as intended.
I'll likely spend the next few days resting up after the update, fixing any new bugs players might encounter due to the new changes and additions, and fixing a few rare bugs that have accumulated this last and a half month.
Afterwards...!
More Speech -Three weeks There's two things I want to add during this update; 1. A system for updating the speech of existing characters 2. Expanding the speech system, adding more lines, context (for characters) and other improvements.
This update made me realize that I want to add new content - mainly new classes and new areas. Therefore, in the upcoming months I plan to do just that! Other planned updates of improving the UI are currently put aside in favor of more content.
Updates like More Speech one are crucial for adding new content (due to how classes and character personalities work).
I also really want to add three new skills. Might find some time to do that during this next update or right afterwards...
Thank you for reading and for your patience!
-David
Early Access Update 2/12/2023 - 0.22 - Controller Support and more!
Change log 2/12/2023 | Version 0.22
Additions:
Controller support
Bugfixes:
Fixed soft-lock caused by Tin Flamer enemies in the city of mist (community find by Jingseng)
Balance changes:
Hooked Shield: +2->+3 damage when attacker's remaining movement is 4 or more
Minifixes:
Fixed can hire Tin Soldier temporary ally with a lack of silver crowns (Anonymous community find)
Fixed description for the camp below the City of Mist area
Fixed missing text in "loot screen" (after returning to overworld) with non pixel text
Fixed attempting to deconstruct, canceling and then deconstructing again doesn't show deconstruct tiles
Clarified text of abilities that gain damage from movement (like hooked shield) to mention attacker's movement
Progress Update: Controller Support
Hey Guild Leaders!
Just wanted to write a mini-update to let you know I'm making constant progress on adding controller support.
Here's what it looks like in the main menu:
Inventory functionality:
Dungeon Navigation:
It's still not done and will take a week or two hopefully...
I feel a bit conflicted about controller support - because on one hand, it feels like it's taking too long! on the other hand, I wanted to add controller support at some point regardless (and I think taking a pause with it now would cost more time later!).
I honestly can't wait to add some new content, so I might add a content update with a few new skills / items right after controller support is added, or after the following update. We'll see...
However, for what it counts, controllers are pretty fun (': I need to buy a Steam deck someday just so I get to experience Netherguild on it too!
Thank you for reading and for your patience, see you next update (hopefully with controller support in-game!)