Early Access Update 26/10/2023 - 0.211(E) - Empty Fixes
Change log 26/10/2023 | Version 0.211(E)
Bugfixes:
Fixed killing last enemy in combat with a side-step ability causes soft-lock issue (Community find by Darbie)
Fixed rare crash caused by hovering over inventory items
Progress Update! Controllers and more
Hey Guild Leaders!
Since last update, two weeks ago, I've added two new achievements, fully planned out how controller support would work and made some progress on the new areas-
Here's an overview:
New Areas
I've been working more on the sewers area...
It's starting to really take shape - I want the water to be animated later on too, but for now I've added the function to make the water level rise / drop - water will have a slowing effect on player characters, so the idea is that some oddities could affect it!
I was thinking the exit from the sewers area could look like a massive grate - and it'd have a unique style based on where it's leading - whether to a (future) crystal area, the upcoming mushroom area, or to more sewers <.<
Also, to those of you who remember the upcoming Mushroom area (posted in a previous update)-
I've recently started setting up one of the enemy types for it -
Which will cover player units with poisonous spores that give them debuffs!
Controller Support?
This week I outlined what's going to be necessary for adding controller support in a neat little document, as well as which keys would be used for anything, etc.
This upcoming week and a half, I want to focus on trying to implement these new additions.
I'm definitely not certain I'll be able to complete it so please don't take it as a promise! But... I want to try!
I've also added a couple of achievements - One for healing all your 4 characters to max health by eating One for pushing an enemy off the map for the first time (which was added today)
What's next?
I want to spend the next week and a half working more on controller stuff, but afterwards...
More Speech -Two to 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.
Improved bonfire UI -Two weeks I want to make the bonfire interface clearer so players experience less fiddling and confusing when healing their characters.
Visual Overworld -Two to three weeks The Overworld interface is a bit lacking and gray - so I was thinking about redoing it by displaying some things like the guild with custom 3D visuals.
The End
And that's all, thank you for checking out this update! This week Netherguild also participated in the Steam sale for the Roguelike Celeberation, it's an annual event celebrating traditional roguelikes (which Netherguild is inspired by!).
Oh yeah, if you haven't yet, please review Netherguild if you've enjoyed it! Reviews help a ton :D or, if you have a specific feature / content you'd like to see before a review is added, then feel free to wait until then! Thank you all for the kind comments in the feedback notes too (':
Until next time, -David
Early Access Update 22/10/2023 - 0.211(C) - Careful fixes
Change log 22/10/2023 | Version 0.211(C)
Additions:
Added "full heal" achievement
Minifixes:
Fixed pause menu issue where some settings are invisible due to non pixel font (Anonymous community find)
Bugfixes:
Possibly fixed bug related to movement abilities
Fixed in-dungeon load-game crash after descending (Community find by DeltaTwoFour)
New achievements and requested features!
Hey guild leaders!
Here's some of what I've been working on the last couple of weeks...
Player Requested Features
Community suggestions by Gamenaut and an anonymous user:
Last week, I added an optional setting for edge-scrolling!
Tested it out and it works well :D
It's disabled by default, but can be enabled through the main menu and pause menu.
You can also now rotate characters when inspecting them (inspect with right click) underground as well as in the guild. Nyooom!
New Achievements
Since releasing an update last week I've been working on adding new achievements to the game!
There's something just extremely rewarding about Steam achievements to me, so I figured adding a couple more to track your progress throughout the game would be fun :D
What's Next?
I plan on spending my time until next Tuesday continuing to work on more achievements and the new areas.
Here's what I plan to work on afterwards...
Controller Support Initial -One week I want to check out what I'd need to use to add controller support. I won't be adding it yet, but I want to outline what's necessary to add it.
More Speech -Two to 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.
Improved bonfire UI -Two weeks I want to make the bonfire interface clearer so players experience less fiddling and confusing when healing their characters.
Visual Overworld -Two to three weeks The Overworld interface is a bit lacking and gray - so I was thinking about redoing it by displaying some things like the guild with custom 3D visuals.
P.S.
Progress and updates might be a tiny bit more sluggish due to the horrifying recent events and ongoing war happening here in Israel. That being said, I am safe and even if a tad bit slower, development on Netherguild continues regardless.
Thank you for your understanding - hope that you and your loved ones are safe! -David
Early Access Update 3/10/2023 - 0.211(A) - Amorphous additions
Change log 3/10/2023 | Version 0.211(A)
Bugfixes:
Fixed gaining equipment from quests with max inventory makes it vanish (community find by Kermainen)
Fixed softlock caused by Bandit Leader Pig dropping to 0HP by attacking with poison status (community find by Evermore)
Additions:
Added the ability to rotate characters when inspecting them underground (And improved the display of guild-rotation)
Added the option for edge-scrolling
Can rotate the overworld with Q and E (camera rotating keys)
Royal City Update - New Room Layouts!
Hey guild leaders! Here's what I've been working on for the last few weeks:
Unique room layouts
Part of the idea for this update was adding rare unique layouts to the City of Mist - which should make exploring it more fun with more rare and unique encounters.
I also wanted to add some tech to make sure that adding new rooms won't impact players with saves in that dungeon - so that if you load a City of Mist dungeon from a former version, you dungeon won't change suddenly.
So far I've added the two layouts above as well as this special room below:
The workshop room! For the longest time I've had the idea of a City of Mist room with broken automatons.
As well as some rare loot!
The sword-bearing "Broken automaton" enemies in this room have their own unique animations too.
There's also a whole bunch of other improvements, like -
Improved automaton AI Automatons used to struggle with climbing up and down to reach player characters. The idea behind this was that automatons aren't as clever as living creatures, but it could result in some very un-challenging encounters in a middle-game area, which I didn't like - so now their AI has been improved.
Can rotate characters when inspecting them in the guild
Centipede rooms spawn the remains of a hunted moths and grubs
And small details like these little decorations -
What's Next?
Polishing and Quality of Life -One to two weeks I want to spend some time fixing the basics of Netherguild
Achievements 2 weeks -Two weeks I want to add more achievements for players to unlock! For two weeks, I want to add
Controller Support Initial -One week I want to check out what I'd need to use to add controller support. I won't be adding it yet, but I want to outline what's necessary to add it.
More Speech -Two to 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 and adding
Improved bonfire UI -Two weeks I want to make the bonfire interface clearer so people have a better time
Visual Overworld -Two to three weeks The Overworld interface is a bit lacking and gray - so I was thinking about redoing it in a way of displaying
The End
And that's all for this update - apologies for the wait, this update ended up dragging on too long, something I hope to avoid with future updates!
Thank you for reading and see you next time :D -David
Early Access Update 27/9/2023 - 0.211 - The Royal City Update
Change log 27/9/2023 | Version 0.211
Additions:
Added X rooms with unique layouts for the City of Mist area
Added a special "workshop" room in the City of Mist with unique enemies and loot
Added "face" and "lion" decorations in city of mist edges of room
Added Moth food items spawning in Centipede rooms - dragged there from Centipede hunts
Added a new hidden option for the Rigged Vault oddity in the City of Mist Criminal background[\spoiler]
Can rotate characters when inspecting them in the guild screen
Changes:
Killing "Drunk Bandit" oddity gives all bandits in dungeon a passive effect: "Preparedness: +1 Initiative"
Improved automaton AI in city of mist
Minifixes:
Fixed broken watchman Scout rig (loose voxel on backpack)
Fixed sprite and name for Wrench-Bash attack
Fixed spinning bludgeon passive effect
Surprise Visual and Gameplay Improvements!
Hey Guild Leaders! I have a surprise update for you today - including 2 main new additions!!
1. Improved Visuals
I added the visual change I mentioned last update into the engine! isn't it pretty? :D
2. Combat Encounters
Isn't it kind of annoying when you just start out the game and encounter a group of 7 BANDITS in floors 2 or 3?
Or even worse, when you accidentally trigger enemies across multiple rooms in the Bandit Stronghold / City of Mist...
That should be fixed! There are now invisible "barriers" that prevent enemies from activating other enemies in nearby rooms. However, you can still activate those far away enemies by yourself - if you chance upon them...
Still working on the Royal City Update!
Since adding new rooms might mess up existing saves, I added a system to prevent that (':
Dungeons will now save the version of the dungeon, so a player loading a save from a certain time will have the proper rooms instead of future rooms - until they descend into the dungeon again (or go down to the next floor).
I've also started working on some alternate room layouts.
Thank you for 50 reviews!
Massive thank you to everyone who enjoyed Netherguild and left a kind review. You rock!!
Surprise Update End!
And that's all! Just wanted to share this surprise update with you since I'm excited about finally releasing the new visuals and combat fix.
I'll try to update the store screenshots in the next few days too to reflect the new visuals - and sometime afterwards I'll finish making a new trailer.
Thank you for reading! See you next update (:
Early Access Update 9/9/2023 - 0.21 - Big visual changes and combat fix
Change log 9/9/2023 | Version 0.21
Changes:
Visuals have been changed to look a bit darker and better (picture at the bottom)
Add a small visual effects of "returning to place" when moving mouse between attack / movement tiles
Fixes:
Added fixes to prevent enemies (besides Crystal Shrimp) from activating enemies in other rooms. This should disable unintended big encounters - but watch out, you can still activate further enemies by witnessing them. Applies to all current areas.
Fixed opening cutscene "Gate" scenes look blurry on 4K monitors
Sewers and new classes progress
Hey Guild Leaders-
I have some exciting news this week!
But first of all... some eye-candy!
Animations
Idle animations for the Duelist class - this will be a medium armor noble class with sword and dagger proficiency. I plan for this background to be focused on control + big damage over time.
Since peasants in medieval times weren't allowed to wield weapons (or practice fighting, at least in some parts of the world), I imagined the Healer, a class belonging to the "Commoner" faction to instead know fighting thanks to a "martial dance" - which they'll practice every 15 seconds or so when doing an idle animation in combat.
Also made a bit of progress implementing the sewers in-game
I might have mentioned the sewers of the City of Mist, but that's the next area being added to Netherguild. The lovely Sewer-Crocodile from above is also a denizen of the sewers (:
Visual Improvements
New: Old / current:
I plan on changing the visuals to have more pronounced ambient lighting - which should make Netherguild look better and make different things on the map more pronounced.
Let me know which style you prefer! over on the Discord, people overwhelmingly preferred the new style.
Last week I also planned to work on some quality of life stuff - it was related to the issue of starting combat with multiple rooms at the same time. I attempted to set it up but it ended up being more complicated than I originally though, so I'll attempt to tackle it again soon.
What's Next?
The Royal City -Two to three weeks Will improve the City of Mist with more details, special rooms and oddities. (But I'll try to improve the visuals a bit before that too)