Kind user "bootzin" put a lot of work into a up-to-date and very comprehensive PTTS guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=726479176
It has detailed infos on monsters, mods, items and rooms! If you want to discover detailed mechanics of the game, check it out. It really has it all.
But beware - you may get spoiled! So if you like to keep things fresh for yourself, you might hold off a bit, because it really is detailed :)
Cheers to bootzin for puttin in the work!
- Johannes / dek
Farja, the arctic sorceress - v0.20 Update
Winter is coming to the tropical islands.. Farja, the arctic sorceress has stranded.
The biggest addition for v0.20 is Farja, a new playable character. For more information on her, check out the video above!
Additionally, tons of things have changed in Path to the Sky. Since there was no changelog for 0.19, we'll be including all the changes right here.
General
Farja was added to the game, and with her, a character selection screen
Most enemy attack patterns have been reworked
Enemies can now equip bows, staffs & shields
Several new enemies have been added to the game
An item-log has been added to the lower left of the UI
A target name, mod & level display has been added to the lower left of the UI
Several new monster mods have been added, mods can now combine properly
A slowmotion and zoom effect has been added to the death screen
Akamos vocal sounds have been completely reworked to fit the quality of Farjas vocals
Daily leaderboards have been added and are now the standard leaderboard mode
You can now traverse the leaderboards with the left/right/up/down buttons
Combat & movement
Stamina is a new resource, gained by attacking enemies
Casting spells, rolling, and blocking, will consume stamina points
The combat system has been fundamentally reworked
Wind-up and release timers have been added to all combat mechanics
Rolling has been added to the game (Shield + Move Key)
You will now stand still while shooting
Targeting is now guided and your shots can fly off the 45 degree grid
Dropping off of bridges and platforms can now be done by pressing the Down + Jump buttons at the same time
Staggering has been added to the combat mechanics, stopping an enemy attack or shield wind up (this can also happen to the player)
World & nature
A new transition screen has been implemented, showing the current islands silhouette
Islands are now generated by biomes, which will allow for more diverse levels
Rock, Ice and Bog biomes were added
Monster level, health and damage now scale with the island level
The game will now continue after the 6th level, and allow the player to play as long as they can survive
A new room type, the choice room, inhabited by the drowned sailor, has been added.
Room tokens, representing the rooms type, have been added
Item pools and item pool depletion were implemented
23 new items have been added
Several items were reworked to complement the new combat style
Swords & shields will now not drop in the item room anymore
The shopkeeper and the item room are now fully sized rooms
The boss room now always drops a chest
Chests now all require keys to be opened
The shopkeeper will now sell cheaper stat items
Grass can now be destroyed by player and enemy projectiles
Equipment carried by the player as well as by enemies will be dropped on death and turn into visual props
Visual & sound changes
A new series of visual effects, based on distortions, have been added
Environmental props now have spatialized impact sounds
Entity shadows were changed to now be a round area behind the entities, as opposed to a line on the ground beyond them
The area around the rooms is now darker, to decrease visual confusion and increase the immersion feeling of traversing a big cave
Removed outline and lighting settings due to renderer changes and easier maintenance. Visual consistency was turning into a issue to big to ignore, so it will from now on be streamlined
Technical changes
You can now configure your controls in the settings menu
the separation of controller mode and keyboard mode has been removed
The OpenGL renderer was rewritten to use instanced rendering, reducing the drawcall amount by around 90%
The OpenGL renderer & GLSL compiler are now set to 3.3 core profile with compatibility mode
Settings are now stored in an XML file locally, as opposed to in the steam cloud (no-one uses the same settings across devices anyways)
A compressor and limiter have been applied to the master audio channel
Sound volumes were adjusted
I am delightfully surprised you read this far
The A* pathfinder was changed to now work on a grid equal to the game grid rather than a 2x as fine grid to help with enemy tunneling
Thats it for this Update! Thank you very much for supporting PTTS!
If you have any problems, please report them in the forum. Dont forget to post your log and settings file. Your log and setttings files are usually located at: "C:\Program Files (x86)\Steam\steamapps\common\Path to the Sky"
Thank you very much!
- Johannes
v0.19 Update - Pre-testing phase for v0.20
Dear Players,
A lot of work has gone into the update that will hit Path to the Sky very soon. Today, a pre-patch has been applied, which will already introduce a lot of fundamental changes - there are so many of them, that I'm not gonna reveal them all until 0.20 goes live. For now, I Invite everyone to give the pre-patch version a test and see if they like it :)
As a recommendation: Joystick controlls are now infinitely more useful, and I now think its the best way to play the game!
In case you have any problems running the game (this might very well be, because of the many technical changes) please post your settings and log file in the forum. Your log and setttings files are usually located at: C:\Program Files (x86)\Steam\steamapps\common\Path to the Sky
See you soon with the actual v0.20 Update - where all the changes will be properly documented and revealed.
Thank you,
Johannes
v0.12a - Basic Inventory, Changes and Bugfixes
Hello Testers!
This week I'm adding a much requested feature to the game. People were sometimes having troubles seeing the items that they picked up for various reasons, or they want to read the lore texts again, or they want to find out more about the items effects... Fear no more! I'm introducing the:
Inventory You can now find additional info about your collected passive, active & consumable Items here. To open the Inventory, press ESC / TAB. Navigate to the settings / exit menu by pressing sideways keys, or navigate the items by pressing up and down on your keyboard / controller! The inventory mainly is for information purposes at the moment. All passives stack and cant be disabled, although I have planned this feature in the future.
Changes
Enemies on the outside flying islands will now not fly away too far from their original spawn position
Foliage will now not spawn on destroyable blocks anymore, to prevent accidentally exploding blocks
Dropholes in rooms are now properly climbable
Increased base running speed and running animation of akamo slightly
You can now navigate menus with both the shooting and movement direction keys
Fixes
Fixed "end of the world" water camera bug
Fixed a bug where scoreboard names would overlap the scores when too long
Fixed a bug where Gnarly stick would cause a crash in the last level
Fixed a bug where Feathercall would cause a crash in the last level
v0.11 - Books, New Room Layouts & Controller changes
Greetings, Traveler!
Thanks for a great week of testing and feedback :) It was very fun~
This update is pushing a few new features as well as bug fixes and changes to the controller support.
Books I've added a new form of consumable to the game: Books! They are a bit more rare than Potions. You can find them from enemies that carry shields, but you can also get them from other random loot sources. You can consume them just like you do with potions; they will have utility based effects, which are secret for now. Their names hint at the effects though - have fun finding them all out!
Controller support I also worked on the controller support. There have been some fundamental problems with the input library I have been using. I've now upgraded it to use Xinput on windows, and changed the axis settings on Mac. While it will still be problematic for some systems (mostly mac I fear), it SHOULD work for all microsoft Xbox controllers, ASWELL as all other devices that use the correct Button settup with an Xinput enabled emulator.
If something is wrong, you may need to inverse the y-axis of the sticks, as well as make sure that your buttons are set up like this:
Button 0 - A
Button 1 - B
Button 2 - X
Button 3 - Y
Button 4 - Left Shoulder Button
Button 5 - Right Shoulder Button
Button 6 - Back / Select
Button 7 - Start
Button 8 - Left Stick Down
Button 9 - Right Stick Down
Button 10 - Dpad Up
Button 11 - Dpad Right
Button 12 - Dpad Down
Button 13 - Dpad Left
Heres the official v0.11 changelog
Additions
Books have been added
Added a new weapon
40+ New unique room layouts were added
Added visual effect when an item is consumed
Fixes
Fixed a problem where the flat skull shield would not work outside
Fixed missing music for boss in level 3
Fixed bug where submitting score right after being killed by a boss might have crashed the game
Proposed fix for controllers - changed to Xinput on windows
Proposed fix for a possible crash caused by particles in the outside zone
List of Books
Book of Adventure
Book of Alchemy
Book of Blood
Book of Potions
Book of Preparation
Book of Relocation
Book of Reward
Book of Shielding
Book of Stamina
Book of Transform
Book of Wonder
???
v0.10b - Experimental controller support
Hello everyone!
First of all, I want to personally thank all of you for playing Path to the Sky, its been a fun few days and things have been going very well! The biggest feature that people have been asking for is controller support. You asked, and I listened;
Here is a first, experimental(!) build with two controller schemes.
This has only been tested with Xbox 360 controllers. Xbox One / PS4 might not work! Please, if there is a problem with your PS4-styled / Steam controller - let me know in the forums.
You can go to the settings to switch schemes and see which one you prefer.
Template 1 Movement: L-Stick / Pad
Shooting: R-Stick / ABXY Buttons
Jump: Right Trigger
Shield: Left Trigger
Weapon Active: Right Button
Shield Active: Left Button
Consumable: Select / Back button
Template 2 Movement: L-Stick / Pad
Shooting: R-Stick
Jump: A
Shield: B / Left Trigger
Weapon Active: Right Button
Shield Active: Left Button
Consumable: Select / Back button
One of the major difficulty with controller support for Path to the Sky is trying to fit the 8 directional shooting pattern together with jumping and shielding. You might also wonder why active items arent on X/Y in template B - the reason is that you wouldnt be able to indicate a direction with your thumb while activating an item; some items shoot in a certain direction upon activation, so its better to have them on the LB/RB buttons!
Apart from the controller additions, here are the other minor fixes:
Additions
Experimental controller support
Changes
Jumping on ladders now properly launches you upwards
Tapping sideways on ladders now properly releases you
Fixes
Proposed fix for potential crash caused by removing blocks with grass on them
Proposed fix for potential problem causing mac crash on start
Fixed bug where game would crash on pressing ESC in main menu
Bomb eggs dropping bones has been fixed to stop abuse in the 3rd bossfight
Whats next? I'm gonna be looking closely at your feedback regarding the controller implementation. Please, dont be afraid to enter the steam community forums and voice your ideas about the pattern implementations. Once we have found some patterns that are enjoyable for most people, I will be working on implementing more monsters, items and general gameplay features! I'd love to hear your ideas!
v0.10 - Early Access is out - 2nd February 2016
Hello everyone,
Path to the Sky is now out for everyone! Thank you for playing :)
This is the changelog for v0.10 - These changes are mostly polish for the EA release!
Additions
Added water physics, sound & effects
Added menu logos
Added credits screen
Added visuals for random spawning mobs
Changes
Reworked combat & movement sounds
Iproved speech/dialogue sound
Improved menu sounds
Reworked instructions
Fixes
Shopkeeper now correctly sells keys
Fixed mac display bugs that happened on retina displays
Whats next? I will be monitoring the first players now and watch for any critical bugs or crashes; Once most of the dust has settled, I'll be looking at the most requested features! For now, Controller support seems to be one of the main requests, so we're gonna try to make that happen!
Dont be afraid to post any ideas / feedback in the forums!
Thank you,
- dek
Pre-Order before 2nd February to have your name roguelike-ized!
Hey,
If you missed it, I announced the rewards for all pre-orderers! You can pre-order your steam key and get it today on the official website! Everyone pre-ordering will have the ability to have their name added to a pool of names in the game, which can be chosen from when generating ranomized texts or item descriptions. Its rare and will not have a big impact on the game, but it can create some fun interactions. More info describing the process can be found here:
A thank you to all supporters.
Thank you all :)
See ya on the 2nd February!
Path to the Sky EARLY ACCESS is coming!
Yes ~ :8bitheart:
It is time everyone!
After several months of internal testing, PTTS is finally ready to go Early Access Alpha on Steam! PTTS will be available on:
02. February 2016
Thank you so much for the support so far. It means so much to me!
Btw, you can still pre-order PTTS on the official website. All pre-orderers will be getting a tiny special thank-you, which I will announce tomorrow!
Let's do this.
Pre Early Access testing has started!
Welcome, testers!
Finally we're able to start some internal testing rounds. Ill be pushing updates all the time, so dont worry about that.
If you find any bugs, please report them in the steam community forum :)