Launching the game after removing mod that add challenge would lock the game during loading.
Fixed modded card from json not having StatsModifier causing initialization error.
Modding
Mod source creation now reference Unity.Localization from the game install.
Hotfix 0.10.0.3.a
Fix
Clicking rewards not properly working
Update 0.10.0.3
Changes
Added Projectile tab on Sun sword
LagRog reduce stage requirement by 35%
Changed scaling on Dwindling fire after level 90 to no longer become negative
Arcade now banish Blood Spirit
Reduced Flying candle experience gain
Greatly Increased Health from monster inside the manor
Pressing shift while clicking challenge level change button increment/decrement it by 10 Pressing shift and control increment/decrement it by 50 (Yes this is a placeholder so doesn't work on gamepad), I'll work on a better solution for next bigger patch
Once modifier crafting unlocked, boss will drop their respective equipment material. Goblin shaman will drop Goblin Alloy This should greatly help late game player have a steady source of early materials that can easily come to miss after a bit of time
Fixes
Challenge stacking navigation issues with gamepad
Multiple challenge confirm button not being accessible with gamepad
Removed % under enemies name in stage selection
Blood transmutation effect wrongly used capped health instead of uncapped health.
Hotfix 0.10.0.2f
Fixes
Bosses soft locking the game
Missing translation for explosion opacity
Hotfix 0.10.0.2e
QoL
Equipment can be set as "favorite" in the forge, preventing them form being recycled
Added an option to reduce Explosion's opacity This is multiplicative with projectiles opacity Know issue: Missing translation
Ouroboros's Necklace and Phoenix totem now display a buff icon when active
Changes
Added a "light armor" variant to adaptive plate Appear in the same way as adaptive plate
Made phase skipper achievement much easier to obtain
Fixes
Challenge level above level 5 not properly allowing to select challenge at much higher level
Hotfix 0.10.0.2d
QoL
Material in crafting menu can be hovered to display a bit of information (like how to obtain them)
Added confirmation in soul-shop in case of a save is already active, warning the player of the lost of the run progress This can be disabled in Game options
In challenge that don't increase ranks when leveled-up and above level 5, you can increase the challenge level to max completion level + 5, to reduce grinding
Changes
Equipment sometime no longer generate negative modifier (10% chance) this is increase to 75% until you have unlocked modifier crafting
Reduced option kill count requirement scaling
Knight's pendant can be recrafted to change the weapon Cost 1 Goddess tear as well as 5 Empty souls
Shop keeper health in Defend shop-keeper objective now scale with player's health
Fixes
Player's collision detection from discrete to continuous Should prevent Out of Bound Bugs
FPS dropdown not allowing to be scrolled correctly
Loadout dropdown not allowing to be scrolled correctly
Fractal modifier being equipable on katana when it does nothing
Holy Conversion description stating it remove corruption (when it actually increase it)
Sage leaf's FX should now properly fit the duration of the artifact
Monster hunter & Red Bear Fang not updating their value on game loaded until something increase it's value
Minimum dash capped at 0
Talent charge cost being marked as negative modifier
Wind and Gale stone inverting Dash cooldown and attack speed value inside forge
Restarting some challenge would stack some effects multiple time (mainly corruptions related ones)
Hotfix 0.10.0.2c
Changes
Crystal sword consecutive attack now increase with projectile count
Having 100 level or more at once, should no longer automatically display the level-up screen
reduced Flying Scout kill's requirement for summoner's weapon unlock from 8k to 3k
Overgeared no longer prevent end of stage card selection
Fixes
Summon having issues attacking elite/boss
Lunar inferno description not display the right value
Being able to pause during death
Health regenerating after death
Whats the plan?
Hello everyone!
This news will replace the usual dev-blog for this month (since there is not much to talk about for a dev-blog).
The update was much more intensive than I expected, especially as some last-minute fixes introduced a few bugs, and some content wasn't properly play-tested in the last few days (damn you Rune of Necromancy and Spectral Dagger!). Sorry for all these patches and the number of bumps on the ride.
What's the plan?
Now that most of the urgent matters have been taken care of, I would like to take a few days off and then return to do one or two last hotfixes to fix some of the last issues reported.
modding contest
After that, I would like to make a modding contest on the subject of modded challenges. I'll talk in more detail about it, and I'll need to make a proper modding guide on challenge creation. You are more than welcome to ask all the questions/things that are not clear to you so I can properly respond to them in the modding guide.
I'm hesitating to add a small cash prize (about $100), but that would also mean having to make sure everything is fair and no one feels cheated, so having a proper marking scheme, which I absolutely don't know how to properly make for this sort of event. There is also the idea of keeping modding "healthy/sane" and adding money into that could also lead to a bit of toxicity.
Game OST
At the same time, I want to focus on creating the Steam page for the game OST to finally start selling it, also adding a sort of "deluxe" edition of the game that would contain the game + OST + the two pet DLCs (that would be "free" in the bundle).
0.10.1
Once all that is done, I'll focus on a medium-sized patch (0.10.1). Here are the currently planned things for this patch, with a target release in September (so may move around).
Twitch integration (if it's not too long, otherwise, pushed to 1.0)
Missing sprite & animation for Manor's enemies (Hope to have them finished by then)
Add a menu where players can re-read tutorial text
Add tutorials for shrines, altars, buffs, Quickmode, and equipment
Search bar for equipment modifiers
Adding secret achievement hints when all other achievements are completed
Making super secret achievements visible with a hint when all secret achievements are completed
Listing the 3 achievements that are closest to completion in the main menu
Cursor option menu rework to properly display the size with a gameplay image as background
Searching for options in game options
In the following week, I'll start making a "Community Feedback" round on the Discord to discuss QoL suggestions, the possibility of adding a manual attack option (or a dedicated avatar), and some minor ideas I want to explore.
1.0
After that, the work for 1.0 will finally start. I expect 1.0 to be much smalled than 0.10, but that's also what I said for every previous patch...
So far, I'll need to properly test the idea of a talent skill tree to see if it's a good idea to implement, especially since the equipment system adds a lot of complexity to the game's meta-progression. I don't know if adding even more on top of that is necessarily a good idea.
Otherwise, the plan for an alternative zone to the cave should be fulfilled, along with the addition of the final World-Tier, A-rank (Sorry, no S-tier planned), with the addition of the 6th and final biome.
There are a few surprises that I want to implement, but that will be discussed later.
Update 0.10.0.2b
Fixes
Soul-shop position reseting when upgrading/selling an upgrade.
Worm's gland causing freeze of gameplay
Update 0.10.0.2
QoL
Added 2 new framerate option (165 & 240)
Changes
Potion pick-up range now follow the player pick-up range
Summoner's flying summon now properly fly over cliff in Behemoth Graveyard
Optional objective Killcount, start at lower value early in a zone, but scale much more aggresively with stage count
Optimisations
Added FSR upscaling
Fix a major Fractal's memory leak
Contact shadows is now disabled on Medium quality
Reduced number of shadows cascade on Medium quality (from 4 to 2)
Depth of field being more expensive on medium than on ultra
Main menu no longer ignore Motion blur setting from options Those 4 last change should overall improve performance on medium quality without affecting visuals significantly
Fixes
Goblin's Ear providing it's passive effect when equiped as active
Fire stone, Fiery Stone, Moon Stone, Lunar Stone, Stelar Stone description error and inconsistency between tooltip and forge
Pause menu in Stage selection using right stick instead of left stick for navigation
Menu navigation work on rebinded controls
Challenge toggle not being selectable on gamepad
Boss Skipping work on rebinded controls
Ending a game at the start of a Time Paradox run no longer give soul-coin
Worm Boss' telegraph staying behind after it's death
When switching between soul-shop tier, the scroll bar wasn't reset to the top