Dead trees stand sparse along the path to the red forest. The incessant skittering beneath the arid earth belies the stillness of the land above.
The time has come again for an update, and you only had to wait nearly an entire year! Let's face it though, none of you were holding your breath. Or so I hope. It would be awkward if you were. 'Cause you'd be straight up dead. Look, patch notes!
Note: Old saves (no older than 0.1.5.0) should all be compatible - no easy feat, I might add - but starting a new game is always recommended in order to experience most of the changes and additions.
NEW:
New Area, New Dungeon! Home to small threats in large numbers, the entrance to this medium-sized dungeon can be found on the way to the Corrupted Orchard. The goal here was to smooth out the difficulty spike that occurred when moving on from the first area, and while it does come with its own threats, veteran players shouldn't have too much trouble passing through.
Tutorial section! This brief sequence occurs at the start of the game to familiarize the player with a few basic concepts in the form of a story related flashback. It's enough to help new players get started, but the majority of the game's mechanics remain to be learned without much hand-holding.
One-Hit Protection When the player receives lethal damage while above 25% health, they are instead reduced to 1 HP. This protection is refreshed after 2 minutes, and at the start of a dungeon
Dungeon Statistics Dungeon entrances now display information & statistics based on your performance once the dungeon has been entered at least once
Added 46 new items:
+15 Weapons
+10 Materials / ingredients
+9 Armor pieces
+8 Foods
+2 Spells
+2 Potions
Added several new crafting recipes
Added pages to the crafting panel that can be flipped through with the 'Z' and 'C' -keys
Added a new NPC with a unique shop mechanic
Added Enemy: Rats
Added Enemy: Bats
Added enemy variant: Elite Duelist Skeleton
Added enemy variant: Elite Ranged Skeleton
Added enemy variant: Primeval Flesh
Added trap: Ground Spikes
Added weapon property: "Double Charge"
Added several quality-related weapon prefixes
Added elemental damage types for spells
Added the possibility for enemies to resist elemental damage types
Added 2 new volume sliders, one for sound effects and one for ambience
Added tall grass that can be harvested
Added twig bushes that can be harvested
Added an armor weight meter
Added new circular level indicator & XP meter
Added the option to flip the order of the HP & MP bars by clicking on them
Added text indicators for when the player tries to cast a spell that is on cooldown, or while out of mana
Added a text indicator for when a spell comes off cooldown
Added a text indicator for when the player has a negative status effect
Added a pulsing vignette effect for when the player has a negative status effect, or is at low health
Added a visual effect for walking on leaves
Added a sound to using entrances
Added grass patches that sway in the wind
Expanded Build-mode:
Gone are the days of only being able to make wooden chests. By pressing 'B' like you would before, you'll now be greeted by a brand new menu, and offered a choice between a variety of newly added structures! Of course, you'll still be able to build those boxes as well.
New structure: Campfire
New structure: Furnace
New structure: Anvil
New structure: Training Dummy
New structure: Flag
New structure: Torch
While in build-mode:
Q & E are used to scroll structures
Z & C are used to select the visual style of the structure being built
Right-click is used to dismantle existing structures while hovering over them
CHANGES:
Most items can now be stored in belt slots
Weapons can now be switched out mid-fight by placing them in belt slots for quick access. Note that the belt is not a typical toolbar, and does not maintain the position of stored weapons.
Belt slots are now utilized to allow picking up items while the bag inventory is full
Increased shop prices across the board (Base value x2 -> x4)
Stacks of 100 silver can now be used in place of gold. Silver is automatically used first in transactions, reducing the build up of loose change
Some status effects now override each other. For instance, Burn will melt away Frost and Chill effects, while inflicting either of the latter on a burning enemy will put them out.
The mouse cursor now indicates attack direction
While not recommended, it is now possible to attack without a weapon. Note that this is a rudimentary implementation and does not yet have its own animation
Dropped items now appear visually unique and bob up & down
The Torchlight indicator now displays a percentage
Updated dialogue for the first NPC
Dialogue bubbles are now black
Player and NPC names are now displayed above dialogue bubbles
Inventory panels now slide in and out of view when opened / closed
Added a subtle sound effect to readying an attack
Enemies in the background have reduced alpha values
The layer that hides the floor above now fades out in the boss room
Added unique sounds for skeletons, wolves and fleshies
Wolf fur color is no longer randomized
Made it clearer that items with stat requirements consider base stats instead of totals
Moved the Accursed Reliquary in the Corrupted Orchard back so it appears after the relic chest
Tweaked the position of some foreground objects
Changing hairstyles now requires the help of an NPC
Hitting a door with an attack will now cause it to fling open
Dashing through doors now works even if the door is closing
Spells have new and improved icons
Status effect "Fire" has been renamed to "Burn"
Cooldown numbers now fade away at the end of the countdown
Improved readibility for long spell descriptions
Added subtle audio feedback for dodging projectiles
Attacks that deal no dmg to the player but apply knockback are considered "shoves" and have their own sound effect
Status effects inflicted on the player use unique sounds depending on the type
Crafing items no longer uses the shop buying sound
If an armor piece gives 0 armor, it is no longer displayed in its info
Made some adjustments to the stat panel
Adjusted day/night cycle color blending
Volume sliders now make sound while adjusting
Made volume sliders easier to set to 50% while in windowed mode
Added background and foreground details to the Corrupted Orchard
Added detail to the foreground pillars in Forgotten Tunnelways
Tweaked screen fade in and fade out effects
Screen now fades out when changing location
Added an animated indicator for saving
Made some changes to the layout of the Forgotten Tunnelways
Added a visual indicator for belt & spell slots that flashes whenever the corresponding hotkey for that slot is pressed
Added a subtle sound for pressing slot hotkeys
Balance:
Crafted gear is now assigned a gold value based on the added up costs of required materials, multiplied by 2 and rounded up (maximum value is capped at the base value of that item) This means that while you can still make some money by turning materials into something useful, it's limited to a much more reasonable amount.
Status effects inflicted on the player now tick at a slower rate
Doubled the Strength stat's armor weight penalty reduction (STR builds will no longer be hindered by heavy armor nearly as much)
Completing a Furnace now takes 40 stone (Down from 50)
Increased the maximum stack size for several items
DMG scaling of daggers nerfed (AGI/3 -> AGI/4)
Slightly reduced the effect of AGI on attack readying speed (the time between the click and the attack)
HP per point in CON (constitution) reduced (5 -> 4)
XP loss upon death reduced: 100% -> 80%
"Old Bones" -Boss now summons skeleton helpers in waves
Bosses give less bonus XP for each time the area's dungeon has been cleared
Player no longer loses their inventory when dying outside of a dungeon
Spells:
Magic Missile:
Mana cost: 10 -> 8
Missile count: 2+INT -> 3+INT/2
Relics:
The Accursed Reliquary now upgrades only one relic at a time, and takes Relic Dust and other relics as payment. A relic no longer gains a full tier for each upgrade, but instead gains incremental progress towards its next tier (displayed as "Dust" under a relic's description,) the amount being based on the type of resource used. Using a duplicate of the relic being upgraded is the fastest way to increase a relic's tier.
Added a small chance of finding relic variants outside of the Corrupted Orchard. If a variant version exists for a relic found in the Corrupted Orchard, it is guaranteed to be a variant.
Hooved Flesh:
Pace per tier changed to +5% (down from +10%)
Added downside: Prevents sprinting while equipped
Clover Charm:
Now starts at +5% (down from +7%)
Caliginous Lantern:
Now gains 2% Dodge Chance per tier (up from 1%)
Enemies & Traps:
Colossal variants are now slightly less common
Skeleton:
Variant combinations (e.g. Armored + Colossal + Cursed) no longer appear until certain level thresholds are met
Attack reach extended slightly
Ranged Skeleton:
Can now throw bones nearly straight up to hit the player when their personal space is invaded
Bones no longer collide with ceiling tiles
Wolf:
Bleed chance: 30% -> 20%
Spell hits now cause wolves to run away, much like melee
Added a half second pause in movement after turning around
Nerocapra:
The player can now get slightly further away from the Nerocapra before triggering it to chase them down
Now turns around if attacked from behind
No longer spawns colossal variants
Mimic:
Now leaves behind a useful resource upon death
Reduced spawn chance
Blade Trap:
Now pierces through armor
DMG no longer scales with LVL
Quality-of-life:
Crouched attacks now hit small enemies more reliably
Chests in dungeons now take one less hit to break
Charged attacks now count as two hits against chests and other breakable objects
Quick-equip (alt + click) now works on spells, as well as items in the crafting menu
Shift-clicking equipped items while a shop/chest is open will now sell/move them
While dragging an equippable item, the matching equipment slot is now highlighted
Equip options in the radial menu are displayed in red if stat requirements for the item are not met
Technical:
Optimized a number of resource intensive systems
Pressing F to "take all" no longer plays a sound if the chest is empty
Changed location saving to use a string, removing the need to add compatibility code whenever new
locations are added
Added location specific compatibility checks when loading a save from an older version
Spells can no longer be cast while looting a chest. Readied spells will be cancelled if a chest is opened.
Improved tactile feedback for the hat hider button (very important)
The game is now autosaved upon exiting a dungeon (does not apply to dying, yet)
Dropped items no longer disappear when dying outside of a dungeon
The game now auto-saves the state of structures in the area whenever a storage chest is broken
If multiple instances of a hit sound would be played at the same time, the number is now reduced to one
BUGFIXES:
BUGFIX: Smelting iron with a full inventory failed to produce iron ingots
BUGFIX: Breaking a chest outside of a dungeon while its inventory was open would result in a crash
BUGFIX: Items could not be moved into the inventory by shift-clicking, in some circumstances
BUGFIX: Backup skellies in the boss fight sometimes dealt way more damage than intended
BUGFIX: Boss skelly sometimes appeared squat if reached quickly enough
BUGFIX: Player was unable to sprint when not wielding a weapon
BUGFIX: It was possible to have a two-handed weapon and a shield equipped at the same time by having a full inventory
BUGFIX: The exit game prompt appeared anytime ESC was used to close an inventory panel
BUGFIX: Equipping the Cryomancer Hood caused an error due to a missing sprite
BUGFIX: Game did not save after loading a file from an old version (not that this was possible with the last update, but it would have been a problem going forward)
BUGFIX: Blood did not properly stain the ground in places where the level underneath had a low ceiling
BUGFIX: Fixed crashes relating to spell cooldowns while inventories were saving
BUGFIX: The skelly hexanimal was not granting extra XP from ranged skellies
BUGFIX: Patched up some memory leaks
BUGFIX: Corrupted Orchard's ceiling tiles were missing collision
BUGFIX: Removed a chest inside a wall in the Corrupted Orchard
BUGFIX: The "Echoing Mirror" relic effect was guaranteed (instead of a chance) when using aimed spells
BUGFIX: Due to how nearby foes were moved back when using an entrance, enemies could sometimes end up inside walls
BUGFIX: Magic Missiles were not colliding with doors
BUGFIX: Saves could become corrupted if the game was closed without saving after breaking a storage chest
BUGFIX: Footstep sounds are no longer made while parrying
BUGFIX: Wolves were immune to knockback
BUGFIX: It was possible to get scammed when crafting items with a full inventory
BUGFIX: Infinite loop crash related to stat requirements and having a full inventory
BUGFIX: It was possible to stack items with different modifiers using right-click
BUGFIX: Dying and respawning would sometimes put you outside of the play area
BUGFIX: Fabled Whetstone was granting extra damage despite it no longer being part of its effect
Many thanks to the chosen few, aka the playtesters: Crash Frequency, Zeronium & Doomball (In Case You Care)
0.1.5 Changelog
Time for an update! This one mostly consists of fixes and improvements, a couple new features here and there, but nothing major in terms of brand new content. I expect the focus to switch between these things as I move ahead with each individual update.
Note: Due to the extensive changes to the save system, old saves won't be compatible this time around. Sorry for the inconvenience!
NEW:
Added Save Slots, allowing for up to five characters! The player can now name their characters as well.
Added Relic Tiers, and the Accursed Reliquary.
All relics can now be upgraded to increase the potency of their effects. Many relics have been given new, additional effects to allow for this. For this first implementation, upgrading relics will be easier and faster than what is to be expected in later versions.
Added a new enemy: Mimic
Added 15 new armor pieces (Mostly footwear)
Added a quick-stack button [R] for storage chests
Added Sprint [hold Space] to reduce the need for dashing outside of combat.
Items sold by the player are now added to the shop inventory, and can be bought back for no extra cost until the shop is refreshed (e.g. starting a new dungeon run)
Shops now generate new items to sell between dungeon runs
Resources like wood and stone can now be gathered by breaking down stones found on the surface, and chests within dungeons.
Added a new system for casting aimed spells
Aimed spells can now be cancelled [Right-click]
Added a new song for the main menu, and 3 new songs to the Forgotten Tunnelways
Added status effect "Slow" which limits movement, but unlike "Chill" does not affect attack or animation speed.
CHANGES:
Rebalanced most relics to account for the new tier system
Items in belt (hotbar) slots are now considered equipped and will not be lost upon death
Item and spell cooldowns are now displayed as countdowns
Added new dialogue for the Forgotten Tunnelways NPCs, replacing the old lines
Added a 2.5s cooldown to using entrances when enemies are nearby
Magic Missile is no longer guaranteed to be one of the starting spells
Magic Missiles now continue in a straight line once they have reached the center of their target
Charged slime variants now move and attack faster
Armored skellies now attack more often
Adjusted boss behavior to reduce the viability of a certain cheese strat
Added subtle camera movement based on the position of the mouse, and the direction the player is facing
Player recovers slightly sooner after parrying
Made it less easy to quit the game accidentally
Sigil of Safety activates slightly faster
Added a smarter ID generation method for chest inventories
Visual improvements to the Bleeding Brothers NPC
Added a new background for the Woods
Visual overhaul for the Firebolt
Adjusted shop visuals
Updated health bar visuals for bosses
Updated the look and sound of doors
Enemies that join the fray from the background now display their HP as soon as they can be attacked
Enemies now walk through open doors instead of behind them
Added a visual afterimage effect for the player's weapon when it is charged
Tweaked some weapon stats
Slightly buffed relics that depend on collecting drops of blood
The "Bleeding Antler" -relic no longer allows you to inflict Bleed on Skeletons.
Frozen Heart no longer benefits from Clover Charm
FIXES:
BUGFIX: A door could be heard opening when entering the dungeon after having been to the boss room.
BUGFIX: The "Axe Head" -relic was not granting attacks 'cleave' as intended.
BUGFIX: Illusory enemies were able to deal damage
BUGFIX: Dropping an item by dragging it outside of the inventory triggered the player character to attack
Update 0.1.4.2
Well, it would seem the content update has been received well!
As I understand, the new area is a welcome change of pace, and the new threats are keeping things interesting for the Ruine veterans out there. Which is exactly what I like to hear!
For today I've prepared a handful of fixes, as there were a few things that slipped through (of course,) as well as a couple of important balance tweaks. Oh and if you're wondering about the version number, 0.1.4.1 was put out on the day of the update, but wasn't actually big enough to warrant it's own announcement. Just in case anyone was concerned I forgot how to count.
Changelog:
Axe Traps turned out to be rather trivial to avoid, so to reduce the number of "solutions" to this trap and make sure they are a unique threat, crouching down is no longer a guaranteed dodge. (The player was previously impervious to traps when crouched. Now whether this is still sufficient depends on positioning and the height of the trap.)
With the recent changes to DMG reduction, it became clear that things could get a bit stale in the late game when the player had enough armor to negate nearly all damage. With this in mind, enemy DMG has been made to scale up a bit more aggressively to make armor increasingly important, but less of a permanent solution.
Skeletons no longer turn to face the player while stunned or frozen
Tweaked the color of Workday's Forgehammer to match the new inventory sprite
Added missing info to a certain food item's description
Added a potential fix for unintended behavior with Colossal Nerocapras
Fixed a crash caused by the Hexboy relic when the player got hit by a projectile whose source no longer existed.
Fixed an issue with beards getting reset to the default beard style at times.
Fixed a bug with built chests generating loot if the game was saved & loaded before opening the chest for the first time.
That's all, big thanks to all those who sent over their crash logs! -Potku
Early Access Content Update #1 - [The Path]
A path has opened up, leading to a place even darker than the one before. If it is challenge that you seek, then embrace the unknown once more...
Ruine's first content update is live! Let's go through the major changes together, shall we?
(The following changelog may contain spoilers)
NEW THINGS
Added a brand new area with a longer, more challenging dungeon! These can be accessed by traveling to the right after defeating the boss of the Forgotten Tunnelways at least once.
New spell: Magic Missile The player is guaranteed to start the game with this spell, and one other spell chosen at random.
Added:
1 new NPC
2 new enemies
6 new Foods
5 new Potions
18 new Weapons
23 new Armor Pieces
20 new Relics
12 Relic Variants (more info below)
7 new original songs to the OST, +remastered an existing track
2 new weapon prefixes: "Small" & "Large"
Silver coins to allow items to have <1g value.
Cooldowns for spells and consumables
New enemy health bars
Inventory sort button
A day / night cycle
Torchlight meter
Bloodstains
The ability to crouch down and perform low attacks:
Relic Variants Relic Variants put a spin on existing relic effects, and can only be found in chests within the new dungeon. They're rare, powerful, and at times somewhat... double-edged.
This puts the item count of this update at 73(85 including relic variants) which brings the overall item pool up to 177(or 189) nearly doubling the size since 0.1.3! Many of these items were suggested by players at one time or another, so big thanks to all of you for being part of the creative process.
Dark Inventories A new system has been implemented to increase the immersion of being in a dank, dark dungeon. As torchlight fades, visibility in inventory panels will be reduced. If things get desperate, you can always use your mouse pointer to feel around.
CHANGES
Enemies:
Skeletons:
Visual overhaul
Added new walking and laughing sound effects
Added a sound cue to help with predicting attacks in the dark
Lowered the drop rate of bone clubs. Added a chance to drop a bone shiv.
Increased the drop rate of gold
Slimes:
Adjusted color and animations
Added a chance to drop gold
Attacks now have a short cooldown to allow the player to pass safely if timed well, and to reduce overall damage output.
Made the small slime's jump attack easier to interrupt
Added a "charged" -variant that deals +50% dmg
Added a "frigid" -variant that inflicts chill, and is immune to chill and freeze
Small slimes can no longer spawn as "colossal" -variants
Wolves:
Wolves now have to get slightly closer to the player before they can charge and deal damage, giving the player a bit more time to react.
Turning away no longer causes the wolf to charge.
Slightly reduced movement speed
Gameplay:
Did a balance pass for weapons, armor and relics, with the goal of making less used items more viable, and moving modifiers around to distribute gear for different builds more evenly.
Slightly increased stat requirements for gear across the board
Reworked armor calculation, previously percentage based, now a flat DMG reduction.
Increased base enemy DMG to account for DMG reduction being easier to gain.
Lowered the base health of early game mobs
Made enemy health bars only visible if they have been attacked recently
Many INT-based items now give a reduction to spell cooldowns and / or mana cost.
Doubled the mana cost of all spells, as well as the size of the player's starting mana pool. This should bring the scaling speed of INT more in line with other stats.
Ice Spike now gains an additional spike at INT milestones 2,5,9... (and so on) up from 2,4,8...
Added a short delay before the player is able to turn after casting an aimed spell, much like with melee attacks.
Area spells like Radiant Blast no longer turn the player around to face the cursor.
Added sound indicator for trying to cast a spell while out of mana / on cooldown
Added a sound for when an enemy is about to unfreeze.
Lowered the max stack size for most item types
Weaker enemy attacks may now apply a shorter hurt animation
Made Forgotten Tunnelways boss less tanky but more hurty
Coins now fly out of enemies instead of being dropped as a bag
Wood required to build a chest reduced from 50 to 30
Visual:
Made adjustments to several item sprites
Coin stacks now visually represent the amount of coins in the stack
Firebolt now leaves a trail of sparks that give off light
Added open / close animations & sounds for chests
Torchlight now has a subtle flickering effect
Added a color grading shader to change the mood of the scene during night / low light
The player character's breathing now gets faster when running, and slows down when standing still.
Added visual effect for frozen enemies
Adjusted the motion of floating text (dmg numbers, etc.)
Added detail to the Furnace sprite, added smoke effect when used
Items in the inventory are now outlined when hovered over
a_QG NPC now removes his hood during the day
Gave some NPCs a breathing visual
Slight changes to the player character's appearance without armor
Adjusted beard styles, added a new beard option
Technical:
Manual saving no longer needed to fix object corruption when loading an outdated file
Improved object saving / loading, making future versions almost automatically compatible.
Added functionality for new help button & menu
Added sounds for dying and respawning
Added screen fade to respawning
Added a parallax rotation to background and foreground layers when zooming
Spell descriptions now include damage numbers and other useful information.
Relic descriptions support colored text to highlight keywords and separate positive & negative factors
Player can now be chilled
Added physics for dropped items
Player's HP bar now has a maximum (visual) size limit
Sliders (like volume or hair color) can now be grabbed at any part of the slider
Max HP can now be gained temporarily, decaying over time at a rate of 1 point per 2 in-game hours (=30 seconds.) Max HP can also be reduced temporarily, to be regained only via resting or death. Which is really just another type of rest.
Significantly reduced the size of the player's hitbox.
Status effects now have distinguishable tick sounds depending on their type.
Weapons can now hold attribute modifiers
Added functionality for one-way doors
When crafting, applicable ingredients in the belt (hotbar) now count towards the recipe.
BUGFIXES
Fixed a layer depth issue with wall torches
Removed an infinite item generation method. Chest "Genes" are now saved upon interacting with them, so as to ensure that new loot is not generated even if the game is re-loaded.
Fixed a number of issues with attacking, including getting stuck in the held attack pose, being able to charge weapons without the charge property, and shortened attack recovery time in specific circumstances.
A new failsafe attack cooldown was added to prevent unintended animation canceling in various circumstances. As the Twitch dagger's combo property relies entirely on animation canceling, it clashed with the new system, but fortunately got away with only a minor technical nerf.
Fixed inaccurate hitboxes for bloodied weapons. (This granted an unintended advantage against small enemies)
Fixed an issue with the player's attack hurtbox not existing for long enough to collide with enemies in some circumstances.
Item tooltips showed up on the wrong side of items if the game window was moved to the side of the display.
Patched up a number of memory leaks (big oof)
You can no longer dash through locked / lever-operated doors
Fixed a bug that prevented non-cleave attacks from connecting if another enemy was considered to be closer, despite not colliding with the hurtbox.
Relics were unable to be unequipped via the right click menu
Unless I forgot something, that's pretty much it! I know this update doesn't address everything, some areas of the game are still very much bare bones (looking at you, furnace) but by putting these things out there I believe I can better focus on the next set of goals too. For now, have fun dying! -Potku
Special thanks to the playtesters: Foolbunny, Jabber, CFreq, Zeronium & 007Emil.
0.1.4 Release Date Announcement!
Are you free on Thursday? Because the first early access content update for Ruine is landing on the 20th of February! And it's a fairly sizable one. Here's a short little trailer for it:
[previewyoutube="cIK2Mkfe2s8;full"]
Special thanks to the amazing Jabber for the exceptional voice talent, I've been waiting for a good opportunity to use those lines and it just so happens this trailer would be nothing without it!
One thing that will likely coincide with this update is a small price increase to account for the added content. I'm only willing to charge so much for the game at this stage, but I've also been told not to undervalue my work, so I hope the new figure will prove agreeable.
Aside from that I don't think there's much that needs to be said at this point. Thank you all for being so patient! I look forward to hearing what you all think, as always the discussion forums are a great place to put any and all thoughts and suggestions. There will of course be a comprehensive changelog posted with the update as well.
See you on Thursday! -Potku
End of Year Status Report
Happy new year, everyone!
That's right, although it feels like Ruine just released in early access yesterday, the reality is, that day was over 7 months ago. Time sure is a funny thing! *nervous laughter*
I couldn't let the year run out without at least giving you all an update on Ruine's progress as we move into the next decade, so here's a bit of a recap on what's been going on. I've also included one of the new songs for the Official Soundtrack at the end, so be sure to give it a listen! Alright, let's get to it.
THE REPORT
While the initial release back in May was quickly followed by a number of small patches to keep things fresh and relatively bug-free, this pace was not maintained throughout the year. Now I know what you're thinking, something terrible must have happened. Maybe the developer got lost in the woods and experienced an untimely death? Worry not! I would not let something as trivial as death stop me from pushing a patch every now and then.
Alas, the truth is much less exciting. Indeed this hiatus is nothing more than a side effect of trying to gather up enough new content to warrant releasing in one larger update, giving the players more of a reason to return to the game after a while! Oh, and procrastination.
Speaking of content, one of the things I have enjoyed adding is MORE RELICS! In this gif I shared a while ago on Twitter, you can see the whole collection, both the old and the 16 brand new ones:
Coming up with unique effects for Relics makes them one of the more fun things to work on in terms of design. Oh by the way, if I hadn't said it yet, these ideas don't all have to come from me! I am always open to any ideas the community might have, so if there's anything you'd like to see in the game one day, please don't be scared to create a thread for your suggestions on the discussion forum. :)
Here's another teaser for one of several weapons waiting to be added:
In addition to the increasing number of items being stacked onto the pile, there has been extensive work on new mechanics, some previously promised and some complete surprises. Now, we're not talking anything revolutionary here, these are baby steps. Nevertheless welcome additions, I would hope. The details are best saved for the update itself, but to tease one of these changes, let us say that combat will be slightly less 2-dimensional going forward!
A lot of old art assets are being tweaked as well, replacing placeholder sprites with something a little nicer to look at:
Or in the case of the ol' Skelly bois, a full redo:
Hmm, what else, oh yes I believe this is something worth mentioning: All known bugs from 0.1.3 have been removed. In other words, any unintended behavior post 0.1.4 has either not yet been discovered, or will have been introduced after the making of this report. Once everything inevitably returns to a broken mess again, I can look back on this moment with fond memories...
Well, I think that'll do it for this one. Don't get me wrong, there's a lot more I could talk about. But we'll have plenty of time for that in 2020, and I'm about to go see some fireworks. I'll leave you with this. Please enjoy:
[previewyoutube="UHizmzxsN8w;full"] -Potku
0.1.3 Changelog [The Tide]
Time for another patch! This one addresses a few pesky bugs, early game balance issues, as well as the issue of save corruption between updates. New chunks of content and requested features such as spell / potion cooldown are being worked on, but require more time in order to be done right. In the meantime, here's 0.1.3:
NEW:
Added water to the environment, using a shader by GamingReverends
Added basic backwards compatibility to the save system, making it possible to carry saves over to new versions (in theory)
CHANGES:
Visual improvements to the surface environment
Adjusted the rate at which enemies scale. Tougher enemy types are slightly less common and start spawning 1-2 levels later.
Adjusted surface enemy spawn rates
Wolves now have a 100% chance to drop a pelt on death. (+Large fang if colossal)
Increased the size of the safe area around the campfire that prevents enemies from spawning
Nerfed frost and stun duration scaling on Snap Freeze and Radiant Blast
Decreased the starting radius of Snap Freeze
Game is now saved immediately after starting a new game
Added a warning that will appear when hovering over the New Game option in the menu if a save exists
For technical reasons, the drawing order of inventory panels needed to be changed. This means they are not currently affected by the lighting system.
BUGFIXES:
Following the fix to character customization at the start of a new game, it was possible to load incomplete save files containing nothing but hair & beard data.
Helmet hider button was misbehaving
Stat tooltips did not appear correctly at some zoom levels
Parts of larger weapons did not get covered in blood
Potential fix for desynced wolf eyes
0.1.2 Changelog [Build-mode!]
NEW:
Toggle build-mode by pressing 'B'
While in build-mode, click to construct objects.
Currently limited to wooden chests.
CHANGES:
Alt-clicking now works in shops (= buy & equip)
Adjusted the spawn rates of large gems, ingredients, and some armor pieces
Placed a fallen tree to block the way to the right so players don't wander too far, for now
Range from which a chest can be opened has been reduced. Nearest chest in range is now highlighted.
Tweaks to chest ID assignment
Version number is now displayed in the menu
BUGFIXES:
Character appearance got wiped after choosing it at the beginning of the game
Chest types are now saved correctly and will spawn the loot they're supposed to.
Fixed a crash when opening a chest that had not saved it's storage correctly
Dying near a chest triggered a save loop which caused the game to slow down
Weapon inflicted status effects dealt no damage due to a typo in the code. (dor =/= dot)
Weapons may once more be cleansed using rags
Eating a Candy Cane while another Candy Cane was equipped consumed both Canes.
Unintended behaviour when right-clicking an equipped 2H weapon
Repeating sound and text indicator when trying to pick up items with a full inventory
Fixed unfair deals when trading with a full inventory. If necessary, gold and bought items are now put into the cursor slot if free, and dropped onto the ground otherwise.
Maximum torch level can no longer be exceeded by using Radiant Blast
Thanks to Nameless, Zeronium and Crash Frequency for the bug reports!
0.1.1 Changelog [Day-One Patch!]
And we're off! Not looking to waste any time, I prepared a handful of fixes and tweaks to improve the launch experience for everyone, and hopefully alleviate any fps issues that users running on low-end machines may encounter.
Radiant Blast now restores 20% torch level
Saving of weapon surfaces added. (Blood, slime, etc. persists across play sessions)
Storage inventories are now loaded when opened, and auto-saved when closed.
The player inventory is also saved in conjunction, but only outside of dungeons.
Tweaked some code to prevent various item duplication methods
Made weapon hitboxes more consistent
Small slimes jump from further away
Firebolts now collide with the ground outside
Sound added for Firebolt impact
XP orbs create some light
Applying a status effect now creates a floating text indicator
Armor sets may now come with different colored pants (very important!)
Attacking is prevented after UI interactions until LMB is released
Toned down the surface rain effect, needs further optimizing
The 'Continue' menu button is now greyed out if no save exists
Note that any existing save files may not be compatible with newer versions