Added a collectable card bestiary to the game. Common cards randomly drop from enemies. Uncommon and rare cards are found in specific places throughout the game.
Many of the game's visuals look sharper and move smoother now.
Dying now sends you straight back to your last save point instead of the title screen.
Summoned skeletons are now destroyed along with the lesser alien bosses.
1-8 now selects the appropriate item if player 1 is using a keyboard.
Added a new music track for cave areas.
The compass now also allows you to track rooms you have been in before in dungeons.
The eyeball enemies have been given a little something extra. Be prepared.
Added an error effect when trying to open locked doors and blocks before the room has been cleared.
All save data has been wiped for this update due to changes in the save files. This should be the last time this will be necessary.
Bug Fixes:
Charger Beetles could not be killed if an occultist was in the room. These enemies rarely appear together.
Vertical moving teleporters would sometimes touch you and not move you to the destination.
Certain enemies that were supposed to repawn were not doing so until you quit the game or died.
The second player was getting stuck in the door when you entered a room sometimes.
0.9.10 Update
Changes:
Holding the L key on the keyboard will now display your actual location. This will be helpful for debuging purposes.
Reduced the health of the first miniboss in level 10.
Removed the warning signs on the back side of the miniboss rooms in level 10.
Relocated some of the health/ammo boxes in level 10 and added a few new ones.
Some wooden crates now always drop health when destroyed.
Reduced the damage a particular attack the final boss does slightly. If you been there you know what I'm talking about.
Added a "Gamepad Recommended!" splash screen at the beginning.
Bug Fixes:
Fixed an issue with background skeletons under the floor in level 10 becoming stuck.
Removed the timer that always read 0 on the game over screen in hardcore mode. The hardcore timer was scrapped a long time ago and I forgot about this part.
0.9.9 Update - Level 10 Test Phase
Changes: <*>The final dungeon of the main story, level 10, is now open to the public for testing.
<*>Removed the early access warning screen as the game can now be played to completion. I have some plans for future content though.
<*>You will now continue with at least half of your maximum health or 3, whichever is higher, and at least 3 in the cooler as well.
<*>Wall huggers now count as enemies again, meaning they have to be killed as well to escape the room.
<*>Redesigned a particular secret room in level 8 a bit. It was loud and obnoxious almost anywhere you stood.
<*>The devistator attachment now uses 2 wave shells instead of 3. It actually seems useful now.
<*>The images in the book about health and ammo boxes have been increased in size.
<*>Added moving teleporter traps. A brand new thing to be annoyed by.
<*>The opening crawl is now much shorter and more mysterious.
<*>The books have been changed to torn pages. It was strange that entire books often had a single readable page.
<*>Moved some of the story from the opening crawl to pages found throughout the game.
<*>Changed the sound the logo makes at the title screen.
<*>Increased the health of most of the major bosses.
<*>Increased the skeleton sheriff's health slightly.
<*>Reduced the health of the bomber aliens slightly.
<*>Increased the health of the blue and red ghosts slightly.
<*>Shortened the duration and cooldown of the barrier generator.
Bug Fixes: <*>The skeleton sheriff's aim was off by quite a bit. He will now shoot at players again instead of whatever he was aiming at.
<*>giant crabs no longer drop items in strange places. Often far from where they died.
<*>A few npcs kept displaying text when attacking you.
<*>The barrier generator lasted longer on player 1 than player 2 when used.
<*>Unstable wave shell drops no longer destroy crystals on pickup.
0.9.8 Update
Changes:
<*>The time it takes for shopkeepers to respawn items has been reduced to 30 seconds. Down from 60.
<*>The cup game now requires at least 100 currency to play. Up from 10.
<*>You can now play the cup game even if you have 999 currency. (Not sure why you'd want to, but there it is.)
<*>Changed some of the shopkeepers' text to make it more unique.
<*>Player 2 can still pick up lesser items but the gravity ball now always pulls them to player 1.
Bug Fixes:
<*>One of the cups was giving 10 more currency than intended in the cup game.
0.9.7 Update
Changes:
<*>Starting a new game no longer saves immediately after the opening crawl, giving you a chance to quit before overwriting your old save.
<*>Removed the black background during major boss battles except for Durastin. This may be temporary depending on feedback.
<*>Added some obstacles to the boss rooms since you can actually see them now.
Notes:
<*>Not a particularly big one this time. I'm trying to wrap up the small stuff so I can finish work on level 10.
0.9.6 Update
Changes:
<*>Menu cursors now wrap the screen in all directions.
<*>Reduced the cost of the devistator attachment slightly. It's supposed to be kind of expensive though.
<*>The overworld music is quieter inside caves now. This is how it was intended to be but I had removed it at some point for technical reasons.
<*>Changed the entrance to level 10 slightly.
<*>Added a short delay on how quickly the second player can enter and exit the game.
Bug Fixes:
<*>The gravity ball displays correctly on the intenvory screen again.
<*>Blue ghosts unintentionally had more hp than the red ones.
Hotfix
<*>Fixed a crash issue with existing saves not containing information about the new passive item added in the last update.
<*>Fixed the blue ghost multiplying when you hit it with the banjo from the last update.
<*>Connected a completely inaccessible secret room to the rest of the dungeon in level 8.
0.9.5 Update
Changes:
<*>Added a new passive item. This one addresses some complaints about a certain active item. For existing saves, the new item is in level 9 and the old one has been moved to a new hidden cave in the overworld.
<*>Another Shotgun is now called Cedric's Shotgun.
<*>The banjo has been capped at 4 pulses at a time. This shouldn't have much effect beyond turbo buttons or people who are trying to catch their controllers on fire.
<*>Green worms now poison you on contact as well as their projectiles.
Bug Fixes:
<*>There was a specific spot you could stand outside the fence by the graveyard that triggered the fog effect where it shouldn't have.
<*>The banjo's effect would continue to play where you used it if you left the room before it finished and returned.
<*>A particular house's transparency would fade back to solid when you entered the room again after exiting through a cave.
<*>Fixed an issue with knives (hopefully) getting stuck in the wall occasionally.
<*>Keys in the spare key shop no longer stay on screen if you attack the shopkeeper.
0.9.4 Update
Changes:
<*>Spiced up the opening crawl a bit.
<*>Made the roaches' hitboxes a bit bigger.
<*>Cracks in blocks and walls have been made slightly more visible.
Bug Fixes:
<*>A waterfall in level 8 ended before it reached the water.
<*>There were 2 keys but only 1 locked door in level 9.
<*>One of the upgrade rooms in level 9 was inaccessible.
<*>A few enemies were stopping before they entered the player's hitbox.
<*>Player 2 was getting stuck in the doorway when the doors closed in dungeons.
Notes:
<*>Work on the level 10, the final boss, and the ending has been ongoing. I haven't been bothering to mention changes in the patch notes for things that aren't currently accessible, but it is coming.
<*>I have some plans for content after the end of the main story. I am thinking about a Steam leaderboard based set of dungeons with scaling difficulty. This probably won't be added until after launch.
Yet More Fixes
Changes:
<*>Only the first player can quit the game now, except at the title screen.
Bug Fixes:
<*>The wall hugger enemy's pathing has been corrected. They were just moving in circles after a recent update.
<*>Spike traps weren't damaging players on impact and they often got stuck on each other. Recent update again. The hitbox change came with a lot of problems.