[NEW] Pivotal story elements aboard Songbringer
[NEW] The "save or kill the animals" choice
[NEW] Ship engine art and sounds
[NEW] Holograms
[NEW] The game runs a checksum on starting to ensure that data has not been corrupted (like if it was a bad download)
[NEW] If checksum fails the game is still playable (hopefully) but scores cannot be posted to leaderboards
[NEW] If errors occur, a report can be sent to the developer (player has the choice of Yes, Always or No)
[+++] Cup moved to Songbringer's starting room so it can be obtained before the Smith quest
[FIX] Can start in the boss room aboard Songbringer (in case you die exiting the ship)
[FIX] Cannot teleport in Songbringer's tunnels
[FIX] If you don't pick up the kilobombs, then save, quit and restart, they still can be picked up
[FIX] Fixed an animation bug where a new animation would start with the old animation's elapsed time
[FIX] Fixed one frame of Roq's tophat throw that displayed without the sword
[FIX] Fixed door on ship being closed when exiting the boss room
[FIX] Fixed using tophat accidentally stopping the player's momentum
The Ship's Bridge
http://steamcommunity.com/sharedfiles/filedetails/?id=804716456
-=: Beta Version 0.9.6 :=-
[NEW] Pivotal story elements aboard Songbringer
[NEW] 3 new NPCs and the bridge of Songbringer
[NEW] Droidsmith quest
[NEW] New item: the holocomm
[NEW] Swedish translation and support for 'å' character
[+++] Story elements and segues count towards game time
[+++] Door lights render in the correct Z order
[+++] More noticeable low courage animation
[+++] Improved render performance slightly
[FIX] Fixed UTF letters displaying with weird spacing (Italian, Swedish, etc.)
[FIX] HUD courage label changes when you switch languages
[FIX] Fixed poison accidentally causing enemies to flip X
[FIX] Fixed demon's tooth showing one frame on ground at first when floating down
Evil Awakening
-=: Beta Version 0.9.5 :=-
[NEW] New enemy: Drobth2
[NEW] Story element for getting scanned and an alarm going off after taking the sword
[NEW] Segue after getting the sword shows an evil drobth floating in cryo sleep
[NEW] New room added to the first dungeon where the drboth was in cryo sleep
[NEW] Story elements for finding Jib after the swordless dungeons
[+++] Cannot be hurt by fire, ice, poison, lightning and fear that you create
[+++] Metatron can be hurt by kilobombs
[+++] Using PNG instead of PVR textures so that alpha blending looks cleaner
[+++] Windows version borderless mode stretches to the size of the entire screen
[+++] Linux version automatically minimizes when alt+tabbing out
[FIX] Fixed fire blink not being able to light fire pillars
[FIX] Fixed fire spiders leaving behind a little flame from where they spawned
[FIX] Fixed doors aboard Songbringer sometimes not playing the open animation
[FIX] Fixed Linux version so it does not require libGLEW
[FIX] Fixed app launcher icon on Ubuntu
[FIX] Fixed borderless window displaying only a gray background on some versions of Linux
[FIX] Fixed one blank tile at the top middle of caves
Combos, Momentum and Dungeon Shuffle
-=: Beta Version 0.9.4 :=-
[NEW] The order of dungeons is shuffled depending on the world seed (with some guidelines in place)
[NEW] Combo attacks (faster sword cooldown when landing blows)
[NEW] Momentum during sword swings (can move if holding a direction through swing)
[NEW] New item: tophat magnet, the tophat can pick up bombs
[+++] Input is now more responsive (minimum latency down from ~33ms to ~16ms)
[+++] All game logic is now processed at 60 FPS rather than 30 FPS (regardless of actual displayed frame rate)
[+++] Improved the performance of several systems (despite tick running twice as much, the game uses less CPU and GPU)
[+++] Can start a sword swing partly through a blink
[+++] Can blink to the current position (like a dodge) by not holding a direction
[+++] The hero will pathfind towards stairs if near them
[+++] Added visual dash trail to all blinks
[+++] Bomb blast radius is slightly smaller to closer match the visual
[+++] Better hints how to get through the first pushable pillar puzzle
[+++] The room where the hero gains the ice item rewards for using an ice-crafted item
[+++] Slightly faster load speed (~30% faster world generation)
[FIX] Fixed an issue where pressing a button really, really fast (or the game running slow) would result in no action
[FIX] Fixed a bug where the first time you input bindings it would not let you bind some keys
[FIX] Fixed an issue where stereo sound effects would sometimes be silent on Windows
[FIX] Fixed a window focus issue on Linux
[FIX] Fixed a bug where starting a new adventure after saving another would cause the intro to hang
[FIX] Fixed controller bug fix from last update accidentally stopping hero's momentum when using the tophat
[FIX] Fixed a bug where purchasing a small demon's tooth would drain all diamonds
[FIX] Fixed the Virlocke entrance from being bulldozed by gates
[FIX] Fixed some bridges that cross lakes
[FIX] Fixed the entrance to the first swordless dungeon in some worlds
[FIX] Fixed the entrance to the tower in some worlds
Procedural + Adaptive Audio
http://steamcommunity.com/sharedfiles/filedetails/?id=789904913
-=: Beta Version 0.9.3 :=-
[NEW] Procedural audio system generates melodies based on world seed and dungeon number
[NEW] Music can be adaptive, for example drums can be more intense based on the number of enemies
[NEW] The music for the first dungeon has a procedural melody and is adaptive
[+++] The default window mode is borderless instead of fullscreen to avoid a potential dual-monitor crash
[+++] Upgraded FMOD and Steam
[FIX] The Windows version includes all DLLs needed so it runs without any need for VC++ redistributable files
[FIX] Fixed an issue where having a controller plugged in sometimes blocked keyboard input
[FIX] Fixed screen going black on finding a new level or a Virlocke
[FIX] Fixed an issue where every bomb and blink left behind an orphaned collision entity, causing inevitable weirdness
[FIX] Blinking onto a demon's tooth still does the courage up animation properly
[FIX] Fixed Mac version starting with a title bar if there was no existing Saves.txt
Depth and Elements and Stuff
-=: Beta Version 0.9.2 :=-
[NEW] New items: circuit breaker, enlightenment, Sand's locket, playa dust
[NEW] Water looks deeper
[NEW] The dark forest has deep pits
[NEW] More awesomer-looking lightning
[NEW] Second lightning bolt can start forest fires
[NEW] All elements (fire, ice, lightning, acid, fear) have weakness, resistance, immunity and healing
[NEW] Most of the enemies in the game have been updated to have weaknesses, resistances, etc. to elements
[NEW] Trying a new algorithm for the blocks on gate screens for the overworld
[NEW] HUD glows when Roq is at one tooth of courage or less
[+++] Hitting invincible stuff makes sparks and a unique sound
[+++] Swordless dungeon 2 is watery
[+++] Mountain and cave blocks look better because they fit together nicely
[+++] Dialogue has slight pauses for question marks and exclamation points
[+++] Improved the placement of some stairs on the overworld
[+++] The crow guides you properly throughout the game and can get scared by the tophat
[+++] Started fixing the offsets of some reflections so they look accurate
[+++] Blocks at the edges of the overworld and dungeons look better
[+++] The edges of the screen look better at the tallest ratio (4x3)
[+++] Bridges look better
[+++] Shades can appear in dungeons 3-9
[+++] Increased the time between spawns for the Ice Virlocke (is not a little easier)
[FIX] Fixed a bug that caused many of the foe groups to never appear on the overworld
[FIX] Fixed the ghost pillar not going down if struck at point blank range
[FIX] Fixed edge cases where a hidden entrance to a secret cave could not be placed
[FIX] Fixed enemies not being able to walk from off-screen onto stairs
[FIX] Blob3 splits into two Blob2s as originally designed
[FIX] Cannot get damaged from burrowed Zurrubs when first walking onto the screen
[FIX] Ice dragons cannot face the wrong way
[FIX] Fixed a bug that prevented advanced gates (like the ghost pillar) from appearing on the overworld
[FIX] Dungeons 3 and 4 cannot be behind advanced gates
[FIX] Fixed shield tower not going down sometimes
[FIX] Area ambience properly resumes after playing story-driven music
Gaining Courage
http://steamcommunity.com/sharedfiles/filedetails/?id=781032397
-=: Beta Version 0.9.1 :=-
[NEW] Animation for gaining courage
[NEW] NPCs: Smalls, T-rex
[NEW] Items: Barrel of Lutefisk, Amber Mosquito Fossil
[NEW] Overworld interest points: archway, memorial, bench
[NEW] Player 2 and crafted items show on the main menu
[+++] Easier to speed through dialogue while still seeing it all if you are in a hurry
[+++] Louder dialogue sounds
[+++] Equipment menu background looks nicer due to repeating the ground texture instead of just showing black
[+++] Fixed the arrangement of rocky mountain tiles so there are no more weird gaps
[+++] Rain continues to fall through sky and slides off of walls
[+++] Controller HUD icons match player 1's controller only
[+++] Using an analog stick on menus is much more sticky now, good for jittery or lazy fingers
[+++] Exiting from within the game asks if you are sure
[+++] Improved the performace of world generation by about 25%
[+++] Tiles beyond the edge of the world now use unique random numbers so they don't repeat exactly
[+++] Removed 1, 2, 3, 4, 5 and 6 as additional keyboard defaults for items as they were confusing
[+++] Adjusted duration of invincibility and cooldown of the blink orb so it is a little more fair
[+++] Flask and cactus do not work if you are already dead
[FIX] Brutus cannot spawn twice in a row
[FIX] Brutus cannot spawn for the flask quest too close to stores
[FIX] Zero doesn't engage if you have the flask quest
[FIX] Fixed Zero engaging whenever an overworld compass hadn't been used or had been used up
[FIX] Drobth miniboss doesn't come back to life after visiting a dungeon
[FIX] Lassaurium does not go floating off the screen if you hit her while she is rising
[FIX] Can no longer get stuck in a room with the Lightning Boss outside the boss room aboard Songbringer
[FIX] Fixed an endlessly repeating ambience after fighting multiple bosses on one screen
[FIX] Bushes and trees can be burnt even after being jostled
[FIX] Fixed burnt animation for bushes
[FIX] Fixed a little dancing juke that Roq used to do when going downstairs
[FIX] No longer displays HUD teeth on the intro
[FIX] Fixed the mooring gate pattern alignment
[FIX] Fixed some overworld secret paths from being blocked by bushes, trees or mountains
[FIX] Fixed trees from obscuring some pathways on the overworld
Rockface... no, not that kind of rock face
-=: Beta Version 0.9.0 :=-
[NEW] NPC: Rockface
[NEW] Item: Sarira
[NEW] Stairs blocks added to overworld in order to give the feeling of climbing a mountain
[NEW] Each character has individual dialogue sound effects
[NEW] Pressing the A button during dialogue once will finish the text, pressing again will advance
[NEW] The dark forest areas of the overworld have fog
[NEW] Overworld secret type
[+++] Roq no longer looks he is glowing
[+++] Walking up stairs is slower than regular walking
[+++] Brighter and "glowier" night
[+++] Darker shadows
[+++] Trees and bushes now have dynamic shadows
[+++] There are now 16 overworld interest points, some of them are just reserved placeholders for now
[+++] The placement of secrets on the overworld is now a little more intuitive and evenly spread
[+++] Improved the meditation sound effect and animations
[+++] Improved the inflection of dialogue words and letters
[+++] Foes cannot move or spawn on stairs
[+++] Boss fights inside the tower a little easier due to bigger rooms
[+++] Text labels while binding controls are clearer
[FIX] Fixed ALT+TAB in borderless windowed mode on Windows
[FIX] Velle doesn't attack dormant foes
Metatron
Metatron is the greatest of all bosses, second only to the most high.
-=: Beta Version 0.8.D :=-
[NEW] Boss: Metatron - Greatest of All (final boss)
[NEW] Dungeon: The Tower (final dungeon)
[NEW] Bombs deal damage in waves
[+++] Courage refills are now faster (have a shorter duration)
[+++] Starting to save sound effects at 48khz instead of 44.1khz
[+++] All sound effects are now higher-quality 256k OGGs instead of 192k MP3s and have a smaller file size
[+++] Refined the sword sheath and unsheath sounds and timing
[+++] Burnt visual effect lasts for a shorter duration for heroes and enemies
[FIX] Cactus always heals one tooth, regardless of the duration of invincibility
[FIX] Doesn't overwrite last location when teleporting away from overworld
[FIX] Doesn't overwrite last location when canceling teleport
[FIX] Fixed a bug where if two looping sounds were played in succession one would continue forever
[NEW] Boss: Bath Kol - the Lightning Diviner
[NEW] All bosses now roar to intimidate
[NEW] Dungeon aboard Songbringer
[NEW] World has 10 total dungeons
[NEW] NPCs aboard Songbringer interact a little bit
[NEW] Pits in caves and aboard Songbringer can look deeper
[NEW] Game no longer reserves depth bits (FPS stays pegged at 60 on menu even with external display)
[+++] Lassaurium's ice whorls last for a little less time
[+++] Lassaurium shoots ice whorls back to back slightly less often
[+++] Acid Virlocke spawns scorpions less often to account for burrowing
[+++] There can no longer be two heat damage rooms in a row
[+++] Improved the tunneling algorithms
[+++] Improved the shaped dungeons (Songbringer dungeon layout looks kind of like a ship)
[+++] Added tunnels to some dungeon styles
[+++] Adjusted dungeon gate and goal items
[+++] Menu cursor doesnt skip when holding down a button AND letting go in the same tick
[FIX] Fixed hero warping to the lower left of the screen on death
[FIX] Jib has his light on at first
[FIX] Fixed a bug in the placement of some puzzles
[FIX] Foes are not allowed on the entrance to the second swordless dungeon
[FIX] Only two secret rooms allowed per key level to ensure a healthy proportion of regular rooms
[FIX] Tunneling leaves a secret wall so that critical path can still be easily solved
[FIX] Entrance room cannot be a parent if entrance type stairs and only has free room to south
[FIX] Fixed world fail where parent of boss room didn't require free room to north (if there was no before boss room)
[FIX] Fixed a bug where a Zchivek spawner could overwrite the gate item room
[FIX] Gate item room no longer can have foes accidentally