Optimized buildings generation in episode 2 to reduce stutter and generation times
Restored lost building details in episode 2 Arcade and Custom modes
Hard Bones Update
Hello, patrons
Some changes have been happening around the castle!
Added Difficulty Options
From now on, visitors can choose what kind of experience they want to have on site. This update includes five difficulty options for the main campaigns:
Easy: for non-gaming folk
Medium: for casual playthrough
Hard: for the actual challenge
Hard O.H.K.O. ("One-Hit Knock-Out"): for the best of the best (or masochists)
Custom: for when none of the above fits your needs
Additionally, added handy descriptions for above in-game.
Custom Difficulty
It is now possible to additionally customize difficulty settings campaign-wide. These settings are saved to a file, so you can come back to your favorites the next day. Note for speedrunners: the "Custom Campaign Seed" option has been moved here.
Achievements finally arrived
Some extra challenges and memes are hidden there
Other changes
Ramped up difficulty curve in Arcade mode
Optimized generation a bit for Arcade and Custom modes
Fixed side path's length generation
Ensured that the ammunition is spawned first, when generating rooms
Accuracy stats now take crossbow bolts into account
Reworded some hints on the Hint Board
Increased number of enemies processed per frame
Fixed a crash when de-spawning a powerup when it's animation still plays
See you in the castle!
Hotfix #2
Fixed mouse sensitivity and fov resetting to startup values after zooming / unzooming with the revolver
Episode 2 Available Now
Beloved guests
Much has changed since last time I reached out to you. Most importantly - another person has joined the development: Filip Pichalski. Over the year we were working together to make sure your visits are as much exciting as possible, and today, we're pleased to announce the following changes:
Second area - Castle Town - is now open to the public!
Explore procedurally generated town, populated with procedural buildings and streets. Battle in largest areas yet and use various objects to your strategical advantage. Be sure to climb to observation decks for the best view of the castle and surrounding XVI century town! Available in all modes - campaign, arcade and custom (Access does not require beating Episode 1)
New Enemies:
Sniper skelly
Has a rifle and coolest hat ever. Unfortunately for him, his laser sight gives him away.
Kraken
Aka a terror from deep (aka "I've seen enough internet to know where this is going")
New boss - Batrick
It is customary that every gothic setting has at least one bat boy. You'll meet him at end of episode 2 and he will really test your spacial awareness (aka "how annoying it would be for snipers to always have a good angle on you?").
New weapon - Crossbow
Launch explosive bolts that "stick" to enemies. Then enjoy the fireworks upon pressing 'alt fire' button or letting the fuse burn out.
New ability - Kick
Allows you to launch barrels into enemies and enemies away from you (with minor emotional damage). You're also encouraged to open treasure chest with it, because it looks cool. Can be performed with 'quick melee' button.
New Minimap system:
Shows room relations, unexplored areas and key items you might've missed. And that's about it. Sorry, the castle grounds just can't be translated to Cartesian coordinates (and besides it would take the fun out of "where the f*ck do I go next" part)).
New Hint Boards system:
On almost every level, an info board will spawn, each having different gameplay tip. Additionally, on arcade level #1, it will explain arcade mode rules. Because nobody reads the manuals anymore...
Health system changes:
Added "i-frames" after being hit by melee attack
Low armor no longer "deletes" damage it cannot take
Tweaked starting / max health and armor
Tweaked damage taken from enemies
New option: custom campaign seed
You can now input custom, campaign-wide seed. This replaces "do not randomize campaign" option - sorry (not sorry) speedrunners
Stylistic overhaul:
New HUD style
New pickup styles and effects to improve visibility
Background in Main Menu
Various bug fixes and tweaks:
Generate "starting" doors on beginning of each level, to allow players to mentally prepare
Enemy projectiles no longer disappear when de-loading their room
Aiming with the revolver zooms in view
Fixed enemy animations when player breaks their line-of-sight
Rooms can have two sub-paths
Reworked Big B.'s stage generation
Treasure chests can be opened by explosions
And a Mysterious game mechanic I won't spoil
See you in the Castle!
P.S. For all you speedrunner folk, the previous version can be accessed by switching to branch "legacy_1".
Framerate & Cheese Fix
Hi
I'm still alive and working on ep2! In the meantime I've squashed few bugs and decided to not hold back these fixes until next part. So, without further ado this is what changed:
Enemy AI - less cheesing:
throw boomerang lower if player is crouching,
fix line-of-sight checking when player is crouching
Framerate handling:
fix too slow / too fast crouching on low / high framerate
fix jittery movement on high framerate
fix floaty movement on low framerate
fix shotgun not firing on high framerate
fix aiming toggle not working on high framerate
fix reloading not working on high framerate
fix muzzle flash not showing on low / high framerate
Minor tweaks:
after dying, players restart level with full health, also fix "hurt" effect staying after selecting restart
un-tick "invert running" by default for new players (your existing settings should not change)
waiting for game over screen is now skipped only by jump key to avoid triggering accidentally
split first level into "warmup" and "real" levels
give player the shotgun directly on level 4 in campaign, to avoid ammo spawning problem for now
Hope you're having a great day and see you around the castle!
Episode 1 WIDE Update
Big update to look and feel of entire episode 1!
Campaign mode: tweak pacing and level design, shotgun may now be obtained on level 3 Arcade mode: shotgun may now be given by rng earlier than level 4
Special Rooms
Special Room's voxel map may now spawn rotated making level more random
Add new special rooms
Remaster old rooms
Remaster room links:
Room links / connections / doorways (however you want to call it) now have procedural size and offset, making levels more WIDE
Links in outdoor maps now don't have silly link ceiling
Add more variations of locked doors (size)
Outdoor map rooms now have correct wall size in relation to neighbors
Add procedural 'doors' to doorways to hide ugly room loading (and somehow help indicate maze direction?)
Tweak AI processing
Difficulty tweaks:
"Arena" rooms have 1.5x base difficulty because they're more open by nature
Enemy projectiles have more lifetime before de-spawning
"Chaser" moves a little faster
"Big B." will not attempt to shoot hurting and spawner projectile at same time (so less friendly fire)
Minor bugfixes / tweaks
Fix dialog to pickup powerup not appearing when player opens treasure chest by hand
Enemies spawned dynamically (during boss) autonomically free their slots, allowing boss to spawn more enemies again
Enemies: fix walking animation not triggering when loosing line-of-sight to player
Rename option "Legacy Campaign Generation" -> "Do not randomize campaign seed" to avoid confusion
Update some wording in manual
Hotfix
Controls fix:
fix bug with weapon swapping on Windows
Performance improvements:
fix shader cache for some objects
Control Options Improvements
Input Options improvements:
Add "Toggle Run" option
Add "Invert Mouse Y" option (thanks @vodkins)
Rename "Invert Running" to "Swap Run / Walk"
Implement binding mouse wheel to actions
Allow rebinding "Select Next Gun" and "Select Prev. Gun" actions
Other changes:
lower default master volume to not blast people's ears off after options menu updates (will reset to 0.4)