-Fixed a crash when creating a localization without a translation file in the locale/ directory.
Vagante Update 1.10.0
Notable changes include localization support through user-created translations, along with a variety of bugfixes and tweaks!
As always, many thanks to everyone who supported development by testing on the beta branch, as well as to all of our players new and old for playing our game.
Read the full changelog, including from the beta updates previously, here: http://vagantegame.com/changelog.html
New Update 1.09! Tweaks, balance changes, and bugfixes
As always, thanks to the many players who continue to give feedback and report bugs! This update and future ones wouldn't happen with you.
Changes: -Hardmode bonfire healing changed to a base value of 10 -Added a chance for spellbooks in loot sacks -Pure Type damage floating text now has a unique look to differentiate from physical damage -Factory BossMech now kills any MechGrunt (spinner mechs) that happen to fall into the boss arena -Reworked sword spin to be an upgrade to falling sword attacks -Increased overhead sword swing damage from 66% -> 80% -Added club affinity to random class generation -Removed english-only bitmap fonts, all floating text now uses true type fonts -Added new behavior to Final Boss laser array -Reduced ice ball damage scaling from 0.45 to 0.25 INT -Added a new unique modifier to the Mage Heirloom starting ring -Added additional supported locales (RU, PT, PL, TR, TH, IT, CS) -Reduced Ascetic background VIT gain by half -Preferred quick cast settings are now saved between games -New spells now automatically assign to a quick cast slot -Extended Final Boss invincibility throughout its phase 2 transformation -Final Boss second phase health increased from 300 => 400 -Reverted bouncing on enemy behavior to old, variable-bouncing -Hard mode respawns in Act 3 limited to one respawn per room -You can eat rats -Increased Skeleton base SPD stat from 0->1 (now equivalent to default speed of normal classes) -Bombs and Bombarrows no logner blow up when touching a torch -Background: Illiterate: Added an additional starting item -Background: Disciple of Scholar reworked, now offers better bonuses when sacrificing to shrines -Background: Circle of Light, charges 2->4, base healing 8->4, added scaling healing based on +1 per -Added missing translateable strings to Shrine names -Reworked Ascetic to alternate stat gains between STR/DEX/VIT and INT/LUK -Made Shopkeepers in the Rift less likely to run off ledges to their deaths -Items from Boss Chests are now automatically identified -Boulders no longer collide with Shrines -Removed randomness in Spriggan's bow-aiming times. Spriggans now aim and shoot at a consistent timing -Increased health of Summon Monster's minions by an amount based on caster's INT -Removed stealth immunity from a number of monsters and bosses (bosses will still be immune to stealth after being initially aggrod) -Updated default.pot for newest update: http://vagantegame.com/default.pot
Bugfixes: -Fixed Input actionNames not being translated properly in Config GUI -Fixed some langauged to properly saving their setting in config.ini -Fixed saving/loading of Random class characters not properly saving the randomized affinities -Fixed camera zoom shifting slightly while entering a level -Fixed BossDragon dive bomb attack behavior to properly wait at apex of dive -Fixed SpikeTraps colliding with a player hanging on aledge adjacent/underneath it. -Fixed a couple of bugs where blocking damage doesn't result in expected behavior -Fixed game over menu position getting stuck when spamming START. -Fixed Fairy getting stuck in cornered animation when running against walls in intermission -Fixed some sprite offsets in Good Ending credits scene -Fixed throwing PetDog into water causing it to be unresponsive until it lands on the ground -Fixed custom level Bonfires only healing the first player to sit at them -Fixed custom level Shrines not properly initializing, resulting in bouncy shrines sometimes -Fixed Cursed Adherent background being able to curse throwable items -Fixed items stored in loot sacks not being properly destroyed when transitioning a level -Fixed Shop doors pushing units before it actually closes -Fixed PetDog damage scaling not being properly saved/loaded -Fixed possible level generation soft lock when branch exits are generated on a boulder trap -Fixed electricty damage stunning players despite full resistances -Fixed Hard-mode final boss having incorrect laser offsets -Fixed arrows in monster corpses appearing to float in mid-air -Fixed crash in online multiplayer -Fixed critical hit CombatText not showing proper color -Fixed Block affinity reflects not working on MechGrunts spinning attack -Fixed BossShadowKnight getting stuck casting teleport on a dead player thats fallen into the abyss -Fixed Mimic Whisperer mimics damaging allies in online game -Fixed some bugs with drawing of non-english characters on screen -Fixed the order of Houndmaster's Flail background, so that background icons are consistent between classes -Fixed hover cursor location being incorrect in the player STATS tab -Fixed typo in Snake Eater background -Fixed Shockwave spell not showing critical properly -Fixed saving/loading of Ascetic vow state -Fixed BossBroodDemon spawning way more eggs than normal when stunned -OMP: Fixed BossDragons' fireball zIndexing -OMP: Fixed overhead chat lines not being drawn sometimes -OMP: Fixed ManEatingPlants staying attached to a teleporting player -OMP: Fixed Mimics not being properly picked up client-side -OMP: Fixed Merchant background not giving gold properly -OMP: Fixed some interpolation issues with Fairies when picked up -OMP: Fixed bug where setting at Bonfire sometimes doesn't properly refresh skills or trigger bonfire effects -OMP: Fixed game over progression GUI flashing at start of game over -OMP: Fixed wrong sound-effect being played when picking up arrows -OMP: Fixed final boss not showing windup animation before dash attacking
1.08 Is Here!
This update adds new content and a bunch of tweaks and fixes we hope you'll enjoy. There's also been a number of engine updates, which hopefully increase performance for our players.
One major change you'll notice is that the game window has been increased to 720p, with updated menu graphics to make better use of modern displays.
We've also filled out the character selection page with new backgrounds, as well as updates to existing ones.
Each act now has a fairy equivalent to save. Try to save them all for maximum benefit!
There've been a lot of small tweaks and balance changes in this update. For the full changelog with all the nitty gritty, please visit: http://vagantegame.com/changelog.html
Thanks as always to everyone that's been patiently playing on the beta branch, especially to those who gave us feedback.
hotfix: Fixed a bug that caused Fairies to disappear.
Update 1.05.0 - Hard Mode, Steam Workshop, Achievements, and more!
Hey all!
This update has been a long time coming, and features a bunch of new content, including an new unlock-able game mode, Steam Workshop custom level support, Steam Achievements, and more. As always, thanks everyone for supporting us all this way, and an extra big thank you to our beta testers!
Although some of us feel like the game is hard enough as is, our most die-hard players have been asking for more challenge. Well, we hope our new hard mode does the trick! Featuring all new boss variants, champion versions of normal monsters, and respawning enemies, we hope you don't mind dying.
Steam Workshop
With Steam Workshop support, you can use the new in-game Level Editor to create, test, and share custom levels. Simply press F9 on the character select screen to get started. To play other people's levels, simply subscribe to their content on the Workshop and then jump into the game.
If you have questions, feedback, or a bug report, the best way to reach us now is on our Vagante Developer Discord.
Update 1.02
New update time!
New/Balance
New unlockable player class
Player animations reworked
Reworked Tower Serpent boss fight
Reworked Brood Demon boss fight
Reworked acid damage to affect all units. Touching acid even slightly now deals damage (whereas before you could float on top of it)
Reworked weapon attacks and hitboxes (weapon hitboxes should now be much more accurate)
Reworked knockback to take into account weapon attack direction
Player select menu no longer shows other class backgrounds as locked
Rogue starting Dex and Int swapped from [3, 4] -> [4, 3]
Modified chaos effect chances slightly (lower % for slaps, higher % for beneficial effects)
Added differing particles to Ruins traps based on trap types
Added a SFX limiter, the same SFX will now no longer be played more than once per frame
Added limit to number of Spirit Projectiles spawned when hit/struck
Added a non-particle indicator to ambush-type Slimes
Added a one frame backswing to Goblin’s attack animation
Added a subtle graphical indicator for walls that are breakable
Crates and barrels now visually re-align themself when resting on the ground at an angle
Optimized some entity handling code
Bugfixes
Fixed Tikiman darts poisoning player even when blocked/dodged
Fixed imps inflicting poison even if blocked/dodged
Fixed long-standing bug that prevented all Units from being stunned more than once
Fixed numerous audio and graphical bugs that occurred when player was frozen
Fixed bug where if you deal damage to the final boss on a certain frame of its attack it the boss AI breaks
Fixed TowerDoor not properly setting tiles to be solid
Fixed bug where DartTrap arrows that are stuck would still deal damage to players.
Fixed bug where picking up a Rune Orb from another act would trigger other act's Rune Orb-specific events
Fixed BossTowerSerpent's arm glitching out when it dies
Fixed TowerDoor glitching BossTowerSerpent after opening sometimes
Fixed bug where monster corpses that are carried into a slime level would disappear
Fixed some issues with chicken animations
Fixed misleading Alchemy L4 description
Fixed boulder protection not working against BossGolem
Fixed BossGolem's attacks persisting throughout death animation in offline games
Fixed BossGolem attacking during credits
Fixed an issue with BossGolem AI when stuck
Fixed a graphical issue with BossGolem where sprite rotation would become desynced
Fixed BossGolem being able to hurt players through ceiling tiles while rolling
Fixed BossGolem's corpse covering up other important entities
Fixed crash in BossNecromancer due to a target becoming invalid/null
Fixed corpses on client-side disappearing without a fadeout animation
Fixed crashes in server thread or other threads freezing entire game
Fixed boss chest rewards not animation properly
Fixed some bugs that led to crossbow state desyncs
Fixed graphical issue with inventory overlay E equipped indicator
Fixed Thief continuously attacking stunned players instead of properly stealing from them
Fixed bouncy arrows losing 70% of their speed when hitting the floor
Fixed stealth not being removed when you miss an attack
Fixed enemy Wisps not dealing damage to friendly non-player units
Fixed/removed an invisible solid tile in the Factory boss room
Fixed player's foot clipping on the edge of the floor when walking on to floor off of boulders
Fixed bug where Skeleton throw bone animation was being overridden by a cast animation
Fixed Arrow Trajectory item attribute being inaccurate for some weapons
Fixed some interpolation issues with Crossbow loaded/unloaded states
Fixed shop doors sometimes having an incorrect background sprite.
Fixed some issues with shop doors being solid when open
Fixed a crash in the final boss
Fixed some graphical z-Index issues with torches on the final stage
Fixed a graphical issue with the Caravan intro fade in
Fixed a graphical issue with the Exit to Main Menu button changing state while pressed
Fixed the player stats screen showing inaccurate stats
Fixed game still having focus when you switch apps while initializing the game
Fixed BossSpriggan minions looking glitchy while frozen
Fixed crash related to grappling hook link state
Fixed hosting non-steam games taking longer than necessary after disconnecting from a previous game
Fixed levels sometimes having old NG+ names
Fixed skeletons being able to whistle and pick up dogs
Fixed some edge cases where BossNecromancer could get stuck mid-teleport
Fixed bug where BossTowerSerpent continuously destroyed tiles when player is out of bounds
Fixed crash when navigating an empty chat history
Fixed being able to cast spells while sitting at bonfires
Fixed outdated tooltip referring to stability stat
Fixed a couple of bugs with held unit positions while swimming
Fixed Tutorial soft-locking with a non-opening wall when playing Ranger class
Fixed multi-jumps cancelling casting, despite having Spellcaster 4
Fixed branch exit floor tiles being destroyable (now they're indestructible, just like regular exits)
Fixed Magic Traps spawning in treasure rooms in the Ruins
Fixed Knight's sword swing attack not properly charging up on the right frame
Fixed Imps dealing damage during attack animation
Fixed Spellcaster affinity level 1 not applying correctly
Fixed Thieves attempting to steal from non-player units
Fixed soft lock in game credits when parading Lurker
Fixed Chaos teleports sometimes teleporting you to the left top of the map
Fix doodads thrown by poltergeists not dealing damage when thrown by the player.
Fixed bug where velocity added to Doodads was not applied until freeze effect ends
Fixed bug where Dart Trap arrows glitch out when the tile they're stuck to gets destroyed
Fixed being able to exploit Alchemy L4 by saving the game and loading
Fixed bug where Tower theme music would sometimes persist after leaving the level.
Fixed teleport traps killing players that grappled into them
Fixed/removed an invisible platform in the Ruins
Fixed frozen MiniMechs falling through the level
Fixed acid water dealing damage to wraith heads
Fixed a number of animation issues with Ghosts
Fixed Shadow Knight Boss pushing level exits
Fixed crash related to using the emote menu
Fixed being able to damage to Fairy in the intermission
Fixed Champion Gauntlets never appearing in item generation
Fixed Zombie getting stuck in the stun sprite. Changed Zombie attack animation windup.
OMP: Fixed players being unable to pick up bats in front of Shrines without using the shrine
OMP: Fixed some graphical issues with wall phasing
OMP: Fixed wall phasing not working properly in online games
OMP: Fixed crash that mostly affected people who pirate the game when they leave an online game
OMP: Fixed a number of AI bugs in online games with BossBehemoth
OMP: Fixed players being unable to use backgrounds that the host host hasn’t unlocked yet
A huge thanks to out to all the beta testers and Vagante players for helping make this update happen. We wouldn’t be here without the amazing members of our community!
Vagante Original Soundtrack is now up on Steam!
While we are hard at work, listening to the growing community, and rolling out bugfixes as they come, we've since put out the 23 track Vagante OST. Enjoy the mystical and rapturous tunes Sam English has put together for your adventures!
We also wanted to let you know, we've been extending the launch discount before it hits $17.99 for a short while longer.
As always a big thank you to the community! Happy adventuring!
Patch 1.011
New/Balance
Added a new setting for modifying the Minimap zoom level
Affinity Berserk level 3 now grants lifesteal
Enemy fireballs no longer emit embers
ShopKeepers will now only aggro to non-player faction damage if the player is nearby and visible to them
Post-processing no longer enabled by default
Bugfixes
Fixed crash that could occur with Boss ShadowKnight AI
Fixed crash that could occur with TikiMan ai
Fixed crash related to certain status effects expiring
Fixed alternate caves theme not unlocking properly.
Fixed players being able to escape the final boss elevator sequence
Fixed not being able to use a background that the host hasn't unlocked.
Fixed Shopkeepers sometimes getting stuck in their back room
Fixed Mimic idle sprite being slightly offset the ground.
Boss Worm no longer triggers traps until aggrod
Fixed a visual issue when opening the unlock menu while viewing a game-over unlock
Fixed level exits sometimes being underwater
Fixed an issue where Boss Shadowknight would float away when killed during a dash attack
Fixed Trophy not unlocking upon completely beating the game.
Fixed Catacombs enemies blocking the view of Spike Traps with their corpses.
Fixed a handful of broken level generation rooms.
Fixed Boss Necromancer doing nothing when sufficiently far from its minions corpses
Fixed Divebomber projectiles procing block/evasion multiple times
Fixed being able to emote while teleporting
Fixed bug where progression information sometimes wouldn't properly display after a victory
Fixed final boss being able to fall off the fight platform.
OMP: Fixed an issue where rune orbs wouldn't disappear client-side.
1.01 Patch
Removed unstable level event temporarily.
Increased default game zoom
Fixed an accidental increase in the delay before stab weapons.
Fixed boulder showing double damage in online games.
Fixed controller tooltips not showing for steam-managed controllers.
Re-ordered some unlocks.
Removed Nimble background granting from the jumping challenge (it can only be gained from progression points now)
Thanks for the feedback and bug reports so far! We're working on fixing a handful of issues as we speak, and we'll push the next patch as soon as we can.
Vagante 1.0
It’s been a long road (over four years!), but we’re super happy to present version 1.0 of Vagante. It wouldn’t have been possible to make it this far if it weren’t for all the people who supported us. Thank you all for sticking with us throughout Steam Early Access!
What’s in store for the future of Vagante you might ask? We plan on continuing development as we have throughout Early Access, with bug fixes and new content, as well as adding localization and porting to other platforms. We’ll also start looking into support for modding and adding user-generated content to the game.
Vagante will retain its Early Access price until February 25 2018, after which we’ll be increasing the price to $17.99. However, if you miss this window of opportunity you can look forward to Vagante participating in future Steam sales.
If you like the music of Vagante, Sam English has released the full Vagante OST on bandcamp. We’ll also be making the OST available on Steam in a couple days, if you prefer getting it here.
Without further ado, you can read the full changelog below.