Fixed a crash related to StatusEffects (such as burning, freezing, poison) starting and ending
Fixed a crash related to the Chimera Boss
Fixed a crash related to pathfinding
Fixed a crash related to new collision detection code
Fixed a crash related to level transitions
Fixed Thief sometimes getting stuck or pathing strangely
Fixed BoulderTraps sometimes spawning inside of breakable walls
Fixed Wisp not having death particles and sfx
<*> Added a command-line option to disable threaded game initialization: --load-threads-off
Patch 59h
Fixed a crash when attacking Abomination with lightning-based attacks
Fixed Zombie's attacks sometimes persisting after death
Fixed visual offsets of lobbies not being correctly updated in NetMenu
Patch 59g
Bugfixes
Fixed crash related to loading saved games
Fixed crash related to falling sword attack
Fixed Plant boss needles being unblockable
Fixed Ruins boss being pushed away to the infinite void when pushed by a player's Force Shield
Fixed XInput gamepads having incorrect bind names on Windows
OMP: Fixed a couple of issues with projectiles being drawn incorrectly when they're first created
New/Balance
The angle of aimed ranged attacks now persists until the player uses a melee attack
Reworked Abomination boss
Abomination's gore balls now return back to their original position after being thrown
Abomination is no longer physical, allowing players to pass through without issue
Increased Zombie's attack windup by three frames, and decreased hp from 75 -> 60
Increased the minimum range of damage for Lightning and Chain Lightning.
Optimized performance in a number of entities by reducing number of collision calls
Patch 59f
Balance/Misc
Added one more level to Wildling's Fist Weapon tree, Pummel 3
Wildling Pummelling no longer fires a non-quickened attack
Knight's falling sword slightly reworked
Damage has been greatly increased, and damage fall-off of successive attacks decreased
Added a short delay before retracting the sword after hitting something
Added a much more obvious windup animation to Zombie attacks, and increased Zombie health from 40->75
Slightly reworked Shockwave visual effects
Added a destroy effect to BossWorm projectiles
Reduced animation time for The Smith shrine
Fairys now light up the level around them
Boulders now retain next to zero horizontal velocity while falling (they now tend to fall straight downwards)
Vagante files are now compressed, reducing their size significantly
Bugfixes
Fixed a crash related to certain NetMenu actions
Fixed a crash related to Mech Grunts in Branch 4 (Factory)
Fixed a crash related to the new plant boss's grappling behavior
Fixed a bug that caused players to randomly die to a "mysterious force"
Fixed dropped items being drawn slightly larger than normal, instead of being drawn at a 100% pixel scale
Fixed Behemoth boss in Act 4 (Rift) spawning underneath islands, and being untriggerable
Fixed dead minimechs being targetable by spells
Fixed some glitches with Imp animation in Branch 3 (Tower)
Fixed tile collision flags not being correctly set for the edges of levels (only noticeable on the edges of left-most or right-most islands in Act 4 (Rift))
Fixed Golem's hurt animation overriding its attack animation, resulting in a desync'ed weapon hitbox
Fixed a case where boss reward chest did not spawn in Branch 2 (Forest Temple)
Fixed players being able to block while frozen
Fixed charmed Spiders hurting friendly units
OMP: Potentially fixed a bug that caused certain players to have a black screen after a level transition
OMP: Fixed players disconnecting while holding a unit or fairy not properly dropping them
Patch 59e
Fixed some Linux machines not being able to start the game.
If you continue to have issues, please let us know
Fixed crash related to the player blocking an attack
Fixed crash when loading a saved game and then summoning a monster
Fixed crash related to BossZombieDragon pathfinding
Fixed crash related to BossAbomination pathfinding
Fixed a crash related to attacking a breakable wall
Fixed BossGolem attack animations being overrided by its hurt animation
Fixed players being able to pick up an object that had already been picked up
Patch 59d
Fixed a crash when using a falling sword attack
Fixed a crash that could occur when Items were destroyed (like by a Smith shrine)
Fixed some units being killed despite having hp values greater than zero
Patch 59c
Balance
Additional enemy health scaling per player reduced from 50% -> 33%
Knights can now block immediately after moving, instead of having to come to a complete stop
Bugfixes
Fixed a crash related to Thief targeting
Fixed a crash related to the Wand of Chaos
Fixed a crash related to save and load points becoming null
Fixed a crash related to Familiars
Fixed Heirloom mage ring sprite being invisible
Fixed water effects playing while phasing hrough walls
Fixed charmed Hands grabbing players
Fixed a lag spike associated with BossAbomination
Fixed FishMan's floating head drawing when they're dead
Fixed Chimera tail becoming invulnerable after Chimera dies
Fixed Chimera floating away after dying
Fixed Branch 2 ( Forest Temple ) boss music not using the Act 2 boss music
Fixed Branch 4 ( Factory ) boss music not using the Act 4 boss music
Fixed Plant Boss vines not showing correct hp with Zygox ring
Patch 59b
Fixed a crash related to using certain controllers as Steam Controllers
Fixed an issue that prevented linux players from starting the game
Fixed ranged weapons not applying their elemental damage to projectiles.
Added in-game option to enable legacy DirectInput support (for older gamepads)
Release Date Announcement
It’s been a while, but we’ve been hard at work on preparing for our exit from early access. Mark your calendars, we’ll be leaving Early Access on February 21, 2018. This update is our last major patch before our 1.0 release, although we’ll still be releasing some minor patches before then to fix any serious issues. This update consists of a ton of bugfixes and polish, as well as a number of new features.
New/Balance
New difficulty scaling:
Character starting stats are now consistent no matter how many players you have
Monster damage and health scales up with additional players
Monster health increases by 50% for each additional player
Monster damage increases by 10% for each additional player
Numerous tweaks to enemy difficulty
Added some new spells: Charm, and Summon Monster
Elemental enchant damage on weapons now scales with weapon damage
Elemental enchants now affect Rod spells
Added ability to remove certain positive status effects from the status menu
Improved game loading screen and speed
Removed disclaimer from NetMenu
Homing arrows now eventually lose rotation speed
Improved online packet compression
Identified Identify scrolls no longer work on identified items
Magic Rods now trigger by holding the attack button
Before, players needed to press the [Interact] button
Players can now switch facing direction with a charged bow by double tapping a direction
Before, players needed to press the [Interact] button
Removed old up/down tooltip indicators, replaced by controller-specific sprites
Added a few frames of delay before BoulderTraps trigger
Affinity levels are now visually displayed in-menu
Forest
Reworked Forest’s Plant Boss (again)
Ruins
Added SFX
Reworked Demon Knight
Improved summoning animations of Cultists
Forest Temple
Added SFX
TikiMan AI improved
Arrow traps now have a more visible animation
Improved Chimera Boss attack tells and behavior
Fixed monsters spawning on Sawblades or Pendulum Axes
Improved level generation and room variety
Tower
Added SFX
Imps can now drown
Improved Fishman and Imp AI
Players can now jump through collapsing platforms (like normal platforms)
Improved level generation and room variety
Factory
Added SFX
Improved level generation
Polished enemy and boss behavior
Volume slider values are now based on a non-linear scale
Numerous optimizations
Pathfinding calculations are now spread out over more than one frame
Added a collision detection broadphase based on a bounding volume hierarchy
Improved cache coherency of critical sections of code
Bugfixes
OMP - Online Multiplayer
Fixed being unable to enable player controllers after disabling one
Fixed some AI targeting bugs in the Forest
Fixed Fleaman being able to see stealthed units
Fixed some issues with grappling hook code and netcode
Fixed BossGoblinKing's charge attack effects persisting after death
Fixed Boulders sometimes not correctly squishing enemies
Fixed Piranha and DiveBomber dealing damage while frozen
Fixed an issue with fast-moving entities not behaving identically to non-fast moving entities
Fixed poltergeists getting set on fire
Fixed elemental damage causing CombatText to spawn when dealing 0 damage
Fixed numerous cases of entities animating while frozen
Fixed broken Lurker frozen animation
Fixed title screen animation offsets being unsynced
Fixed NetMenu having a pressable Host Steam Game button when Steam is not loaded/detected
Fixed some offset and fade issues with pause menu
Fixed skeletons being able to roll
Fixed GrappleHook sometimes spawning with attributes and being equipable
Fixed explosions or dig effects not being reflected in minimap
Fixed some issues with Forest level generation
Fixed a memory leak of some entities not being cleaned up on level transitions
OMP: Fixed player damage sound effects not being synced properly
OMP: Fixed numerous issues with status effect client/server sync
OMP: Fixed netcode of Rogue's Shadow Affinity
OMP: Fixed netcode of Knight's affinities
OMP: Fixed critical combat damage not appearing correctly
OMP: Fixed fast weapons not animating correctly for other players
OMP: Fixed crash related to an edge case in swinging weapons
OMP: Fixed a crash related to using wands and teleporting
OMP: Fixed interpolation issues with ice shards
OMP: Fixed netcode of electricity arcs
OMP: Fixed instantaneous blinks or teleports looking strange
OMP: Fixed netcode of magic wands
OMP: Fixed clients timing out sometimes when connecting to a new server due to connecting too early
OMP: Fixed a bug that prevented players from joining a new game after disconnecting from one.
OMP: Fixed netcode of chaos magic effects
OMP: Fixed an issue with healing potion effects being duplicated
OMP: Fixed mimic attack cooldown not resetting correctly
OMP: Fixed some visual issues with Boulders
OMP: Fixed Wisps hurting players more than once
OMP: Fixed double use text appearing after using a magic scroll
OMP: Fixed stack items quantity not being properly synced
OMP: Fixed players not properly dropping held units when hanging on a ledge
OMP: Fixed interpolation issues with other players crawling off of ledges
OMP: Fixed some visual issues with Slime's lunge attack
OMP: Fixed some particles not being drawn when they should
OMP: Fixed Spriggans releasing drawn arrows when hurt, instead of cancelling their attack
Build 58
Development Overview
In terms of level content, Vagante is nearly complete. From the very beginning of development, we planned four main acts of content, as well as four unique branches. With each of these areas now in the game, all that remains is the final end-game content. We hope the ending will reveal a little more of the world’s lore as well as wrap up our game in an appropriate manner.
After we finish the last area and game ending, we still need to go back and do a lot of balancing and polishing. We also need to flesh out the level generation rooms and add additional content such as items and backgrounds. Suffice to say there’s a lot of work to do, but I’m personally excited by how close we are to a version 1.0.
More details about this new update and patch notes below.
Item Generation
In a single Vagante run some players collect nearly 100 items. Even if a player throws away an old piece of equipment, they have a good chance to find a similar one later on in the run. We want items to feel unique, such that players get attached to the rare items they have. To that end, we’ve added a new classification of item rarity now, artifacts.
Artifacts spawn with a unique item attribute which can only ever be found once per a run. While items from boss chests are much more likely to be an artifact, they can rarely be found in normal chests too.
Some existing unique items have been marked as artifacts as well, such that you’ll never find more than one of these items in a run (Ring of Seltioc, Ring of Zygox, and the Grappling Hook are examples).