The next update will contain quite a bit of new content. Instead of just having a single portal that teleports you to the different locations, there is now somewhat of an overworld.
Essentially all the different areas are now connected and you can travel to them by foot. On your way you will find waypoints that you can later teleport to.
I am also working on a new biome.
Update 0.91 - A LOT of polish
Took some time to get the update out, but I am very please with the results. Every element of the game got some improvement. New and improved enemy designs, clearner UI, good looking main island. All missing translations also got added. Not every language is perfectly translated and some are probably pretty bad, but it should get better from now on.
Gameplay
· Changed: New icons for items · Changed: New icons for the UI · Added: Summoned units show their remaining time next to their healthbar · Changed: Removed the old Prison enemies and added new ones · Changed: Removed the old Castle enemies and added new ones · Added: All missing translations · Added: Mastery Passives now have a name · Changed: New terrain style for the main island · Changed: New trees · Added: Elite enemies now have a different color · Changed: Dungeons do not give any exp. anymore · Balance: Adjusted exp. and gold gain to new scaling · Balance: Adjusted damage, health and armor values · Changed: Some of the combat sequences in Bonebit dungeon · Changed: Changing the language now requires to restart the game · Changed: Improved general look of the UI · Changed: Moved floor effects to the top-left. They now appears as debuffs · Changed: Moved lives to the top-left. They now appear as buffs · Changed: When selling items, you don't have to select them anymore. Clicking on an item instantly sells it · Added: Primary and secondary skills now show in the UI · Added: Tooltips for modifiers, mastery passives and skills are now more detailed · Removed: Item labels over dropped items · Added: Enemy overhead UI now also shows the enemy level · Changed: Improved particles for most elements · Balance: Enemies don't give gold anymore · Added: Damage dealt now varies by +-20% · Changed: Relearning your mastery points is now again unified in a single device · Changed: Replaced NPCs with devices that perform their role. (While I do want NPCs to make the island more lively, it's somewhat to hard/timeconsuming for now.) · Added: Skills that target an area, now have a cast range · Added: Variety to attack animations · Changed: The player now looks different · Changed: Items attached to the player now look different · Removed: Hero customization (This is a cool idea, but was also too timeconsuming. Might be added back later) · Added: The start rotation of the area you enter is now not always the same · Added: Ranged enemies now retreat back if you get too close · Added: More objects to the main island. Old objects were improved · Added: Using abilities now costs stamina. Abilities are also a lot stronger now · Removed: Random item names
Bugfixes
· Fixed: Lv. 1 and e.g. Lv. 100 enemies always giving the same amount of exp. · Fixed: Various memoryleaks · Fixed: Unequipping a weapon while casting made the player stuck · Fixed: Last recorded multiplayer desync
Development Progress #11
I'm currently working on a huge update that will bring the game to a near 1.0 release state.
A big task is replacing 3rd-party assets that did not fit the style of the game. I have added unique enemy designs, that are not only basic skeletons...
Also added a lot more objects to the island, which makes it more vibrant. This will also be very useful when I expand on being able to build out your own island.
A lot of UI polish happened, which does not sound like much, but also adds to a smooth experience. I made balance, combat and item tweaks. Combined with the new enemy designs, the combat is now in a really good state.
The multiplayer is in a near perfect state, with no more desyncs being recorded in my error tracking. There could be some improvements for the client-side prediction, to smooth out some actions, but on the technical side there won't be any bugs.
Right now I have around 70 entries in the changelog and I expect that this will double for the complete update.
There is not much to show, as I'm still finalizing some designs, but here is the new island. I do plan to replace the brown dirt with grass and allow some basic terrain editing, but I believe that will not make it into the 1.0 release.
Update 0.90 - Castle Dungeon and QoL
Gameplay
·Changed: Color of health and stamina bars. This was necessary as their are now allied units, that need a green healthbar ·Changed: Reduced frequency of automated saves. This removes e.g. the stutter when you switch rooms ·Added: New dungeon, Castle Siege. Requires a new currency that appears in the castle area ·Changed: Every player can now open a portal, not only the host. ·Changed: Resetting mastery skill points now costs 1 key ·Changed: Removed trial requirement from resetting masteries ·Changed: Reworked the tutorial. You now start directly on the island and have access to the codex. The codex has explanation for various topics. ·Added: You can activate the debug menu with F5 if you start the game with '-console' launch option ·Added: Various sfx for the UI ·Added: Various ui animations ·Changed: Removed the dropdown from the player ui at the bottom. All buttons are now visible and have an info if you hover over them ·Balance: Removed armor and resistance values enemies ·Removed: Feedback feature. Please create a steam discussion if you have any ideas ·Changed: Totems are now real units that will get targeted by enemies ·Added: Enemies now consider line of sight when casting skills ·Added: A lot of modifiers now run out by reducing their stack size by 1, instead of going from 20 to 0 ·Added: HUD scale slider ·Changed: You can't stand on top of the castle lever anymore ·Added: New UI at the right that has notifications-like info (e.g. when you get a key, lose a life) ·Changed: Removed physics from skeleton parts that appear on death ·Changed: Enemies will now only aggro their target when they can reach to it ·Changed: Improved the UI when hovering over objects ·Added: Breakable objects can now drop stamina potions ·Added: Health and stamina potions now apply a buff ·Added: Noticeboard which gives a simple overview of the island ·Changed: Improved the look of the minimap ·Changed: Traps now apply bleeding and burning debuffs instead of directly doing damage ·Changed: All modifier percentages are now pseudo-random and will trigger more often ·Changed: Simplified damage scaling on weapons and added some new base effects ·Removed: Reflect item effect ·Changed: Block item effect. Now has a percentage to block 100% of the damage ·Changed: Portal shard room won't appear if the difficulty and hero level are too far apart ·Added: Some windows now have an extra '?' button next to the close button. This will open the help page in the codex ·Changed: Projectiles from mini-boss skills are now 50% slower ·Changed: Key room now has a 100% of appearing ·Changed: You now need a key to unlock the elevator, instead of killing enough enemies ·Added: The very first room now contains a chest that only gives a white weapon
Bugfixes
·Fixed: Skill cooldown reduction reducing potion cooldown ·Fixed: Some modifiers that should have 100% trigger rate, did not trigger ·Fixed: Tornado Wand tornadoes not being able to hit enemies that are in the water ·Fixed: Not losing experience on death ·Fixed: Hair z-fighting on high zoom values ·Fixed: Wrong hotkey texts being shown in the hotkey rebind menu ·Fixed: Being able to jump and interact with objects at the same time ·Fixed: Skill cast preview being stuck when you change the map ·Fixed: Ranged enemies aiming at the wrong point and not being able to hit their target ·Fixed: Rare bug that caused a multiplayer desync. Based on my error-tracking, this should be the last one
Update 0.89 - New Island and Linux
In this update I was mostly tweaking the combat flow and working on improving some small features that did not do too well. I fixed a lot of small annoyances that made combat somewhat tedious. Combat features and design are now properly in place and can now be really polished and balanced.
The island rework should also fit the game better and is more extendable on a technical level. For the next update I will be working mostly on the castle area dungeon, which should turn out way better than the 'Bonepit'.
Also Warman now has a native Linux client.
Gameplay
·Dying and respawning now refreshes all your cooldowns ·Using a teleporter now makes you invulnerable for a short time ·Limited movementspeed to a max. of 200% ·Changed item rarity drop rates ·Jumping now costs 10 stamina ·Improved general UI rendering performance ·Rescaled item rarity effect values ·You now gain a 3 sec. invulnerability buff after respawning ·Respawn points now automatically activate when you go near them ·Replaced the chain bridges in the prison area with wooden ones ·Added stone bridges to the castle area ·Going into water in the prison area now applies a 'Wet' debuff ·You now walk in the prison and castle area water, instead of swimming ·Wings don't give flying anymore ·Temporarily disabled 'Flying' and 'Fire Ground' floor effects ·Changed some trap and room layouts. Every point is now reachable by enemies ·Reworked character creation. Now has more sensible options and is easier to extend ·Reworked the main island look ·Added a npc to the main island which allows to change how you look ·Added a mini-game when resetting your masteries. This may be further improved ·Removed the gold cost from resetting your masteries ·Reworked potions. There are now 6 distinct potions with their own effects ·Increased damage when you fall into void ·Changed so you can't die from falling into void
Bugfixes
·Rolling now makes you properly invulnerable. Previously you still would receive 1 damage and trigger on damage events ·Fixed some rare cases where a multiplayer game could desync ·Fixed 'Portal' floor effect having in some cases a too high level ·Fixed vendor bulk sell button not always updating ·Fixed surfaces not playing the correct sfx when walked on ·Fixed player sometimes losing their max. cleared floor when playing in multiplayer ·Fixed camera ambient occlusion post-processing not working ·Fixed various issues with spectating other players while dead ·Fixed enemy levels wrapping back to 1 when you are on floor 255 and up
Development Progress #10
The new update is not quite ready, so here is a little preview of all the new things that are new.
The main island got a full rework of all the assets. The assets were also designed in a way that will allow easier integration with some base building. But this feature is not planned for the 1.0 release and will come later.
The potions were reworked and provide now proper effects. Currently there are 6 potions that give different buffs.
The hero creation was also somewhat reworked. Options that did not really make sense, as you would never see them in the game, were removed. Ideally the icons would have a little preview icon instead of a number, but that is planned for later.
You can now also change the look of existing heroes.
Update 0.88 - Dungeons and Visuals
This update includes multiple major changes. The general combat should feel now a lot smoother, as you don't have to rotate the camera anymore to keep track of the action. With an improved camera perspective and level design it should now be a lot more fun to just play the game.
When opening a portal you know have the option to switch between 'Area' and 'Dungeon'. To open a dungeon you will need to find a special currency that appears in the respective area. The dungeon has a fixed layout and a neat boss fight at the end. There are also 'Trials' which make the dungeon more challenging and provide persistent rewards for progression.
The 'Castle' area currently has no dungeon associated with it, but that's exactly what I'm going to work on next.
Gameplay
·Reworked how you interact with objects. You can not move anymore while using an object and receiving damage will cancel the interaction. ·Added a castbar for enemies that precisely shows when they execute their skill cast ·Changed color of interactable radial to match castbar ·Removed settings for Camera FoV and Zoom ·Removed rare chance that an enemy may drop an item. Guaranteed drops from e.g. portals are still there. ·Reworked enemy rarities. Now there are only normal and elite enemies instead of four different rarities. ·Removed tick damage for projectiles. ·Hovering over enemies now also shows their level ·Increased damage and speed of tornado projectiles ·Burning ground now applies damage through a burning debuff ·Removed ladders ·Removed the ability to rotate the camera ·Improved the camera perspective ·Adjusted level design so you can properly see the insides of the room ·Replaced the 3rd skill of the claw weapon ·Expanded the tower portal menu. You can now select between areas and dungeons ·Added a new currency which you can get in an area, to open the equivalent dungeon ·You now have to complete a trial to use the vendor shop ·You now have to complete a trial to relearn your masteries ·Castle biome sewage water now applies damage through a modifier, instead of directly ·Replaced 6 item effects with new ones ·Masteries now scale from level 1 to 10, instead of 1 to 100. Experience requirements for skill points are the same.
Bugfixes
·Fixed miniboss being able to refresh health potion cooldown ·Fixed music not changing when you die in a room that is playing custom music ·Fixed various small bugs
Development Progress #9
I'm working on improving the visuals of the game. You can now better see what exactly is happening in the room. Also it looks better when the player is occluded. Other features are also being worked on, but are not quite ready yet.
Old:
New:
Development Progress #8
I am still working on the dungeon. While designing they layout I am also adding new assets and polishing existing ones.
In the dungeon you can set your respawn point, so you don't have to walk a lot in case you die.
You can now see when enemies complete their ability cast. This allows you to plan your actions better when to dodge. I do plan to add the ability to interrupt ability casts. That way the combat will be even more dynamic.
I am also experimenting how the game would look like with an orthographic camera. I do admit I should have done it earlier, especially because I do like how it looks like.
Development Progress #7
Currently I am working on improving the core gameplay loop.
At the moment all biomes, which are currently just two, are mixed into one run and there is supposed to be one boss between them. The boss encounter is not exciting, especially because after unlocking the particular floor you can easily access the fight.
With the improved version each biome has a dedicated area. There you can get portal shards which open a portal to the boss dungeon. The dungeon is completely handcrafted and is a more eventful boss encounter.
The new UI has a selection of all areas. Some may be locked till you clear the associated dungeon of the previous area.
A dungeon has an assortment of trials that will make the whole run harder, but provide a unique reward when you manage to clear them. You can die up to six times in a dungeon before you get kicked out of it. Opening a dungeon requires portal shards which you get in the equivalent themed biome area.