·Improved game font ·Start floor now always changes to highest floor when returning back from the dungeon ·Improved design of error alerts ·Added new item slot: Off-Hand ·Moved reflect item effect to off-hand ·Improved player death animation ·Improved enemy textures ·Moved save indicator to the top right ·All enemies and interactable objects now have an outline on hover ·Added 24 new rooms to the castle biome ·Added 3 new enemies to the castle biome
Bugfixes
·Fixed some issues with castle trip wire trap ·Fixed item slots showing 'New' for empty slots ·Fixed loud audio spikes on level switch
Update 0.82.1 - Small fix
Bugfixes
·Fixed wrong sfx for fireball explosion ·Fixed issue with unlocking elevator in multiplayer
Update 0.82 - Castle Biome
Gameplay
·Added the castle biome. Floor biomes change every 10 floors. ·Changed how clearing a floor works. Previously you needed to clear 80% to open the room doors. Now you need to clear 80% of the main path to activate the elevator. ·Improved dungeon layout. Now not all rooms are always connected. ·Player tombstone now spawns at the last checkpoint. Checkpoints are placed on entering a room and near chasms/water. ·Player tombstone does not spawn enemies anymore, you just need to use it to revive a dead player.
Bugfixes
·Fixed major bugs related to reviving player in multiplayer. ·Fixed shopkeeper selling only max. ilvl 15 items.
There are still some things missing for the castle biome. More unique enemies and more rooms. Currently there is no big boss, but that will be the next big thing I will work on.
Development Progress #1 - New Biome
The monthly update will be delayed a bit, because I was not able to get everything ready in time. I want to share the current progress of the update.
The next update will have a new biome.
The way floors are cleared will be also changed a bit. Previously you needed to kill 80% of the enemies in a room for it to open, except if you are on a floor that you previously cleared. Now you need to kill 80% of enemies on the main path. Special rooms, like a challenge room, will also count towards the floor clear rate. That way you can better control they way you progress through a floor. The ladder is replaced by an elevator that is deactivated until you clear the floor. The elevator model is still work in progress.
Update 0.81.1 - Camera improvements
Gameplay
·Added vertical rotation to camera drag rotation ·Added vertical and horizontal sensitivity and invert settings for camera rotation ·Added a button in keybinds that allows you to unbind an action
Update 0.81 - Shopkeeper improvements
Gameplay
·You can now buy items at the shopkeeper ·You can buyback sold items at the shopkeeper ·Reworked burning ground to increase performance, not overlap and simulate better ·Greatly improved dungeon biome performance ·Added that collected items are now marked as new in your backpack ·Changed that enemies only have red outline behind objects when they are aggroed ·Changed that enemies first spawn when you enter the room and not on floor load ·Added input action that allows to rotate the camera on cursor click and drag
Bugfixes
·Fixed error when attacking after casting invisiblity and unequipping claws ·Fixed particle effects of some skills being applied multiple times ·Fixed falling arrows and magic bolts not being properly visible to other players
Update 0.8 - Dungeon rework
Gameplay
·Greatly improved the graphcis of the dungeon biome ( better meshes, textures, details, lightning ) ·Reworked player revive a bit. Now dead allies spawn a tombstone that needs to be used to revive them ·Improved font of damage numbers
Bugfixes
·Fixed rare bug where you are stuck dying in the dark after falling out of the room
Here are some comparisons of the rework. I improved most objects and effects.
Update 0.79.8 - Small update
Did not get much done over the holidays, so it's a small update.
Gameplay
·Keys are now permanent ·Improved visuals of the main town ( more npcs, birds, etc. )
Bugfixes
·Fixed duplicate tiles in the tutorial and dungeon ·Fixed not being able to swim properly
Update 0.79.6 - Room variations
Gameplay
·Item effects are now split into 2 categories ( offensive, defensive ). Rolling effects is now biased towards having a balanced ratio ·Charges now refresh on new floor ·Polished player level up animation ·Enemies now have wings if they can fly ·Skeleton Healer now has 5 charges on heal nova ·Most rooms now have variants with either water, chasms or default
Bugfixes
·Inventory sorting now sorts items based on type and rarity
Update 0.79.4 - Claw weapon
Gameplay
·Added a new weapon -> claw ·Tornado wand totem skill has now 3 charges ·Added analytics to fix crashes faster and improve the game. You can opt-out at any time ·Reduced armor penetration from falling arrows from 50% to 40% ·Added selling all red items button to vendor ·Added new floor effect -> Magic Bolt, similar to falling arrows, but magic damage ·Added trap variations. E.g. every trap that is a full tile, is now either a spike or fire trap ·Boss heal potion now has only 1 charge
Bugfixes
·Fixed falling floor effect arrows falling all at once if multiple enemies are killed ·Fixed skill that apply buffs not working properly in multiplayer ·You can now rotate the camera while dead and spectating