This is a small update that also introduces a new version for people having crash issues when they start the game. Now you can switch to a version that creates crash logs, though it runs a little slower than normal. Please check this out if you've been having problems starting the game!
Instructions for Crash Logging Version
1. Right Click on Wayward Souls
2. Click on "Properties"
3. Click on the "Betas" tab in Properties
4. Enter the password: crashtesting
5. Click Check Code
6. In the dropdown box, select the new "crashlog" option
This will put log files in your appdata folder, such as "C:\Users\(User)\AppData\Roaming\Rocketcat\WaywardSouls\wayward-output.log" ... you can type %APPDATA% in an explorer window to get here.
List of Changes
- Fixed a bug in Shadow Labyrinth where the boss wouldn't spawn on the 15th floor
- Fixed a warpback before the Baron that was under a note, making it impossible to read the note
- Gauntlet now properly has healing fountains
- Typo fixes
- Fix for a possible dead end in Endless Mode
8/5 Update
Big update for changing how healing works in the game! This one took a little bit, switching to faster/smaller updates for awhile again. Next update will look into a crash on startup bug that's affected some people, and other fixes.
List of Changes
Healing System
- Characters no longer heal while going downstairs
- Healing Fountain rooms now spawn in, generally once per floor
- Players can use a healing fountain to heal themselves the same amount that going downstairs used to
- Mini-fountain variant that heals for about half of a downstairs heal
- "Health regen" changed to "amount healed by fountain"
- Mini-fountains added to most areas before a boss
- Mini-fountains added to some rare rooms, especially the larger "mini-dungeons"
- Fountains added for Paladin, though eventually he'll get something different
Warpbacks
- Healing Fountain rooms now have a teleporter that links to the previous beginning of level and dead end teleport systems, known as "warpbacks"
- Warpbacks added to the downstairs of each floor, for easy teleporting back to the healing fountain rooms
- Slightly updated the system for determining a dead end, will work more on this later
- Warpbacks added to many of the class story exit rooms
Other Changes
- Paladin reflecting shortsword now takes half of an energy bar to use, instead of 66%, for easier spamming.
- Tweaks to rooms
- Typos and other small fixes
- Some sounds optimized, lowering the download size of the game
- Sound volume adjustments or other changes for various sounds
- Turning Replay Story off can now skip some more ghost segments
- Made some dark areas less dark
7/25 Update
Quick update to fix a few things. We're still working on the big Healing Fountain revamp, so that will take awhile longer.
- Paladin's Soothing Sun upgrade now works properly. Light Ray and Sunflare Scrolls will now heal him as per the upgrade.
- Fixed a bug where the camera would lock onto the Gauntlet version of Baron Amaranth during his fight.
- Some minor fixes, such as typos.
- Health now set at 600, 500, 600 health in Shadow Labyrinth for Butler, Baron, and Bearer respectively. Gauntlet
- Gauntlet Mode health for the three are now 900, 700, 900
- Other areas and bosses untouched for now
Previously the values were flipped for Gauntlet and Shadow Labyrinth. Also Gauntlet Baron was 470 health instead of 500. This should make Labyrinth a bit more possible, though we'll be looking at balance for these again once Healing Fountains are in.
For comparison, a shortsword or greatsword slash attack does 10 damage.
7/21 Update - 11:50 PM PST
We tracked down and fixed an annoying sound bug. Currently we're working on adding a big new feature that will change how healing works in the game.
- Fix for the bug that made the sounds pop!
- Some typo fixes
- Background work to prepare for future changes
Edit 7/22 11:58 AM:
- Also fixed a room error for one of the zombie rooms, where it could put a chest just outside the room in a little 1x1 closet you couldn't get to
7/17 Update - 2:40 PM PST
Looking into all the reports and feedback we're getting! Here's some quick things for now.
LIST OF CHANGES
- Possible fix for a bug that made the player disappear when entering a new level, after playing for awhile
- Possible fix for the above happening, but for particles
- Small tweaks and fixes
Wayward Souls Launched!
Wayward Souls is now available to purchase. We also launched an update this morning that makes the new character, the Paladin, unlockable to everyone that gets far enough in the game!
If you like Wayward Souls, you can help us out in this Early Access launch week by leaving a review and telling your friends about the game. You could also retweet our launch tweet here: https://twitter.com/rocketcatgames/status/1018911116246700033
We will be listening to feedback as we work on the 1.0 launch. You can see what we're planning to work on by reading our task list: https://trello.com/b/Owzi4W1j/wayward-souls-early-access-planning
You can chat with us directly on our Discord, here: https://discord.gg/vpecNuB
For constant news you can follow us on Twitter or Facebook:
http://www.twitter.com/rocketcatgames/
http://www.facebook.com/rocketcatgames/
I will also be watching replies to this post and in the discussion boards for any feedback. Let me know what you think of the game so far!
7/16 Changes
Here's an update this morning as Wayward Souls launches!
Changes (10:20 AM PST):
- Seventh character now accessible!
- Experimenting with Steam Cloud support
- Tutorial updated to teach people that you can push things
- If you have no one with the game on Steam Friends that are leaving graves, the game will generate non-player graves from a list
- Rocketcat Games account no longer automatically added to the grave list, currently
- Area Select UI change
- Fixed bug preventing writing grave messages on death
- Typos and minor fixes
The Big Beta Changelog
I had a couple requests to post the changes of what we've been working on before Early Access launch, so here's a big list.
This list isn't very organized, and many things are missing. It should still give a good idea of what we've been working on. The changes start at around October 2017, and end at July 15, 2018. Changes before this period are not covered.
The oldest changes are on top, so you can read this in order. A gap in a list represents a shift in major update versions, though this may represent multiple smaller updates.
Wayward Souls launches tomorrow! Around 10 am PST.
LIST OF CHANGES:
- Added many animations for players and monsters, including more detailed player idles and more running frames for players and monsters.
- Added new puzzle room types.
- Added Rare Boss encounters.
- Added health bars for bosses.
- Added new story rooms for the Diamond areas.
- Many changes to dialogue and texts.
- Adjusted basic dagger throw power cost for Cultist, before you could toss two of them before running out of energy.
- Flipped Cultist ability buttons.
- Nerfed Runic circle's size from 120/140 to 60/90.
- Flipped Paladin buttons.
- Fixed bug where game freezes for a second when loading music track.
- Challenge version of bosses get special art.
- Rogue
- Reduced Oiled Armlets II to 12% from 15%.
- Black Cat Bracers now stealth you on hit.
- Hush slippers changed to give you a stealth on midboss kill. Both items beforehand just made stealth last longer.
- Toadskin Cowters now poison enemies that hit you when you're invulnerable.
- Giantstompers now interrupt midboss attacks!
- Minimap now no longer gets bigger than the paper.
- TINY flag for spiders no longer makes them immune to mage attacks.
- Fixed bug where you could diagonally walk through walls when going downstairs.
- Mage button flip.
- New sky backgrounds, such as the rising sun.
- Hatboxes now 1x scale.
- Haste altars now much weaker, 10% instead of 25% speed buff.
- Haste altars now stack with haste (?)
- Abilities can now have a global cooldown period. Initially added to stop Warrior from spamming all his axes in half a second.
- Diamond Boss works again.
- Gray face hat previews added.
- Fixed various UI issues.
- Dash now cancels the attack turning lock, to prevent getting stuck in a forward dash if used immediately after an attack.
- Gold Boss works again.
- Upgrade windows are now bigger.
- More spider rooms added.
- Celebrating our 300th hat added
- Pre-dead NPC decorations used to fall down to their death frame right at the edge of your vision, like everyone was playing dead as they heard you coming.
- New RING particle type.
- Fullscreen blackout fades.
- New pause equip screen that shows everything at once.
- Lots and lots of handcrafted rare rooms added, over 150.
- Walwin Decoy nerf in duration, 1.8/2.5 -> 1.2/1.8
- Gave interrupt back to Flamespray for Mage.
- Fixed an annoying blank face issue with hats. Maybe.
- Drudge Haste Banner debug errors fixed.
- All hats now have the option of both a west and east facing frame, instead of just mirroring the frame.
- Fixed a graphics bug for the "Survived the Journey" screen
- Fixed invisible ghost pushblocks being left when a pushblock is destroyed
- Fixed some cutscene issues
- Pause screen now shows the description for what an item does, instead of lore description
- Warrior: Bane of Bones effect change to better show stun radius
- NO ENERGY message removed, changed to textless effect instead
- Pushblock sound effects added
- Push animations added to characters
- Shrine buffs now use the Mage Gauntlet magic shield effect when protecting you
- Paladin character class intro now starts at very low health
- Enemies slowed by ages hourglass and some abilities now have a slow flashing purple effect
- Rogue: Revamped LOW BLOW Upgrade. Killing a midboss will now make your dagger stab stun, and restore up to 50% of your energy.
- Warrior shield blocking no longer makes you lose shrine buff charges.
- Cultist: Revamped FEARSOME VISAGE Upgrade. Killing a midboss will put a small slowing and spell nullifying field around the Cultist, for up to 1.5 seconds.
- Spellsword: Teleporter Dash replacement can now be aimed diagonally.
- Spellsword: Teleporter Dash can now teleport through fireballs.
- Spellsword: Teleporter Dash now ignores attack direction lock, like other dashes.
- Cultist: Deathguard invulnerability will now protect shrine buff charges
- New Shadow Hall room type
- Bronze and Labyrinth starts should now work better with story skipping
- Some new rooms added to rotation
- Cultist: Gord's Teeth throw distance now 40% longer
- Cultist: Runic Circle radius reduced significantly. Now it doesn't upgrade.
- Fixed a bug where summon scrolls were lasting much shorter than they should have been
- Summon scrolls now summon instantly, rather than being targeted
- Title of area when entering a map
- Possible fixes for resolution/weird particles
- Press F2 to toggle vsync on/off
- Adventurer
- Raised maximum adventurer amulet drop upgrade to 25%, up from 15%
- Lantern conservation max upgrade to 15%, up from 10%
- 5/4 health penalty for Red Death changed to 3/3
- Sunlight Rosary (damage spell) also nullifies enemy projectiles
- Blast Marble stun removed, now interrupts instead. Knockback increased to be comparable to Mage shove.
- Raised lantern ammo max from 6 to 7
- Nerfed wisp lantern from 3.5/5 to 3/4.5. Wisp Lantern now does damage at half the rate of the other lanterns. Area of light reduced so that you can poke out of the light if you run forward.
- Zephyr Dash now properly applies bleeding effect.
- Changed Zephyr dash duration to 0.5/0.75, from 0.4/0.6 Increased Zephyr radius from 32 to 48, and max enemy count to 9 from 6, and damage to 15 from 10. Increased dot attacktime from 0.3 to 3.0
- Ice Tears freezing DOT effect normalized, now lasts 5 seconds instead of 6 and has a more clear effect.
- Rogue
- New Low Blow upgrade redesign is now accessible. Kill a midboss (tough enemy that is partially stun resistant) and your next stab will do a guaranteed stun while restoring your energy, up to 50%
- Low Blow shows up as a HUD icon when active.
- Toadskin Cowters now apply poison to enemies that hit you in melee, even if you're invulnerable.
- Toadskin Cowters now also reduce the damage you take from enemies. Currently this applies to all damage, we may make this only be PHYSICAL if this is too strong.
- Hush Slippers changed from stealth duration to giving you a temporary stealth whenever you kill a midboss.
- Black Cat Braces changed from stealth/invisibility duration to granting you a very short stealth when you take damage.
- Kicks now send enemies flying less far.
- Giantstompers now interrupt midbosses with direct kicks! They also still interrupt midbosses if you kick an enemy into them.
- New rooms
- Some new sprite changes for decorations
- Collision physics tweaked to make you bounce around less when you power attack into enemies.
- Some new player animations for casting
- New system for hidden rooms
- Better handling of "Replay Story Skip" for some scenes
- Lots of tutorial and Paladin work
- Adventurer Changes
- Starting stun bolt hits 2 targets now
- Silverset stun upgrade hits 3/4 targets
- Blast Marble damage nerfed from 10/15 to 5/10
- Fixed a run in place bug with Butler boss
- Orvar's Shield now stuns melee attackers on block, maximum amount of charges nerfed from 9 -> 7
- Sunnebrand health regen 2/3 -> 1/2
- Zephyr Boots max charges 9 -> 7
- Amulet ammo drop rate upgrade maximum 25% -> 20%
- Lantern animation fix, no longer puts it away too early when standing still
- Tamed sprite effect adjusted to match its radius beter
- Flamespray and Earthball no longer CRUSH (guaranteed interrupt) enemy attacks
- Flamespray damage 5 -> 7
- Lots of effect tweaks for Mage abilities
- Chaff (anti-spell field): 3.5/5 -> 3/4.5 duration, 140 -> 100 radius
- Footstomp : 90/120 -> 70/100 radius, 1 -> 1.2 knockback multiplier for level 2
- Earthball: 15/20 -> 10/15 damage
- Ice Staff: 3/6 -> 2/3 second slow
- Tome of Storms: 20/30 -> 15/20 damage, 6 -> 9 total charges
- Implode: 5 -> 2 damage
- +Crit Gust area of effect slightly increased, now matches the first level of Blazeweave
- Second level of Blazeweave now gets an additional 6 damage burn over 3 seconds
- Manablade Arts now CRUSHES
- Walwin's Frock no longer allows turning mid-dash
- Walwin's Frock decoy now works properly
- Ability descriptions updated
- Camera default vertical position tweaked so your character is more centered
- Camera vertical box panning height 25 -> 10, increasing view distance north and south in exchange for more sudden turning
- Paladin energy restore ability reduced 40% -> 30%
- Paladin's fireshove 2nd level: 10 -> 15 damage
- Various rooms added
- Various effects tweaked
- New trap room type added
- UI adjustments, including changing the retry tombstone
- Nightmare Cultist can now attack before transformation, and attacks almost twice as fast post-transformation
- Ashen zone enemies now have a further attack and chase range for the most part
- Tutorial now plays on first run again
- Updated tutorial to support gamepads, keyboard
- Tweaked tutorial map
- Dashing now fully supports diagonals, letting you change to diagonal movement mid-dash
- Labyrinth floor 10 is now a high difficulty floor with 4 rooms instead of 1
- Labyrinth boss health all doubled
- Labyrinth Butler/Baron/Bearer floors have one extra room
- Blast Marble level I now does 10 damage, but has a smaller area
- New effect for Blast Marble I
- Mage Walwin's Frock decoy duration 1.8/2.5 -> 1.2/1.8
- Rogue spinkick active time: 0.20/0.35 -> 0.25/0.37
- Flame trap hitbox changes to be more accurate
- Gargoyle flame breath changed to be more accurate
- Gargoyle flame breath pre-attack effects changed
- MENU button prompt on character select
- Sprite fixes for the chest hat popup
- Pets added back into the game
- Abilities no longer CRIT if an attack isn't fired
- Attacks that miss no longer display a CRIT message
- Labyrinth floors 2, 5, and 8 are now one room bigger, 5 rooms per floor
- Paladin Gold floors are now one room bigger, 6 rooms per floor
- Cultist stealth now properly walks through enemies again
- Frost Scroll shards no longer shoot out of your feet
- Forge display error fixed
- Paladin hats now properly use their alt color
- Rockworms play their proper shoot animation
- Rockworms no longer move immovable objects when burrowing
- Rogue can now properly dash through Rockworms again
- Keybindings: Changed ability names to Left Ability and Right Abilty
- New UI tweaks
- New rooms
- New particle tweaks
- Rogue nullguards nerf 2(3) hits -> 1(2) per floor
- Rogue Toadskin Cowters now only reduces non-magical damage
- Rogue Shadowtwist Elixer now has a sound effect on use
- Mage Flamesprays get CRUSHING back for now (they interrupt enemy attacks again)
- Cultist Deathguard Dim invulnerability now uses the shrine shield effect, so no more pain sounds
- Cultist Deathguard shield effect persists as long as the invuln does, no longer goes away when the stealth goes away
- Cultist stealth now passes through Rock Wurms
- Equipment screen now shows +'s in the icons for items that are upgraded to maximum
- Equipment screen now shows the stat bonus of your current pet
- Pet rescue UI window updated
- Rocketcat pounces properly
- Arena difficulty set to "8", making it now the highest difficulty mode
- Paladin floor 16 difficulty 6 -> 7
- Tutorial Paladin Solar Scepter now has the power attack that the unlockable Paladin character class gets. Stun chance 30% -> 14%
- Paladin class Sunburst chance 10 (15)% -> 16(24)%
- Paladin class Fireshove Scroll nerfed hard. 0.09(0.14)->0.09 lungetime, 0.3 explodetime -> 0.1, slow duration 4(6) -> 2(3)
- Flame sword DOT buffed, now does 5 damage over 3 seconds (previously 5) with added visual effect
- Flicker description now mentions it charges through enemies
- Warrior Hurlbat Hands+ now properly does 10 damage instead of 7
- Removed an unnecessary CLOSE label in Upgrades windows
- Labyrinth Shadow Boss Health: 1500 -> 1125
- Final shadow floor (single room before boss) difficulty 1 -> 7
- Gauntlet bosses work again and have new appearances
- Camera fix pass for many boss rooms
- Boss health bars fixed
- Health bar supports for boss fights with two bosses
- Boss health bars now have the boss name above the bar
- Spellsword Phaseblade charge attack explosion now uses melee attack stun rules instead of projectile, meaning it's not guaranteed against midbosses.
- Warrior Mace Stun Leap is also now weaker against midbosses
- Made sure Spellsword's Orcfist Leathers actually work
- Spellsword Scrutinous Reader changed so it affects his pet summon scrolls only, it used to also affect haste
- Paladin Solar Scepter Stun Chance 0.14(0.20) -> 0.12(0.16)
- Mage manablade stun chance 30% -> 10%
- Fix for character unlock popup on Char Select Screen, now shows icons properly
- Some new pets, like the flit
- New enemy/room type
- Many performance improvements (hopefully)
- New Display Options menu in settings
- Frame limiter to help with performance in Display Options
- Bearer and Gauntlet version now summons guards.
- Gargoyle flamespray attack now is non-interruptible
- Labyrinth Boss will no longer drop health potions for Rogue and Spellsword
- Cultist Death Word damage 20(25)->20(30)
- Chaosburst buffs: Lunge distance .40 -> .45, now has NULLIFY, and now does damage: 10(15)
- Deathguard 5 -> 6 charges
- Cultist Deathguard invulnerability now lasts much shorter, 2(3) -> 1.2 (1.8)
- Cultist Ice/Chaos Orb changes: Explodetime 0.66 -> 0.30, lungedist 0.5(0.7) -> 0.45(0.64), Damage 15(20) -> 10(10)
- To make up for the nerfs partially, Chaos Orb now also has NULLIFY.
- New attack pets added, with special attack properties.
- Sprite attack now burns.
- Gravestones in the game. You can write messages when you die and your Steam friends can see them, and you can see theirs.
- Gravestones will remember your class used and how you died.
- Specific hats can now be rewarded via scripting.
- New hat chest type added for Endless.
- Paladin's story mode will now end earlier than before, so we can work on the end bosses more and not have them visible during the start of Early Access.
- Gravestone Blessing and Curses added, that you can purchase to show to other friends.
- Empty gravestones (from now having enough friends in your list) now simply don't show up.
- Rocketcat Games account graves are now visible for everyone, not requiring a friends list add.
- More rooms and hats and pets added.
- Toned down the Bearer guards significantly.
- Some Bearer Guards now show up at the start of the Throne Room Hall, so you can see them before the fight.