Added a small (seriously, it's barely noticeable) amount of visual feedback to player and enemy firing
Enemies now leave bodies behind when killed
More blood because it looks cool
HP and MP are now displayed above the player
Spell and ability icons now flash after their cooldown is finished
If a custom seed is set the title screen will now display it in the top left corner
Assassin upgrade now makes the player do extra damage to bosses when their HP is at 20% or lower
Enemy projectiles that bounce now have a 50% chance to be destroyed instead of bouncing when they hit a wall
Using Ranger's Garb's stealth now causes enemies to untarget the player
Fixed a bug that was causing enemies to target the player for a moment at the beginning of a floor when they have the Stealth upgrade
Fixed a bug that was causing the icons that pop-up above the player to jitter
To make things easier to distinguish for players with red-green colorblindness, the HP and MP bars shown above the player and enemies now have a black background and the HUD element that shows the status of the floor's stairs now displays an X when the stairs are locked instead of an outline
Patch 1.66.2
Steam leaderboards have been added. You can check your records and ranks by selecting Rankings at the title screen. There are leaderboards for floors cleared (per difficulty), kills (Boss Rush), and fastest loop (per difficulty). You can view the full leaderboards by going to Witchinour's achievements page.
You can now set a seed for the game's randomization by setting "seed" in witchinour.ini (located in AppData\Local\Witchinour) to any integer other than -1. This can be done while the game is running - simply change the value and save it any time before the first floor's loading screen. Please note that setting a custom seed will stop you from making progress on unlocks, achievements, and rankings until it's set back to -1.
Window scale is now saved between sessions
A game timer has been added to the top right corner of the HUD
Enemies are now smarter about where they point their weapons
Enemy parry sounds will no longer drown other sounds out when an enemy parries a bunch
Picking up your spell book between loops now increases your max HP and MP by 1
Circlular bullet patterns' tightness now has a cap, meaning they'll no longer become undodgeable if you get to a high enough loop
Past loop 1, the speed your Alert level rises at now increases by roughly 1.4% per floor and is capped at 200% of its base value
Enemy bullet spawning past loop 1 has been modified to spread patterns out more, offering more dodging opportunities
Enemy bullet spawning past loop 1 has been modified to produce slightly less bullets (this should only be noticable on high loops)
Pirate Costume's hook has been done away with and its ability now transforms you into a sea wisp, which slows you but increases your firing rate significantly
Two new upgrades have been added: Arcane Lasso, which pulls potions to you (and is a starting upgrade for Sheriff's Chaps), and Close Quarters Combat, which makes enemies take increased damage when you're close to them
Sturdiness now gives a chance to block melee damage
Protector's chance to deflect bullets has been increased slightly
Patch 1.66.1
Version number increases are now more reasonable
Menus can now be navigated via analog stick
Player's shadow no longer renders while they're dead
Quills now behaves like Blink and fires more bullets
Patch 1.66
Gamepad controls are now rebindable in the options menu
Input is no longer required to switch between keyboard + mouse and gamepad, simply use whatever!
Gamepad crosshair distance has been increased (good for aiming Blink!)
Added some shadows here and there
Floor tiles that become corrupted now have a chance to look more... lively
Enemy hit and death sounds now have randomized pitch
Enemy hit sounds no longer stack meaning hitting all of your shots at high level will no longer drown out other sounds
Boss health is now capped which should make bosses on high loops easier to survive
Pirate Costume's hook is now 50% larger and slows enemies for 3 seconds on contact
Feral Armor's ability is now usable at max mana, gives the player a 25% damage boost for 8 seconds, and has a lower cooldown when the player receives no mana from it
The bullets spawned by Blink are now faster and have some variability to their direction
I tested these changes as thoroughly as I could but if you find any bugs let me know and I'll try to put out a fix as quickly as possible!
By the way, thank you all for your support. It makes me happy to know that people have enjoyed something I created. I'll keep trying my best to make fun games!
Patch 1.65
Added a visual effect for stealth
Outfits that start with upgrades no longer have them counted against their upgrade points
The speed bonus from clearing a floor has been increased slightly
Pumpkinour's caltrops now hold enemies for a limit of two seconds instead of indefinitely
Enemy firing behavior when at max alert or above loop 1 has been adjusted to spawn extra projectiles in a more consistent way
Patch 1.64
Vsync implementation has been improved
Patch 1.63
<*>Vsync is now available in the options menu
<*>Disabling scanlines now disables shaders entirely, which should make the game playable on older machines with weak or no shader support
<*>Taking screenshots with the Steam overlay should now function correctly
<*>Fixed a bug that could cause the area text to display incorrectly when using an uncommon resolution
Patch 1.62
Just a tiny fix.
Mouse is now properly locked in fullscreen mode
In more exciting news, I've been working on a followup to Witchinour for a while and it's nearing the point where I feel it's ready to be properly revealed. If you follow me on Twitter you've seen little clips of it but in the past weeks the game has become more and more playable. I don't have an exact timeline for anything but I'll be sure to post an update here when it's ready.
Patch 1.61
Just two tiny fixes.
Patch 1.6's resolution and camera changes left Scope useless, so Scope now makes your shots more accurate
The Trackery's music volume has been adjusted to be in line with the other areas' (it was previously too quiet)
Patch 1.6
Witchinour's base resolution has been increased
The game's old camera implementation has been replaced with a static camera
Analog aiming has been improved
Analog movement has been improved
Crosshair visibility has been improved
Reworked map generation
The base minimum and maximum map size has been increased slightly
The increase to map size based on how far into the game the player is has been increased
Maps generated now have a much lower chance to contain long, narrow paths
Enemy spawning has been changed to reduce the chance that the player starts in an unsafe situation
Pause screen is now transparent
Default player movement is less slippery now, making Fancy Footwook less of a must-have upgrade
Fixed a bug that was causing the player's wand to be rendered at the wrong depth in controller mode
Fixed a visual issue with the game over and area name HUD text