RONIN
 This topic has been pinned, so it's probably important
teedoubleu May 29, 2015 @ 4:02pm
Update Changelog
Update #9

- fixed wall glitch bug and by fix I mean I forbid you to exploit it and if you do it its now your fault
- added Mac and Linux builds
- hints!!1

Update #8

- picking up the sword no longer requires a turn but it grants only one combo point now
- tweaked several levels to be more open ended
- setting off the alarm in new game plus is now a fail state
- added an option to turn off hints... just kidding, you will never get rid of hints:D

Update #7

- jump projection in combat will now indicate when the turn will end
- hopefully fixed the bug that made the hero fly through floor - please report if its still happening
- added hints back to game

Update #6

- added ability to pull rope in combat
- added "spotted!" notification to NPCes
- removed hints from game

Update #5

- new intermission menu art
- game will now stay paused after combat if any enemies are alarmed
- in addition to being helpful, hints are now also entertaining

Update #4

- huge changes to enemies with automatic weapons - they do not fire in cones anymore but in new game plus they do fire in much wider cones so new game plus is now VERY HARD
- added checkpoints after combat
- added automatic pause while outside of combat and an opportunity for an attack comes up and the hero is swinging on a rope
- hints are now super helpful

Update #3

- jump projection now shows whether you will land on a platform or not (it might be seriously bugged so please report any glitches)
- somehow managed to make hints even more helpful and essential

Update #2

- slightly optimized memory usage - game should start up faster, as a side effect you can now edit level art (and for example add graffiti to Raid)
- some boring bugfixing
- Neurotoxins Lab cannot be ghosted anymore
- removed tracers from enemies with automatic weapons :D
- restarting the level now requires confirmation
- hints are now more helpful

Update #1

- picking up the sword (or catching it in air) increases combo by 2
- improved skill menu navigation
- slightly rebalanced Raid to be easier
- improved platform collision detection
- added tracers to enemies with automatic weapons
- hints are now more helpful
- fixed some bugs that memory of I already repressed
Last edited by teedoubleu; Oct 14, 2015 @ 4:02pm
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Showing 1-15 of 114 comments
OneAB May 29, 2015 @ 5:13pm 
The difficulty of Raid was just fine.
I think a notification about using the grappling hook to get to the 2nd tower would have been sufficient.
EKW May 29, 2015 @ 7:43pm 
On the last mission, I cleared three rooms and died in the fourth and had to start the level over again. I'm not the first person to say this; making players repeat parts of the game they already beat is not making it more challenging, it is just bad game design.

Otherwise, I love the game!
Last edited by EKW; Jun 14, 2015 @ 2:23pm
grail666 (Banned) May 29, 2015 @ 9:49pm 
Originally posted by Ellen Krue Wizowsky:
Also, on the "Kill the Boss" mission, I cleared out three rooms, died in the fourth, and had to restart from basically the beginning. Please add checkpoints for each room.

I second this, and if it's possible to third it, I'd do that too.
OneAB May 29, 2015 @ 10:06pm 
Originally posted by grail666:
Originally posted by Ellen Krue Wizowsky:
Also, on the "Kill the Boss" mission, I cleared out three rooms, died in the fourth, and had to restart from basically the beginning. Please add checkpoints for each room.

I second this, and if it's possible to third it, I'd do that too.

Isn´t it normal for a boss level to be a little bit hard?
The countdown mechanic is necessary for the sad ending.
And people actually managed to finish this level both ways so you should be able to as well.
Thor May 30, 2015 @ 5:11pm 
So I've been experimenting with Sword Throw and still haven't found a place for it. If you don't get recall, its almost impossible to pick the sword up in mid-combat unless you immediately burn a bubble for Hologram.

Has anyone found an effective method to manually pick up a thrown sword without waiting 2+ turns to grab it?
teedoubleu May 30, 2015 @ 5:17pm 
Sword throw without upgrades is very situational so don't use it whenever its available. Picking it up grants 2 combo points so if you manage to keep the combo after throwing it by stunning enemies you can still pick it up under fire and get a limit break to save you.
Thor May 31, 2015 @ 10:09am 
Originally posted by teedoubleu:
Sword throw without upgrades is very situational so don't use it whenever its available. Picking it up grants 2 combo points so if you manage to keep the combo after throwing it by stunning enemies you can still pick it up under fire and get a limit break to save you.

That's a good point about using a limit break, however I've never had a situation where I'm at +3 combo after throwing the sword while being able to move to it in time.
Was it impossible to code the sword being picked up for free or did you feel it was too powerful?

Perhaps the empty skillpoint between Sword Throw and Sword Recall might be a nice spot for a skill that awards the player an instant Limit Break for manually picking up the sword?
JJRcop May 31, 2015 @ 4:21pm 
Ooh, ooh, ooh, what's new, what's new, what's new?!
grail666 (Banned) May 31, 2015 @ 6:38pm 
Originally posted by Kauahatu:
Originally posted by grail666:

I second this, and if it's possible to third it, I'd do that too.

Isn´t it normal for a boss level to be a little bit hard?
The countdown mechanic is necessary for the sad ending.
And people actually managed to finish this level both ways so you should be able to as well.

No, you're missing the point. A challenge is fine, but forcing the player to redo a section of the level that he/she has completed with ease multiple times isn't a challenge, it's tedious, and quite frankly lazy game design. . The game is riddled with badly placed checkpoints and it needs to be addressed.

Originally posted by JJRcop:
Ooh, ooh, ooh, what's new, what's new, what's new?!

Practically nothing of importance, sections of the game still remain difficult because of design decision that haven't quite worked out the way they were intended. Although, I don't understand what "Neurotoxin cannot be ghosted anymore" means.
JJRcop May 31, 2015 @ 7:05pm 
Originally posted by grail666:
Practically nothing of importance, sections of the game still remain difficult because of design decision that haven't quite worked out the way they were intended. Although, I don't understand what "Neurotoxin cannot be ghosted anymore" means.

No offense but, I wrote that post before the OP was updated, also your answer is full of subjective opinions instead of actual notes of what was added. :)
grail666 (Banned) May 31, 2015 @ 7:34pm 
Originally posted by JJRcop:
Originally posted by grail666:
Practically nothing of importance, sections of the game still remain difficult because of design decision that haven't quite worked out the way they were intended. Although, I don't understand what "Neurotoxin cannot be ghosted anymore" means.

No offense but, I wrote that post before the OP was updated, also your answer is full of subjective opinions instead of actual notes of what was added. :)

No offense but why don't you take your passive aggressive approach to responding to someone and your smiley faces and stick them up your arse. Of course my answer is full of subjectivity, that's all you're ever going to get from another human being. Grow the ♥♥♥♥ up and stop picking fights.
This went from update logs to trolls feeding trolls. If you let people comment on the Internet, they always want to shove things up your ass.
grail666 (Banned) May 31, 2015 @ 10:16pm 
Originally posted by vVrat|-|:
This went from update logs to trolls feeding trolls. If you let people comment on the Internet, they always want to shove things up your ass.

Isn't this an act of trolling in and of itself? It most likely is. How about we all stop bickering like a gaggle of school girls and get back to providing feedback to the devs.
Andrew R.L. Jun 1, 2015 @ 2:09am 
Hi, this happens just after finishing level 3 in Demo build:
Originally posted by demo.exe:
ERROR in
action number 1
of Draw Event
for object Outro:

Trying to draw non-existing background.
at gml_Object_Outro_Draw_64
Fafnir Jun 1, 2015 @ 1:50pm 
Thanks to the last update, I finally can at least launch the game. But problem isn't solved to the end - fatal error becuse of out of memory still exists, I meet it at the second preparing phase of hunt for Wisegal. Level is practically unplayable - it too often crashes at loading.
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