Pit People

Pit People

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danpaladin  [developer] Jul 31, 2017 @ 4:13pm
Update 5 (on 9/27/17) Roadmap: Infinite Wisdom
This next update we are currently working on will have our brand new permadeath option, a rework to the leveling system, streamer-friendly music toggle, and other improvements.

Some of the bigger changes touch on making in-game progression feel better. You can also feel more pressure during fights if you flip on that permadeath. We will be checking balance and bugs for a little while before unleashing this beast as it has potential to be destructive if left unchecked!

As always, the main Story (although not included in this update) is being developed alongside all these improvements we have been releasing.

Disclaimer: Please keep in mind this is NOT an official changelist, that some changes may not make it in time, and that our changelist may be more comprehensive than this.

====================
DESIGN
====================

  • All player characters receive a flat damage (in the cupcake’s case, healing) per level bonus. This change should feel more noticeable than before, and higher level player characters should feel more valuable than ever.

  • PVP still normalizes levels after looking at each level for all recruits. The flat damage per level that is added will be applied to all characters fighting according to whatever level they've been normalized at. If you notice power shifts in your character from match to match, this is intended and directly due to temporary recruit level normalization. TL;DR: Sometimes everyone is level 9 if recruits average out to that, or sometimes everyone is level 74 if most recruits average out to that. That's why you may notice your damage fluctuating between matches in PVP.

  • All enemies have been counter-balanced to better compensate for leveling changes. Please leave us feedback regarding difficulty level!

  • Permadeath is now an available option to players only when creating a new save. The choice will be irreversible for that save until that save is deleted. If any character (story character or not) on your team is killed beyond the first 3 intro levels, they are dead forever and cannot be brought back. Resurrection potions are disabled for permadeath players. Story cannot be continued if you have lost a required story character (unless you invite anyone who has that story character). The save is destroyed and immediately ends for any permadeath player that has no characters left in their house at all. If you run out and still have characters recruited below, those characters will be brought on to your active team and you may continue. Players who are non-permadeath will be allowed to play with players who are permadeath. Permadeath extends to all modes, including PVP and unfair challenge. You can spot permadeath players with the badge next to their name. Currently, permadeath does not grant bonus rewards nor does it have achievements associated. It is primarily designed for the desired pressure. Achievements are planned on being introduced later, reward boosts are not. Insane difficulty and standard difficulty are freely toggled just like always.

  • Players can now play the introduction in online co-op. If one player has further progression in the introduction, the other player will join them at that spot.

  • Streamer Options added. Stream-friendly music can be toggled in place of any music that is not stream-friendly. Subtitle toggle option has also been cloned into this section for convenience so Streamers can more quickly get to settings they might want.

  • New fighter names added

  • New unlocks added

  • Balance changes to existing fighters and equipment

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CODE
==============
  • Added support for mouse interactions with survival guide

  • Added support for using mouse click to activate ghost partner team in house

  • Added support for using mouse click for sell, give/trade, and scroll items in house

  • A few more button prompts were added in house

  • Discovered gold and bonus gold are shown separately when returning to city

  • In some multi-part battles, stats for enemy fighters carry over to the last battle's results

  • Fixed some bugs related to tentacle animations in Chog battle

  • Fixed bugs related to losing items when dying

  • Fixed bugs when equipping items in the house

  • Improved AI pathing toward multi-hex targetable units

  • Save slots can be selected and deleted even if you can't choose them to join the current game

  • Fixed bugs with scrolling menus

  • Client wagon stops when accepting a quest

  • Fixed bugs related to trading fighters equipped with throwing axes

  • Gifting a fighter from the spoils list gives 85 gold for equipment when recipient has max count

  • Fixed various bugs related to trading

  • When accepting a quest if one player makes a choice and the other waits for the timer to expire, the first player's choice is used rather than auto-choosing "no"

  • Fixed bug when displaying low healing numbers

  • Added a filter to remove special characters from player names and chat messages

  • Camera zoom isn't overridden as often in battles

  • Allow comm icons when playing with a ghost partner team

  • Terrain resistances are considered when showing target icons in battle

  • In trade-only mode, improved trading fighters with equipment at max count

  • When giving or trading a fighter, player is told when some equipment cannot be given

  • Improved recognizing Steam controller

  • Show ghost partner team prompt when a single player is on the right side of the house

Let us know what you think!

You can also leave us feedback on Discord at http://discord.gg/thebehemoth
Last edited by danpaladin; Sep 27, 2017 @ 4:12pm
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Showing 1-15 of 46 comments
Jack Vitae Jul 31, 2017 @ 4:15pm 
FIRST
Keac Jul 31, 2017 @ 4:20pm 
Originally posted by HomoLord:
FIRST
No I'm first
bweg Jul 31, 2017 @ 4:21pm 
Dan, you forgot to pin...
Lung Jul 31, 2017 @ 4:23pm 
Last
bweg Jul 31, 2017 @ 4:27pm 
Originally posted by Lüng:
Last
NOT ANYMORE, also, Dan posted a TL;DR as he posted the article, lol.
milkprotagonist Jul 31, 2017 @ 5:07pm 
oooh more names i cant wait
Logipath Jul 31, 2017 @ 5:12pm 
Looks awesome! Even unfinished, Pit People makes it to my top 5 Steam games. I love all the creativity and humor that went into the game, and the mechanics are pretty awesome as well! :D Great work, Behemoth, and glad to see what looks to be another solid update. I can't wait for the full release!
bweg Jul 31, 2017 @ 5:29pm 
Originally posted by Logipath:
Looks awesome! Even unfinished, Pit People makes it to my top 5 Steam games. I love all the creativity and humor that went into the game, and the mechanics are pretty awesome as well! :D Great work, Behemoth, and glad to see what looks to be another solid update. I can't wait for the full release!
Agreed :)
bweg Jul 31, 2017 @ 5:29pm 
Originally posted by Giuseppe:
oooh more names i cant wait
Giuseppe, what if they added in,


A SHE-IUSEPPE
milkprotagonist Jul 31, 2017 @ 5:34pm 
Originally posted by Bwgee / VDC:
Originally posted by Giuseppe:
oooh more names i cant wait
Giuseppe, what if they added in,


A SHE-IUSEPPE
oh man thats deep
bweg Jul 31, 2017 @ 5:49pm 
Originally posted by Giuseppe:
Originally posted by Bwgee / VDC:
Giuseppe, what if they added in,


A SHE-IUSEPPE
oh man thats deep
delete that comment before it becomes an innuendo :D
jayandmoe Jul 31, 2017 @ 6:35pm 
yay
WaveLength Jul 31, 2017 @ 6:55pm 
Will there be more zoom-out options in the future? (ie: seeing the whole map in a battle)
Seems like a pretty good update. I only have a couple of questions.

One: for perma-death Permanent death for the main characters seems a little extreme considering the fact that you can't continue the storyline if you fail. Maybe there could be a way around this, like having to pay a large fee to bring back each character upon asking to start the quest.

Two: Will new monster types be eventually added, or is the fighters available all?

Three: This is actually a recommendation, but I played through that one side questline, and I think it would be awesome if you implemented the rest of the castle crashers into the game.
danpaladin  [developer] Jul 31, 2017 @ 11:17pm 
Originally posted by Claptrap P. Claptrappington:
Seems like a pretty good update. I only have a couple of questions.

One: for perma-death Permanent death for the main characters seems a little extreme considering the fact that you can't continue the storyline if you fail. Maybe there could be a way around this, like having to pay a large fee to bring back each character upon asking to start the quest.

Two: Will new monster types be eventually added, or is the fighters available all?

Three: This is actually a recommendation, but I played through that one side questline, and I think it would be awesome if you implemented the rest of the castle crashers into the game.
Sure!

One: You can invite someone who has a story character on their team to conitnue story, and/or make another saveslot that has them on it and play with that team as partner.

Two: There might be a fighter type or two introduced if I manage. They are very intensive and not priority at the moment.

Three: Most of the knight helms are immediately available if you own Castle Crashers for Steam
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Date Posted: Jul 31, 2017 @ 4:13pm
Posts: 46