Crawl > General Discussions > Topic Details
Barney  [developer] May 7, 2015 @ 11:11pm
Update v0.5: Flame Skeleton
It's that time again!
Update Animation![]

Another Update! Here's what's new:

  • New monster "Gaben" added as a rare statue
  • New monster "Mini Beam Eye Bat" rounds out the Flying Eye evolution chain
  • Five gods can now be "taunted" to give a new challenge, or something extra to gloat about when you beat your friends
  • New "Battle Axe" weapon
  • New environment "The Crypt"
  • New spells "Raging Bull" and "Spirit Bow"
  • New weapons "Magic Flame Bow", "Chain Ice Staff" and "Greater Ice Staff"
  • New "Toad Necklace" artifact
  • New "Nauseating" weapon property
  • Improved “aim-to-shoot” system for bows and some other ranged attacks
  • Spawn animation for ghosts
  • Added door opening/closing animations
  • Stairs shown in the starting room on each floor
  • Spell Runes in store redesigned to represent each spell
  • "Flame Archer Skeleton" art changed to have a flaming skull instead of red tint
  • "Acid Blood" artifact reworked
  • "Sun ray" magic lasts longer before being interruptible into run
  • "Magic Staff" can now be aimed by holding down the attack button
  • "Evil Princess" attack can now be aimed by holding down the attack button
  • "Fetid Discharge" reworked to spill outside the room less
  • Blob colors tweaked
  • Shield shaman palette tweak for readability
  • Monsters gain blood for freezing or webbing the hero
  • Vampiric ring balance tweaked a little
  • Hero "Tribal Shield" spell tweaked: shields don't stay up as long
  • Arrow hitboxes tweaked to be more generous to archers
  • Damage increased for "Mushroom" slime attack
  • "Spider" movement quicker when dropping webs
  • Hero takes a little more damage when trapped in webs
  • Improved effectiveness for "fireball" and "tear" living tomes
  • "Scorpion" attack does more damage, with longer cooldown
  • Ectoplasm spawn rate increased during boss encounter
  • Blob projectiles travel further
  • Blobs move a little faster when inhabited
  • Gold payout from wishing well increased
  • Faster projectiles for "Hooded Haunt" monster
  • Price reduced for "Dwarven Cog" artifact
  • Damage reduced for “Beam Living Tome”
  • Tadpole balance tweaks: dodge more effective with less cooldown, projectiles faster
  • Muzzleflare for "Flame Archer" fixed to not penetrate walls
  • Fixed bug with wishing well healing players
  • Blob shadow no longer stays red if you uninhabit while it's red.
  • Bow aiming no longer occasionally gets stuck when holding down button
  • Fixed some props wrongly set as wall, preventing dashing through them
  • Camera tweaked to fix some 1 pixel gaps.
  • Some fixes for possible controller issues.

We survived GDC, Dave survived becoming a father, and now we’ve even survived putting out another update! Either we’re indestructible, or making updates isn’t all that perilous- I like to think we’re indestructible.

Have fun with it all and let us know what you think- now to start work on the next one!
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Showing 1-15 of 33 comments
BeAuMaN May 7, 2015 @ 11:23pm 
Awesome! Can't wait to try this out. As Always, I look forward to your updates, and if my friend actually bought some more xbox controllers, I'll make sure to purchase a copy for him to play with his friends, as he can enjoy it the way it's meant to.
Paxtonize May 7, 2015 @ 11:34pm 
nice. good work devs.
JonnyCatt May 8, 2015 @ 12:08am 
So awesome! It's like a new game! The spirit bow gives an interesting twist on how you play the game. You have two weapons, but you have no way of dodging or anything aside from your movement.
GreenOne May 8, 2015 @ 12:51am 
All hail Powerhoof!

What a coaccident, last time I gathered with friends for a local party it was crawl update too, just like today!
Last edited by GreenOne; May 8, 2015 @ 12:51am
Intra Cetum May 8, 2015 @ 1:40am 
All challenges listed were completed with three hard mode bots

Gor challenge complete, first try (Ghidraak too, not that sissy Kourok). It was hard to consider one of my favorite, most used weapons a challenge. One extra hit on slimes was the only slightly annoying part, and Ghidraak would have been harder had I not gotten a good amount of heal globes.

Goloth challenge complete, first try (Korouk, wouldn't have mattered which one since I had a bow).
Good job on making the bot time the laser now, I can't just bait it stupidly. I didn't just stomp this challenge like the last one; I lost the lead at 9/10/1/10 so I stole a kill, dinged 10, went straight to the boss. Was mildly challenging. Emphasis on "mild", as pre-patch Chz would have been more difficult.

Qaahl challenge complete, first try (Kourok).
Not that hard really. Keep distance, fire bow, easy win. Buy vitality when possible, don't buy any potions that reduce it, easy game.

I'm out of time to try the other two: will get to it tomorrow.

Hard bots seem slightly improved in collecting ectoplasm. Improved Spider is noticeable. Like the stairs. Scorpion is vastly improved, though still a bit on the weaker side of form 3's.

Still think Eyebat's 2nd form sucks, 3rd form has some plus and minuses. Eyebeast has issue with dodge roll, and this guy is no different. Unless the opponent has a non-mobility skill, your chance to hit them is low and frustrating. However, this 3rd form is possibly slightly better at what Eyebeast does because it can kite better, though overall I don't necessarily like it. Eyebeast can throw in a bite if they dodge but stay in range... It's a mixed bag. Also, maybe it's just my imagination, but it seems like Eyebat got a buff to projectile speed. Now I don't think I want to evolve it at all, because the form one just seems so much better.

Evil Princess aim is appreciated: still a terrible monster with too low DPS, health, mobility, and the buff being detrimental to your own design.

Aim assist on bows seems to have made bow hard bots even more godlike than before. I used to be able to juke arrows by dancing back and forth and baiting. Now I need to be more than half a room length away for any chance of that. Not sure if I like this... since I already thought ranged weapons were OP. Even other bots were getting mercilessly mowed down, compared to the Claymore user who was easily kited and killed in one room. Bots are really, really good with bows; they just don't use the practical sense of kiting and matchup knowledge that humans do. That's their only weakpoint (and that bots obsess way too long on one target and you can abuse that, and how they interact with walls / objects / traps).

We'll see how the other two challenges measure up tomorrow. They sound hard (mostly the frog one), but we'll see.

New Chz still isn't very good. The lifesteal is mediocre for the penalty, and you don't get lifesteal for hitting multiple targets it seems? Or the lifesteal is just so weak I can't tell the difference. I literally just died playing Chz (testing Spirit Bow, which isn't so good at survivability and has terrible synergy with sling), while the challenges were easy peasy. I still won after I swapped to Tribal Shield with a sling, but I was near death since the Tribal Shield wasn't walling me in like it normally does against the heads. I may have healed a fourth of a bar for the entire fight, which didn't really make up the health lost from the item.

It's better than it was before, but still really bad.

Tribal Shield was only slightly nerfed since the cooldown was decreased. This actually buffed slower weapons like Crossbows and Repeaters because the reload cancel glitch is still in the game. The Tribal Shield nerf only applies to melee weapons and the Sling. All ranged weapons still greatly benefit from Tribal Shield to an extreme extent, and bots still struggle with the shield in terms of pathing. It appears you made acid create pools from hitting the shield, which is a welcome change and made it significantly worse against Ghidraak. Tentacled Abominations strike through Tribal Shield, and that is worthy of note.

The new elemental bows are ridiculous. With the projectile buff on top of these powerful ranged weapons filling the item pool, it seems like the challenge for mouse players is going way down.
Last edited by Intra Cetum; May 8, 2015 @ 3:31am
GreenOne May 8, 2015 @ 1:47am 
Wonder if shied deserved to be weaker, I think it is to much to make it shorter. Not sure if it was sufficient even as it was before.

Enjoying the no-worship system! Also the sling feels great now =)

Random suggestion: shrine/shop item that allows monsters to have their special ready right from the start, however the following cooldown is still the initial-slow-one.
Vlurxtrznbnaxl May 8, 2015 @ 2:37am 
Awesome stuffsies. Can't wait to get right into it <3 .
boxfish May 8, 2015 @ 4:35am 
every time this game shows up in my updated games list i always jump over here to see the change-log. And as per the usual, I have not been disappointed in the slightest. Keep up the good work adding great content to the game!
Gogeta May 8, 2015 @ 5:26am 
gaben the lord
Vlurxtrznbnaxl May 8, 2015 @ 6:10am 
What's up with the Futhark runes in the trailer gif? Do they bear any significance, or are they placeholder remnants from the initial challenge system?
Trylobot May 8, 2015 @ 7:47am 
Ahhh yeah
Unicorn May 8, 2015 @ 10:55am 
Haven't come across the battleaxe yet. Arrows feel a lot better. Spirit bow is great! Ragin Bull is fun too. I don't know if it was because people were viewing a Stream Broadcast or what, but during boss fights (both of them) there were some graphical glitches like layers gettting confused, sprites disappearing. Some of that happened in rooms as well if there were a lot of traps or things going on. Maybe my computer was just melting. I love the new stuff so far. I completed a game and didn't unlock anything, but I am still missing a god or two. Are there specific requirements to meet to unlock some stuff or is it just a present linear progression and there are games where you don't unlock anything?
JonnyCatt May 8, 2015 @ 10:59am 
The Battle Axe is pretty awesome. Maybe a little too awesome. Especially the "Swift Battle Axe". It seems to be a little fast for how much damage it deals.
Plagued Frost May 8, 2015 @ 12:04pm 
Great just awesome...
Intra Cetum May 8, 2015 @ 6:51pm 
S'hrim challenge complete, first try (Kourok). Was definitely difficult. Turning into a frog would easily mean my death, and the insanity was fairly hard to deal with using a Boulder Sling (which I used), until I found out you could pace backwards in one direction to remove the stutter step (I usually attack to remove the step, but slings aren't kind in that regard).

I am glad I got Kourok, because dodging Kourok's attacks with frog is way easier than I'd imagine Ghidraak's flying heads, pools of acid, and bouncing ice ball would be.

Plague Mushroom still sucks, but less so; however, the forms afterward still suck horribly as per usual. Red Monkfish and Blue Monkfish are creme of the crap. Necromancer got a stealth nerf because of the prevalence of projectiles increasing. What's bad has only gotten worse with Plague Mushroom's class tree with the new bows / Spirit Bow / projectile change.

I did have to exploit the Frog curses effect in shops once to afford buying my sling, as I was 7 blood short. Which needs to be patched, though part of which was my fault for risking two buys on a Wishing Well on the previous floor.

Glub challenge complete, first try (Ghidraak). Was slightly less challenging than the last challenge, but definitely noticeable. Ranged monsters had a heyday with your slow movement and lack of dodge roll. Getting last hits with only Cetus was a pain in the butt, but after a while, I started expertly camping and did the regular attack / slime / regular attack combo to get last hits. Ghidraak was way easier than I thought it would be with slow movespeed. I abused fetid discharge and kited around the pillar, then once I got a head down, it was easy and over with quickly. Human players probably would have destroyed me though; it's only the CPUs willingness to get hit that I could kill the seperated heads.


My thoughts:
Two out of the five actually felt challenging. The fact I beat them in a single try, however, makes me feel dissatisfied with the level of challenge. One of the challenges, Qaahl, I would actually considering RUNNING as a god to try to win with; it doesn't have great monsters, but health penalty in exchange for Hyperdash and a bow is one I might be willing to make to secure a win quickly.
Last edited by Intra Cetum; May 8, 2015 @ 7:27pm
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Crawl > General Discussions > Topic Details
Date Posted: May 7, 2015 @ 11:11pm
Posts: 33