Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
BUG FIXES
IMPROVEMENTS
ADDITIONS and NEW STUFF!
BUG FIXES
IMPROVEMENTS
EDIT
Quick fix on shield bash knockback
NEW FEATURES
FIXES AND UPDATES
FIXES AND UPDATES
FEATURES and NEW STUFF
IMPROVEMENTS and CHANGES
BUG FIXES
HOTFIXES AND MINOR UPDATES
[*Fixed ]mouse positions in menus in 16:10 (they were incorrect!)
TONS of new updates and fixes in the latest patch:
• Fixed finding the pickaxe (not USING it) allows you to break blocks
• Potentially, in mining prison, breaking all your AVAILABLE pickaxes before mastering Pickaxe means you can't get Foreman Key, which means you can't get Lift Key
• If Dogcatcher lands near boss limiter, he repeatedly collides with it pushing him UP, and then DOWN, and out of the room (while not in air state)
• Starting game in same room as blue slime crashes game
• Making barkeep mad, summoning guards, then talking to him again
• Enemies struck by hazards (falling rocks, etc.) have their HP bars flash forever
• Changed how hazards (arrows, falling rocks, etc.) interact with enemies, fixing several issues
• Acid big drop falling on Clingjaw claw crashes game
• Clingjaw's claw not existing crashed the game, whether attacked or hit with hazards
• When player transitions to a DOWNWARD room, player is too low on the next screen
• Highland Cliffs puzzle room improved
• Highland Cliffs main puzzle room - you can get outside of collison bounds
• Clingjaws, the more eyes they spawn with, the more erratic and faster their behavior
• Clingjaw HP bar not drawing
• Using Gussek Tavern Key, then exiting tavern crashes the game when trying to remove the key from your inventory
• Kell gets stuck INSIDE solids when riding moving pass-through ledges downward into a solid (repeatable in waterfall area)
• Grabbing a passthrough ledge while a ramp is directly below can get you stuck inside of the ramp
• Placing obj_movingBlock into a solid
• Picking up a solid, then the solid colliding INSIDE a ceiling pushes player out of room and potentially into NEGATIVE ZONE (space between collisions)
• Lifting corpses INTO solids is VERY weird and buggy -- sometimes it behaves like a liftable solid and you CAN'T LIFT, then, letting go of DOWN returns you to "grab" state as though you were grabbing a solid
• Down + Jump while on obj_ledge, "shell" solid directly below gets the player stuck in the shell
• Can't bounce off of obj_movingBlock when downward striking one
• obj_movingBlock gains no vertical speed when struck by player melee and the attack is an upward strike
• Downward attacks do not affect obj_movingBlock and children of obj_movingBlock
• Climbing up into a sloped ceiling gets you stuck
• Dodge rolling from ledge hang into obj_movingBlock gets you stuck inside moving block INSTEAD OF snapping you outside of it
• rm_KNIVESCAVE_15 cutting the rope to the counterweight is not permanent
• Dogcatcher crashes the game if he leaves the room (head is looking for body)
• Solid object landing on player while player is moving UPWARD -- nudges player DOWN out of collision, can get player stuck in the floor
• Carrying a solid up slopes stops you from walking only 1-4 pixels up the slope -- REST OF SLOPE IS FINE!!
• Moving spikes from spike traps should create a "dummy" moving platform if obj_movingBlock lands on top of it (scale the width to the object)
• Sometimes, Kell checking for "move_platform" doesn't exist, crashes game
• Sometimes, obj_movingBlock checks for "part_of_chain" -- part_of_chain does not exist, crashes game
• When carrying a solid, jumping into the corner of a solid gets carried solid stuck -- while stuck, facing opposite direction TELEPORTS you in the direction you WERE facing until not colliding with solid
• Throwing a solid object while traveling UPWARD into the air collides you with solid object, sending you all over the place and can get you stuck inside the object
• Landing while carrying a solid while solid collides with corner of another solid, drops the carried solid
• Breakable walls not behaving like they should in some rooms
• Exited screen in underwater room in Highland Cliffs under bridge
• Kuchvek's crossing room 1 does not have columns for when the bridge is not raised
• 30 FPS Kuchvek's Crossing (underwater access)
• Climbing on an obj_climbable while underwater, if you continue climbing to water's surface, your vspd is reversed for some reason
• Shifted hanging counter weight in rm_KNIVES_15 up 32 pixels in case player gets "stuck" in small space
• Active sub slot can sometimes be set to NOTHING (triggered by unequipping currently active sub slot?) - Pressing sub slot button crashes game
• Placing enemy corpse (and possibly other "carryables") outside room bounds crashes game
• Climbing onto breakable stone blocks crash game
• Corpses on spring loaded spike traps crash game when climbing on them
• Enemies and corpses now trigger traps
• Able to dodge roll UNDERNEATH boss fight boundaries with Tra and Mag (and probably others, too)
• corpses on spikes should NOT move downward when colliding with player -- ONLY WHEN stepped on
• Rewrote logic for corpse platforms, and made them "one way" ledges
• corpses on spikes should NOT collide INTO solids beneath them when player steps on corpse
• Pogo-ing off of enemy mask for weird shaped enemies doesn't work!!
• Cairns of Magdragh - some outdoors rooms are set to indoors
• Initiating ledge hang sometimes does not work
• Weapons that deal chop damage can now cut rope objects
• Falling spike in Petunia's boss room can get you stuck forever
• Changed Petunia spike to a non-solid ledge object
• Using fetish with low ceiling gets Player Fetish stuck in ceiling
• Made consumable/materials inventory "infinite" for number of consumables/materials in game
• Total cost to cook items in the Grethelde's cauldron is doubled
• Remove ship docks
• Killing either Mag or Tra, then dying to the other, then returning does NOT respawn boss!!
• Gold keys not being removed when used
• Kell faces right no matter what at the beginning of Tra and Mag room
• Going to menu during kell chained in prison sequence crashes the game
• Sequence break for Tra and Mag fight enforced for coming into the room from the RIGHT
• Tribute Piece for rm_MAGDRAGH_25 is now persistent
• If player jumps INTO Foreman fight, player does not go to frozen dialogue state and can run around freely during dialogue
• Can kill Foreman miniboss during dialogue
• Shouldn't have to go through Foreman dialogue if you already did (i.e. initiated the fight and died during it)
• Fixed "COMFIRM" typo across several UI elements
• Fixed typos in some dialogue and weapon names
• New Devil's Shade textures for overworld map
• Fixed cooking/alchemy cauldron error saying "cauldron is empty!" when the cauldron is NOT (math error returning values of 0)
• Brand new animations for using certain kinds of whip category weapons, including corresponding animations for armor sets
• New whip category weapons
• Certain enemies can now parry attacks made by the player
• New player state "Stunned" that mimics hurt state without taking damage (i.e. when the player's attack is parried by an enemy, when the player is blocking and their shield meter runs out)
• When downward striking and player's melee object collides with an enemy's melee object, player will gain vertical speed
• Skipping title screen sequence right as tower begins to appear "completes" the sequence, but KELL is not on his rock!!
• Fixed enemies being turned into impact sprites when invisible mirrored player melee object collides with them
• Fixed an issue where dropping armor from your inventory unequipped your currently equipped armor, and in some cases, changed the name and instance of armor in your inventory
• Added whip tongue, including new whip category weapons
• Fixed drops potentially crashing game if player object is missing
• added cutting off horror tongues and new sprites
• added new overworld map sprites, sized and drawn correctly
• corpses now "ride" on spike traps creating a kind of elevator
• You can now throw things on top of a corpse stuck to a moving spike trap, to create a stackable elevator
• Added new "Codex" section of player menu
• Fixed exiting Options menu totally exiting player menu
• Fixed AI for Lesser Horror enemy - now more agressive and interesting
• Added mouse functionality to "Quests" menu
• Adjusted grid position in "Skills" submenus
• Full mouse control fixed and added to Codex menu and Skills menu
• Fixed janky 3D camera movement, fade in/out and transitions on overworld and platforming sections
• Monsters and enemies no longer "delete" when transitioning from platforming sections to overworld map
• Fixed player appearing NORTH of Ash Sentry gates when exiting out of the Southern entrance to Ash Sentry
• Fixed "Shadowkell" invincibility not turning off after a dodge
• Fixed "Shadowkell" melee object placement for unarmed attacks
• Fixed player dodging into starting village screen from the left or right and getting stuck in an endless sliding AND standing dodge state
• ALL rooms and locations that lead to the worldmap (and other rooms that had bad coordinate information) have been FIXED so that when you exit a location back to the worldmap, or die, you don't wind up somewhere unexpected (on the worldmap)
• Fixed a bug where SOMETIMES the above issue would break a save and send you out into the middle of the ocean
• Adjusted positions on worldmap for some locations and "solids" to generally feel better
• Fixed the camera "floating" around when exiting an area back out to the worldmap
• ALL enemies have been fixed for misplaced/mismatched melee object placements and incorrect data
• Many tweaks and fixes to certain enemy AI behaviors and hitboxes
• Arrow style projectile objects no longer collide with boss limiters as though they were solids
• Arrow style projectile objects do not produce sound if they are outside of the view when firing and when colliding with solids
• Fixed vertical speed when exiting water so the player can climb onto ledges that are (about) 32 pixels above water level
• Fixed enemy melee objects destroying when outside room
• When exiting to worldmap, placed player IN COLLISION with map location -object so location name displays immediately
• Made Kell invincible on transition to overworld
• Made Kell invisible on transition to overworld
• Make Shield invisible on transition to overworld
• Removed gravity from Kell on transition to overworld
• Fixed Kell not being able to drown
• "Classic" style HUD style is overridden and automatically changed to "Quest" style because Classic HUD is buggy
• Added new dagger category weapons
• Moved certain existing weapons into dagger category where they made more sense
• New cirital hit blood sprites and non-blood sprites (special FX)
• New shield hit sprite impact sprite
• New stun hit sprite impact sprite
• New blunt hit impact sprite
• New slash hit impact sprite
• New pierce hit impact sprite
• New cleave hit impact sprite
• New "smash" impact sprite
• New "smash" rotation style impact sprite
• New large stun impact sprite
• Many new improved dust sprites and effects
• Damage numbers from newly added critical hits start out BIG AND JUICY
• Better "hard landing" impact sprite
• Removed stat requirements preventing you from equipping weapons, shields and armor
• Stat requirements for gear will now only affect whether or not you get stat bonuses and other effectiveness depending on the gear category
• Equip menu now shows information for "requirements not met" for weapons
• Equip armor menu now shows information for "requirements not met" for armor
• Removed stat requirements for equipping armor
• Redone stat scaling and defense rating for armor and player defense rating
• Not meeting stat requirements for armor now gives you no defense (but still gives you armor HP)
• Accounted for negative and positive Favor affecting requirements and bonuses on gear
• Kell now does very low damage if unarmed (plans to include "bare knuckle" perks)
• Damage is now mostly factored from weapons
• "Armor Rating" now refers to the level of currently equipped armor
• New revamped parry system
• New consumables added to containers
• Wayward Grit now works properly, healing armor HP
• Fixed a bug where damage updates on weapons wouldn't carry over
• Adjusted a TON of enemy stats (hp, defense, attack rating, etc.)
• New damage formula on player attack vs enemy defense
• New Critical Damage calculation
• Critical hits are now checked for when hitting an enemy
• Backstab damage from Cunning and unlocked perk (perk to be added in a future update)
• "Evasion" from Cunning now works
• "Parry Opportunity" from Cunnning now works
• Critical damage calculation from Cunning now works
• You can "stack" critical damage across several vulnerable enemy states, also depending on player position
• Enemy weakness to damage types is now calculated differently -- more armor will be ignored with unlocked perks (i.e. "Sunder")
• "Headshot" is a type of critical strike that can be stacked
• "Backstab" is a type of critical strike that can be stacked
• "Stunned" critical strike can be stacked
• "Parried" is a critical strike that can be stacked
• New events that raise and lower luck INDEPENDENTLY from Favor
• Picking up dropped essence will now fully heal you and add to Luck
• Adjustments across day/night spawns in certain areas
• New key and story items
• REVAMPED Favor and Luck system
• Luck now dictates drop rates, rare drop rates and money amounts on gold drops, including rare room spawns in procedurally generated overworld encounters
• Luck raises with Favor, but slowly deteriorates using its own rules (You could, for example, raise Favor -> increase Luck, then DECREASE Favor on purpose, giving you a higher chance of getting NEGATIVE FAVOR rating drops
• Luck will deteriorate every time an enemy drops an item, container drops an item, treasure chest drops an item, and on death (and other events -- there will be unlockable Perks/Skills that mitigate this)
• Favor (positive VS negative) now dictates drop tables
• Favor (positive VS negative) now dictates what enemies spawn in certain areas under different conditions
• Favor will dictate stats for Fetish infused gear
• Favor will dictate if "shadowkell" is hunting you (You could, for example: Lower Favor, spawn Shadowkell, RAISE Favor to get him to drop high Favor rare drops)
• Favor will spawn certain NPCs
• Increased gold cap to 9,999,999
• More stats are now based on percentages, as opposed to A = B - C
• Adjustments to many boss fights, making for more satisfying fights
• New items added and rearranged to NPC vendor lists
• LOTS of fixes to Maginoch and Dogcatcher boss fights
• Water is now harder to get out of so accomodate with ledges and/or climbables - INCREASE vspd when jumping out of water
• Some bosses have gotten new movesets
• Many enemies have gotten new movesets and fixes
• Petunia (sparkle before bite, tail swish before lunge, tail slam + spikes fall)
• Water is now harder to get out of so accomodate with ledges and/or climbables - INCREASE vspd when jumping out of water