SAVAGE: The Shard of Gosen

SAVAGE: The Shard of Gosen

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Tobor Prime  [udvikler] 3. maj 2017 kl. 4:01
Patch Notes
Patch notes on latest build updates will be posted here!
Sidst redigeret af Tobor Prime; 3. maj 2017 kl. 4:02
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Tobor Prime  [udvikler] 3. maj 2017 kl. 4:14 
Alpha 6.1 - 2017.5.1

BUG FIXES
  • Running into a slope that sits directly on top of a square-shaped solid is fixed
  • Gettings stuck in an endless air state loop when landing on a slope while your vspd is 0 is fixed
  • lifting solids is less buggy
  • lifting stunned enemies is fixed, especially on ramps, which previously caused the game to crash
  • lifting speed and placement of lifted object accounts for more unusually shaped enemies' bounding boxes
  • carrying enemies and solid objects is less buggy especially while in the air
  • carrying enemies and solid objects while moving into a ramp that is sitting on top of a solid square is fixed
  • Fixed a series of equipment list invalid entries that made certain pieces of gear crash the game when picked up

IMPROVEMENTS
  • Many GUI elements have been redesigned or gotten another art pass
  • Created new font to replace a series of older fonts to unify GUI visuals
  • Early Argeshii enemies have gotten another art pass
  • Redesigned HUD, also showing appropriate mapped buttons
  • Mapped buttons across all HUD and GUI elements will swap between keyboard + mouse mode, and gamepad mode, depending on what control method the player is currently using
  • Fixed a series of enemy AI issues (more in the works)
  • Item lists rendering method has been rewritten
  • Adjusted the sprites for several spear weapons
  • Fixed SOME of the equipped gear placement drawing issues

ADDITIONS and NEW STUFF!
  • Mouse support across all GUI elements
  • Completely remappable control schemes across keyboard + mouse and gamepad
  • New 'Video Settings' menu added including a series of appropriate options (MOST NOT FUNCTIONAL YET!)
  • New 'Game Options' menu added including a series of appropriate options (MOST NOT FUNCTIONAL YET!)
  • New early 'Argeshii Thug' enemy types added
  • New early Spider enemy
  • New 'Cave Creeper' enemy types added
  • Nerfed early Cave Bat enemy's AI to be easier to manage
  • Added a more aggressive/difficult bat enemy to compensate
  • Added dialogue for all the NPCs found in the Mining Prison
  • New story elements and quests found in the Mining Prison
  • New rooms and sub areas added
  • Leveling system re-written. Now, players will gain 'Essence Orbs' that they can spend on one of three stats: Might, Resolve, and Favor.Spending an Essence Orb on a stat will increase player level. Also added new UI elements for spending Essence Orbs
  • All weapons, shields, etc. have been consolidated into several damage and split damage types (blunt, slash, pierce, chop)
  • Weapon categories added for additional effects and bonuses (knockback, speed, maiming potential, etc.)
  • Base damage and weapon damage has been re-written to include player decisions on Essence spending (Might, Resolve, Favor) and to include individual weapon scaling for Might and Resolve, and 'Improvement' done at the forge
  • Shields with bonus damage (spikes, blades, other harmful protrusions) now damage enemies when shield bashed
  • New vendor system (now you can actually spend all that gold and sell unwanted items/weapons/armor)
  • New key items
  • New "Keys" inventory section that holds found iron, gold and quest specific key items, and their corresponding item descriptions
  • Added stat requirements for weapons, armor and shields
  • New Blacksmith NPC and location in 'Gussek - the border village'
  • New tutorial objects, prompts, messages and tutorial sequence
  • 6 New songs!
  • FINALLY got rid of crappy footstep sound FX and jump sound FX, replaced with new FX
Tobor Prime  [udvikler] 6. maj 2017 kl. 18:07 
Alpha 6.1.1 - 2017.05.06

BUG FIXES
  • Raising a shield against Thug enemies in the tutorial section sent them rocketing into outer space
  • Changing aspect ratios in video options caused game to crash on next startup
  • Using the forge after obtaining smithing hammer crashed game
  • Dropping broken equipment did not update the inventory slot as "not broken"
  • Inventory did not update to "not equipped" when weapons broke from death
  • Shields now take properly take durability damage and will break on death
  • Water FX shader is not drawn on video options screen when turning on the effect - older machines (while possibly running anti-virus software) caused the game to crash when trying to draw water FX shader. IF THIS IS HAPPENING, go into Options > Video > turn Water FX to OFF

IMPROVEMENTS
  • Dodge roll can now be executed by simply running forward and tapping the DODGE button (in addition to ducking and tapping DODGE button)
  • Dodge roll speed is initially set higher
  • You can now drop broken equipment
  • You can now sell broken equipment (at a very low value)


EDIT
Quick fix on shield bash knockback
Sidst redigeret af Tobor Prime; 6. maj 2017 kl. 20:24
Tobor Prime  [udvikler] 12. sep. 2017 kl. 8:42 
Alpha 7.0.0 - 2017.09.12

NEW FEATURES
  • Able to attack upward and downward from all appropriate player states (i.e. DOWNTHRUSTING!)
  • New animation sets (across 774 player frames, 2,322 armor frames!!), weapon and shield placements, and armor sprites to reflect the new directional attack feature
  • Dynamic weather added:
  • clear skies
  • cloudy/foggy
  • thunderstorm
  • light rain
  • rainstorm
  • snow
  • blizzard
  • (sandstorms are planned for appropriate areas)
  • The dynamic weather is dependent on the current area (biome) you are in, and what game season (fall, winter, spring/summer)
  • New sun sprites and effects to reflect runrise, noon, sunset, and if there is currently "bad" weather
  • New cloud sprites that actively reflect the time of day and current weather
  • New moon sprites and moon phases
  • New stars and constellations that change over time
  • New seasonal backgrounds for different areas to reflect the change in season
  • The day/night system, along with factors like season, weather, moon phase, and what constellation is currently dominant in the sky will affect the randomized encounters on the overworld map. Constellations and their corresponding gods will also trigger certain events and secrets on the overworld map (MUCH of this is still being worked on!)
Sidst redigeret af Tobor Prime; 12. sep. 2017 kl. 8:42
Tobor Prime  [udvikler] 13. dec. 2017 kl. 5:35 
Alpha 8.0.1 - 2017.12.13

FIXES AND UPDATES
  • Fixed making Crogyle hostile and breaking Losech NPC
  • Fixed game crashing when pushing, pulling, or carrying a solid outside of screen boundaries
  • Fixed player getting "sucked" into an enemy shield when striking enemies with high knockback resist
  • Fixed player not bouncing off of larger enemies that use unusually shaped damage masks when downward striking them
  • Fixed player not bouncing off of enemy shields when downward striking them
  • Fixed downward or upward striking with main weapon causing attacks with sub weapon not being reset to horizontal
  • Fixed a bug where lifting an object near a solid sends you into the solid, getting you permanently stuck
  • Fixed a series of enemy corpse hit boxes to make them more appropriately sized
  • Fixed grabbing onto jump-through ledges sometimes not working. Now about a billion times more reliable (actual math... Actually, not really. But it works way better)
  • Fixed carrying object snap-to location calculation
  • Fixed walking down slopes while carrying an object resetting the state to look like the animation isn't playing
  • Fixed carried block "landing" on a jump-through platform or solids triggering landing FX (like dust clouds) when it shouldn't. This also fixes the player's vertical speed being killed for a frame when doing so
  • Fixed if roll dodging, pushing jump while overlapping ladder will descend ladder - THEN, pushing down to climb down, running out of ladder space, Kell will be stuck in the duck state until landing on solid ground and pushing jump
  • Fixed moving on platform shifts kell when platform changes direction
  • Fixed if vspd < 0 and kell jumps up into platform, kell is stuck in air state, presumably stuck inside platform. he then moves along with platform
  • Fixed Kell rubberbanding around moving platforms if you are in the wall cling state (walljump prepare) and the moving platform changes direction
  • Fixed one-way moving platforms causing issues if they pass over kell while he is ledge hanging/climbing a different platform or solid
  • Fixed Kell not "following" a moving one-way-moving-ledge if ledge hanging off of it
  • Changed the method of corpse hit box assignment, making lifting them, tossing them, and generally interacting with them more visually accurate, AND it just feels better
  • New NPCs
  • A series of new shields
  • New "SKS" flavored easter egg weapons and item descriptions
  • Tweaked stat requirements across multiple pieces of gear
  • Fixed throwing weapons returning "0" amounts of ammo
  • Tweaked spawn types on overworld map
  • Tweaked healing properties on some recovery items
  • Player can now upward/downward strike with weapons equipped to sub slot
  • Player can now attack with throwing weapons upward and downward
  • Player can now lift, carry, and throw corpses (for some savagely humorous results)
  • Added running water FX (shallow water, waterfalls, etc.)
  • New pretty (er, I mean, brutal) waterfall backgrounds
  • Added Noctwurm cultist enemies (with several randomized elements)
  • Completed Hell's Teeth location
  • Added new visual props and graphics elements for Noctwurm cultist locations
  • Added consistent visuals to the contextual item menu
  • Changed the "level up" menu method (now, drinking from Essence Vessels gives you "level up" option. Choosing this takes you directly to the level up menu where you can assign stats)
  • Begun work on "Kuchvek's Crossing" area
  • Changed frequency of bad weather
  • Tweaked "darkness" of bad weather (especially at night)
Tobor Prime  [udvikler] 19. jan. 2018 kl. 10:24 
Alpha 8.6 - 2018.1.19

FIXES AND UPDATES
  • Fixed insect nest spawner sometimes turning invisible or being assigned an impact sprite instead of nest sprite
  • Fixed enemy objects and corpse objects landing on spikes and displaying the correct blood color on spikes
  • Fixed enemies getting thrown into solids or other enemies, if they can bleed, dripping the correct blood color
  • Fixed enemy hitbox check when initially lifting a stunned enemy to allow for more successful lifting of stunned enemies
  • Fixed spike spring traps not getting bloodied when player hits them
  • Fixed "platform wasps" not moving
  • Added corpse lifting tutorial slab
  • Added upward and downward attack tutorial slab
  • Fixed some tutorial typos
  • Fixed Kell getting stuck in the ground (especially slopes) when holding "up" and jumping into grabbable ledge that is too close to a solid below Kell
  • Added new Essence Orb pickup
  • Player now drops Essence Orbs and BP on death -- can return to the site of their death to reclaim them
  • Conditions on death can potentially create some interesting and deadly results (including spawning in a shadow version of themselves)
  • Randomized encounters on the world map will now be "locked" on death, allowing you to revisit them to reclaim your essence. Elements like time of day, season, etc. will still change the encounter appropriately, but room composition and location will be locked.
  • New Gosen Hills Binding Stone location
  • Fixed getting stuck inside of elevators by... well, killing the player.
  • Added random essence drop encounters being SAVED to your save file, if for example, you quit the game without reclaiming your essence/orbs. Your last death location ad the type of dropped essence will be loaded up the next time you play
  • Fixed random encounter room arrays not producing the correct information (and breaking the death essence drop locations)
  • Fixed the manner in which the game records the last "safe" location of the player (like when you die on spikes and have a ressurection token)
  • Fixed dropped essence/orbs NOT spawning on the player's last "safe" location on room start if you enter the room you died in last. This keeps them from spawning on spots with hazards like spikes
  • Fixed a certain weapon spawning ALL THE TIME in EVERY broken container
  • Fixed weather FX drawing in the foreground when the character is underwater (looked stupid to have snow and rain falling all around the player while they are underwater!)
  • Fixed some of the ocean and underwater parallax effects, especially to accomodate deeper underwater regions
  • Fixed some unusual room choices and tidied up some object placement
  • Kuchvek's crossing now has raisable platforms
  • Rewrote some dialogue
  • Added a 'burning' status effect to enemies and corpses
  • Nerfed the 'stunned' state for most enemies. Enemies now have a default maximum stun time (weaker ones remain stunned for longer). This will also work with one of your sub stats dealing increased stun time to an enemy
  • lessened the amount of essence needed to create an Orb to compensate for the new Essence drop mechanic
Tobor Prime  [udvikler] 30. nov. 2018 kl. 15:19 
Alpha 9.0.0 - 2018.11.30


FEATURES and NEW STUFF
  • Added weather and region specific dynamic background tile layers
  • Added functionality to pressure plates
  • Added new item sprite and description for the Walljump item
  • Added new "shard" themed props and assets
  • Added exciting, horrible and frustrating new hazards, like beams and lasers
  • Added streams of lava and large bodies of lava
  • Added new "Slave Garb" armor set, including new pieces to allow me to make more visually different armor sets
  • New status ailments: Drowning, Burning, Poison, Paralysis, Curse
  • New status ailments "bars" that appear above the player
  • New enemy healthbars
  • Added Leeches (cures Poison)
  • Added Crogue Needles (cures Paralysis and mitigates being grabbed)
  • Added Soothing Balm (cures Burning)
  • Added God Bone (removes Curse)
  • Added several new NPCs
  • New rooms and buildings in Gussek, the border village
  • ALL NPCs can now be attacked and/or made hostile, and as a result, can be killed New NPC related items
  • New lock and key system for "background" doors
  • New shortcut within Devil's Shade, both in the actual level and outside on the overworld map
  • Access to Gosenian Highlands and dungeons (Hell's Teeth, Highland Cliffs, Kuchvek's Crossing)
  • New CUNNING stat
  • New player sheet with redesigned UI elements showing which sub stats are being affected when leveling up main stats (Might, Resolve, Cunning, Favor)


IMPROVEMENTS and CHANGES
  • Rewrote physics for pickups and items
  • Dropped items from inventory now get "dropped" in the direction you are facing
  • Improved and fixed many rooms (traversal problems, prop placements, etc.)
  • Skull Wound tokens now equal 4 hit points per Skull instead of 2 hit points per Skull
  • Fixed torches outside at certain times of day drawing an ugly transparent square (improved "lighting" FX)
  • Changed texture page sizes to 1024x1024 from 2048x2048 - Overworld map runs MUCH better as a result, as well as improved performance across game
  • Game is now compiled in the YoYo Compiler for Windows target platform resulting in (pretty awesome) improved performance (mostly during testing now - future builds will be compiled this way)
  • TONS of code and asset optimization, resulting in better performance
  • Fixed AI behaviors for Argeshii Brute and similar enemies
  • Carried undead corpses, if flagged as able to return to "life", once re-animated, will be dropped and do damage to the player like a normal enemy
  • Changed the color of "healing" number popups from green to gold (green looked like poison and was terrifying)


BUG FIXES
  • Fixed NPC in border village turning into headless corpse
  • Fixed items from crates and other breakables getting stuck in walls (FINALLY)
  • Fixed giving Gal'Vek's remains to Losech and the player freezing up bug
  • Fixed Kell appearing in middle of screen in mid air if exiting left from the small cinematic intro screen of burning village sequence
  • Fixed dropped Fetishes giving you FAVOR (i.e. player could pick up a new Fetish, get FAVOR, then drop the Fetish again, pick it up again, and still get FAVOR)
  • Fixed using Fetishes NOT removing FAVOR
  • Fixed Kell NOT locking to breakable solid container objects when ledge grabbing onto them
  • Fixed hit box NOT updating to smaller size hit box when dodge rolling out of a ledge climb animation
  • Fixed Kell's feet getting stuck in a moveable block when ledge climbing up onto the block (if block is on upward moving platform)
  • Fixed inventory screen matching a fade in or out - you can now see it clearly if you pause during a fade
  • Fixed falling hazards landing on enemy corpses crashing game
  • Fixed a bug where Jailer in intro prison cell scene is in a constant attack loop
  • Fixed a bug with brown spider enemy "jittering" between animations during an attack
  • Fixed game crashing when viewing the level up screen when sub slot 2 has a weapon equipped to it and NO weapon is equipped to sub slot 1
  • Fixed a bug where, carrying a corpse and jumping up into a solid (i.e. ceiling) would cause the player to get stuck in the solid, or slowly travel up through the solid
  • Fixed carrying corpses marked as undead, returning to "life", then crashing game
  • Fixed carrying corpses marked as undead stopping their "coming back to life" animation when carried
  • Fixed game crashing when ledge climbing up onto a "push block" resulting from variable "can_move" not being defined
  • Fixed certain enemies, when carried by player and killed, crashing the game
  • Fixed Star Flail breaking game on pickup, or creating a Pocked Sica on pickup
  • Fixed Blacksmith in Gussek not caring if you RETURN to him either naked or wearing slave garb (he should be upset)
  • Fixed "angry" NPCs not deactivating their dialogue interaction objects
Tobor Prime  [udvikler] 2. sep. 2019 kl. 1:56 
Early Access 0.1.1 - 2019.9.2


HOTFIXES AND MINOR UPDATES

  • Fixed 16:10 aspect ratio crashing the game when starting a new game, right before the name entry screen
  • Fixed parallax and background layers for 16:10
  • Fixed 16:10 jankiness on the title screen
    [*Fixed ]mouse positions in menus in 16:10 (they were incorrect!)
  • Fixed a bunch of graphical glitches from drawing the game at 16:10
  • Fixed exiting a room that did not have an adjoining room assigned to it crashing the game (i.e. jumping up outside of the screen bounds would crash the game if a "north" room wasn't assigned)
  • Pressing the left key in video options where water FX is would turn on water shader effect (resulting in a crash if DIrectX isn't up to date)
  • Fixed eating items and consumables from the inventory menu locking the player, forcing you to reload your save
  • Throwing axe pickups ("Hurlbat") no longer give you "+0"
  • Throwing axes ("Hurlbat") no longer drop below 0 quantity
  • Removed ship docks (were accidentally left active!)
  • Added a few materials and items to loot tables for enemy drops
  • Death fully restores your HP once you respawn at a checkpoint
  • Favor now subtracts much slower on death
  • Improved base drop rates
Tobor Prime  [udvikler] 10. juli 2020 kl. 13:28 
Early Access 0.2.0 - July 8th, 2020

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
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