Alpha 0.1.1 Bugfix Update Out Now!
Thank you all for your patience while we are finish up this next update.
This update addresses a lot of the bugs we missed in our Early Access release. And also introduces various tweaks which should help bring us closer to having a proper level of difficulty for a roguelike while still being fair to players in the appropriate places.
Here is the change log!
[h2][New Features][/h2]
* Introduced a proper "object" for a layer exit when you kill the cave troll. It is now a Portal that will randomly appear. This may change in the future as dungeon generation evolves.
[h2][Combat][/h2]
* Improved bones (skeletons) to have a warning blink + delay before shooting; some initial necessary telemetry.
* Tweaked knockbacks of Kobold's, Mimic's, and Skeleton's to not be so ridonkulous.
* Tweaked algorithm that determines armor damage resistance, which should slightly nerf armors overall.
* Various tweaks the creature's health's, base attack damages, and loot drops.
* Fixed a really silly bug where the player could not swing their sword (or use other items) right after being hit. This was due to the "screen blood effect" being a ui object and blocking input. And we all just assumed it was a stun-lock...
* Slightly nerfed bone shaman helmet
* Buffed dynamites max explosion damage from 50 to 75.
* Reduced the player's "stun duration" from 0.5 seconds to 0.3 seconds.
[h2][Fixes][/h2]
* Fixed an issue where being near the cave edge would break the "call escape pod" button, and player would be stuck in cave.
* Fixed a bug that caused the sounds on the "descent completed" screen to be really loud. It was because the game was playing a bunch of the sounds all in 1 frame. Pretty goofy if you ask me.
* Fixed issue where player could not easily turn pages of the bestiary, in journal. Currently, the page turning keys are now "Q" and "E". †
* Fixed a small issue related to the Journal UI refreshing at the wrong times.
* Pages in journal will now "turn properly". Meaning, page 2 will no longer appear on the left side after turning the page to the right once. So it functions like an actual book now.
* Fixed an issue where certain save files would not load and be usable. † (read footnotes for more info)
* Fixed the very bizarre (but funny) bug where the Frost Troll would not stop playing its "rolling attack" sound. Eventually leading to a chorus of moaning Frost Trolls.
* Fixed a really old issue where the game would not update the "z order" or wall sprites. So you would get situations where the player would be behind a front wall.
* Fixed issue where player could consume (use) certain items while a dialog window or menu window was open.
* Fixed name of "Mole Hammer" item still being called "Lead Fury Hammer", among a few other fixes to Mole items.
* Fixed silver ore having the wrong "mining tier", so people could mine it early.
* Fixed "Titanium Shoulder Pads" not having their name setup. (Was "Iron Shoulder Pads")
* Fixed a super rare issue where you would get stuck on the cave generation screen when the game was generating a random number in the range [0,1], and it just so happened to pick "1".
* Fixed a bug where projectiles (arrows, bullets) would glitch out in the kingdom, or when the hit the world edge. (both caused by different code bugs)
[h2][Tweaks][/h2]
* Spooky sounds happen less often.
* Tiny nerf to drop rate of spotcaps.
* Mole Trader random positioning changed so he will no longer appear near the player starting point (0,0)
* Tweaked spawn positioning of the "exit holes", so they might be a bit easier to find now.
[h2][Misc][/h2]
* Removed some unnecessary log messages, but also introduced new ones to help with diagnosing possible future bugs.
[h3][Footnotes][/h3]
† You can still use left arrow and right arrow to turn the pages, but you will still get the issue for them. In fact, the issue will resurface if you use those buttons to turn pages. From looking at our own code, it does not appear to be an issue in our own code, but it may be an issue of the input handling library that Unity uses.
† This was due to item name_id's not being present in the game's database. For now, we are handling this by skipping that item. So that means you would loose that item, and we will log a message to file about the lost item. In the future, we will make sure that this does not happen to a greater degree. And instead assure that your item's name_id's get converted when you load the save file. In fact, in the future we will probably introduce a warning message to warn players they may loose items if they continue. So players can choose if they want to load that save.
This update addresses a lot of the bugs we missed in our Early Access release. And also introduces various tweaks which should help bring us closer to having a proper level of difficulty for a roguelike while still being fair to players in the appropriate places.
Here is the change log!
Alpha 0.1.1 - Bugfix Update
[h2][New Features][/h2]
* Introduced a proper "object" for a layer exit when you kill the cave troll. It is now a Portal that will randomly appear. This may change in the future as dungeon generation evolves.
[h2][Combat][/h2]
* Improved bones (skeletons) to have a warning blink + delay before shooting; some initial necessary telemetry.
* Tweaked knockbacks of Kobold's, Mimic's, and Skeleton's to not be so ridonkulous.
* Tweaked algorithm that determines armor damage resistance, which should slightly nerf armors overall.
* Various tweaks the creature's health's, base attack damages, and loot drops.
* Fixed a really silly bug where the player could not swing their sword (or use other items) right after being hit. This was due to the "screen blood effect" being a ui object and blocking input. And we all just assumed it was a stun-lock...
* Slightly nerfed bone shaman helmet
* Buffed dynamites max explosion damage from 50 to 75.
* Reduced the player's "stun duration" from 0.5 seconds to 0.3 seconds.
[h2][Fixes][/h2]
* Fixed an issue where being near the cave edge would break the "call escape pod" button, and player would be stuck in cave.
* Fixed a bug that caused the sounds on the "descent completed" screen to be really loud. It was because the game was playing a bunch of the sounds all in 1 frame. Pretty goofy if you ask me.
* Fixed issue where player could not easily turn pages of the bestiary, in journal. Currently, the page turning keys are now "Q" and "E". †
* Fixed a small issue related to the Journal UI refreshing at the wrong times.
* Pages in journal will now "turn properly". Meaning, page 2 will no longer appear on the left side after turning the page to the right once. So it functions like an actual book now.
* Fixed an issue where certain save files would not load and be usable. † (read footnotes for more info)
* Fixed the very bizarre (but funny) bug where the Frost Troll would not stop playing its "rolling attack" sound. Eventually leading to a chorus of moaning Frost Trolls.
* Fixed a really old issue where the game would not update the "z order" or wall sprites. So you would get situations where the player would be behind a front wall.
* Fixed issue where player could consume (use) certain items while a dialog window or menu window was open.
* Fixed name of "Mole Hammer" item still being called "Lead Fury Hammer", among a few other fixes to Mole items.
* Fixed silver ore having the wrong "mining tier", so people could mine it early.
* Fixed "Titanium Shoulder Pads" not having their name setup. (Was "Iron Shoulder Pads")
* Fixed a super rare issue where you would get stuck on the cave generation screen when the game was generating a random number in the range [0,1], and it just so happened to pick "1".
* Fixed a bug where projectiles (arrows, bullets) would glitch out in the kingdom, or when the hit the world edge. (both caused by different code bugs)
[h2][Tweaks][/h2]
* Spooky sounds happen less often.
* Tiny nerf to drop rate of spotcaps.
* Mole Trader random positioning changed so he will no longer appear near the player starting point (0,0)
* Tweaked spawn positioning of the "exit holes", so they might be a bit easier to find now.
[h2][Misc][/h2]
* Removed some unnecessary log messages, but also introduced new ones to help with diagnosing possible future bugs.
[h3][Footnotes][/h3]
† You can still use left arrow and right arrow to turn the pages, but you will still get the issue for them. In fact, the issue will resurface if you use those buttons to turn pages. From looking at our own code, it does not appear to be an issue in our own code, but it may be an issue of the input handling library that Unity uses.
† This was due to item name_id's not being present in the game's database. For now, we are handling this by skipping that item. So that means you would loose that item, and we will log a message to file about the lost item. In the future, we will make sure that this does not happen to a greater degree. And instead assure that your item's name_id's get converted when you load the save file. In fact, in the future we will probably introduce a warning message to warn players they may loose items if they continue. So players can choose if they want to load that save.