1. Netherguild
  2. News

Netherguild News

Early Access Update 1/3/2024 - 0.223(A) - Inspect Bugfix

Change log 1/3/2024 | Version 0.223(A)


Bugfixes:
  • Fixed crash caused by inspecting characters through right click or or 'inspect' before clicking on guild (Community find by Arkchiz)

Early Access Update 26/2/2024 - 0.223 - Improved Fleeing and temporary ally fixe

Change log 26/2/2024 | Version 0.223


Additions:
  • Added character speech on successfully fleeing, and speech for failing to flee.


Changes:
  • Changed transition slightly for returning to overworld, added same transition to character fleeing
  • Fixed visuals of bloody bandit camp spikes, also reduces their likelihood to spawn


Bugfixes:
  • Fixed a rare loading crash (Community find by Mr.StG77)
  • Fixed bug where loading a save with a temporary ally causes following to not work properly
  • Fixed softlock issue with characters following each other after loading with temporary ally
  • Fixed crash on returning to overworld with loaded temporary allies

Early Access Update 13/2/2024 - 0.222(B) - Barbed Fixes

Change log 13/2/2024 | Version 0.222(B)

Bugfixes:
  • Fixed crash related to character hiring bug


Fixes:
  • Reduced amount of coins required for coin-sack sound to 12 (instead of repeating sound for individual coins)
  • Fixed inspecting characters and clicking back button in overworld makes weird double sound

New mechanic, content and progress!



Hey Guild Leaders!

Here's what I've been working on recently:

New Mechanic

"Waiting" is a new mechanic added to the game!

It makes the current character wait right until your next character's turn (or if they're already there, to wait right after your next character's turn), instead of ending your turn outright.

This is especially handy for buffs, or for giving block to allies before the right enemy turn.

Here's an example of how it works:
[previewyoutube][/previewyoutube]

I thought it'd be an important addition, especially with the upcoming healing and buffing classes (':

New Bandit Stronghold Content


I've added a new rare enemy to the Bandit Stronghold! There'd be one "Loot Bandit" per floor, they're a slow yet tanky enemy with a big loot chest that you can salvage after you defeat them.

Progress on the New Areas




I asked the players over on the Discord to vote on their favorite color option for the upcoming Sewers area...



They ended up picking this dark orange option!

While it's less visible compared to the other options, it will make the Sewers feel a lot more unique, and I think it would work well with the creepy Sewer enemies.
I still want to try it out with gameplay before I commit to it though haha




The upcoming Damp Caves area below the Sewers will be colored blue! (it was green before). Not to worry though, the green underground jungle area will be right below it.

What's Next?


Improving Fleeing and Small Improvements
-Two weeks
I want to make the fleeing mechanic feel more polished alongside smaller improvement and as much progress on the new areas as I can muster! More improvements and new stuff afterwards.


The End?


And that's all for this update!!

Thank you for checking it out, see you next time! (:

-David

Early Access Update 6/2/2024 - 0.222

Change log 6/2/2024 | Version 0.222

Additions:
  • Added "waiting" mechanic which lets a character wait until the turn of the next allied character or until after the next allied character.
  • Added rare "loot bandit" enemy to Bandit Stronghold (appears once per floor)
  • Added lore oddity "bloody spikes" for second Bandit Stronghold teasing the appearance of moths later on


Balancing Changes:
  • Buffed Sheepskin Jacket to also provide Burn status resistance
  • Buffed Leather Jerkin to provide 5 health and 3 speed (+1 health +1 speed change)


Bugfixes:
  • Fixed Mist City shopkeeper invisible
  • Possibly fixed a rare crash related to item dragging


Minifixes:
  • Fixed double sound when exiting character inspection in-dungeon