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Early Access Update 2/12/2023 - 0.22 - Controller Support and more!

Change log 2/12/2023 | Version 0.22

Additions:
  • Controller support


Bugfixes:
  • Fixed soft-lock caused by Tin Flamer enemies in the city of mist (community find by Jingseng)




Balance changes:
  • Hooked Shield: +2->+3 damage when attacker's remaining movement is 4 or more


Minifixes:
  • Fixed can hire Tin Soldier temporary ally with a lack of silver crowns (Anonymous community find)
  • Fixed description for the camp below the City of Mist area
  • Fixed missing text in "loot screen" (after returning to overworld) with non pixel text
  • Fixed attempting to deconstruct, canceling and then deconstructing again doesn't show deconstruct tiles
  • Clarified text of abilities that gain damage from movement (like hooked shield) to mention attacker's movement

Progress Update: Controller Support

Hey Guild Leaders!

Just wanted to write a mini-update to let you know I'm making constant progress on adding controller support.

[h3]Here's what it looks like in the main menu:[/h3]



[h3]Inventory functionality:[/h3]



[h3]Dungeon Navigation:[/h3]



It's still not done and will take a week or two hopefully...

I feel a bit conflicted about controller support - because on one hand, it feels like it's taking too long! on the other hand, I wanted to add controller support at some point regardless (and I think taking a pause with it now would cost more time later!).

I honestly can't wait to add some new content, so I might add a content update with a few new skills / items right after controller support is added, or after the following update. We'll see...

However, for what it counts, controllers are pretty fun (': I need to buy a Steam deck someday just so I get to experience Netherguild on it too!

Thank you for reading and for your patience, see you next update (hopefully with controller support in-game!)

-David

Early Access Update 26/10/2023 - 0.211(E) - Empty Fixes

Change log 26/10/2023 | Version 0.211(E)


Bugfixes:
  • Fixed killing last enemy in combat with a side-step ability causes soft-lock issue (Community find by Darbie)
  • Fixed rare crash caused by hovering over inventory items

Progress Update! Controllers and more



Hey Guild Leaders!

Since last update, two weeks ago, I've added two new achievements, fully planned out how controller support would work and made some progress on the new areas-

Here's an overview:

New Areas

I've been working more on the sewers area...

It's starting to really take shape - I want the water to be animated later on too, but for now I've added the function to make the water level rise / drop - water will have a slowing effect on player characters, so the idea is that some oddities could affect it!



I was thinking the exit from the sewers area could look like a massive grate - and it'd have a unique style based on where it's leading - whether to a (future) crystal area, the upcoming mushroom area, or to more sewers
Also, to those of you who remember the upcoming Mushroom area (posted in a previous update)-


I've recently started setting up one of the enemy types for it -


Which will cover player units with poisonous spores that give them debuffs!








Controller Support?

This week I outlined what's going to be necessary for adding controller support in a neat little document, as well as which keys would be used for anything, etc.

This upcoming week and a half, I want to focus on trying to implement these new additions.

I'm definitely not certain I'll be able to complete it so please don't take it as a promise! But... I want to try!



I've also added a couple of achievements -
One for healing all your 4 characters to max health by eating
One for pushing an enemy off the map for the first time (which was added today)

What's next?

I want to spend the next week and a half working more on controller stuff, but afterwards...

More Speech
-Two to three weeks
There's two things I want to add during this update;
1. A system for updating the speech of existing characters
2. Expanding the speech system, adding more lines, context (for characters) and other improvements.

Improved bonfire UI
-Two weeks
I want to make the bonfire interface clearer so players experience less fiddling and confusing when healing their characters.

Visual Overworld
-Two to three weeks
The Overworld interface is a bit lacking and gray - so I was thinking about redoing it by displaying some things like the guild with custom 3D visuals.


The End


And that's all, thank you for checking out this update!
This week Netherguild also participated in the Steam sale for the Roguelike Celeberation, it's an annual event celebrating traditional roguelikes (which Netherguild is inspired by!).

Oh yeah, if you haven't yet, please review Netherguild if you've enjoyed it! Reviews help a ton :D or, if you have a specific feature / content you'd like to see before a review is added, then feel free to wait until then!
Thank you all for the kind comments in the feedback notes too (':

Until next time,
-David

Early Access Update 22/10/2023 - 0.211(C) - Careful fixes

Change log 22/10/2023 | Version 0.211(C)

Additions:
  • Added "full heal" achievement


Minifixes:
  • Fixed pause menu issue where some settings are invisible due to non pixel font (Anonymous community find)


Bugfixes:
  • Possibly fixed bug related to movement abilities
  • Fixed in-dungeon load-game crash after descending (Community find by DeltaTwoFour)