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Netherguild News

Surprise Visual and Gameplay Improvements!

Hey Guild Leaders!
I have a surprise update for you today - including 2 main new additions!!

1. Improved Visuals

I added the visual change I mentioned last update into the engine! isn't it pretty? :D


2. Combat Encounters


Isn't it kind of annoying when you just start out the game and encounter a group of 7 BANDITS in floors 2 or 3?

Or even worse, when you accidentally trigger enemies across multiple rooms in the Bandit Stronghold / City of Mist...

That should be fixed! There are now invisible "barriers" that prevent enemies from activating other enemies in nearby rooms. However, you can still activate those far away enemies by yourself - if you chance upon them...


Still working on the Royal City Update!


Since adding new rooms might mess up existing saves, I added a system to prevent that (':

Dungeons will now save the version of the dungeon, so a player loading a save from a certain time will have the proper rooms instead of future rooms - until they descend into the dungeon again (or go down to the next floor).

I've also started working on some alternate room layouts.



Thank you for 50 reviews!


Massive thank you to everyone who enjoyed Netherguild and left a kind review. You rock!!



Surprise Update End!


And that's all! Just wanted to share this surprise update with you since I'm excited about finally releasing the new visuals and combat fix.

I'll try to update the store screenshots in the next few days too to reflect the new visuals - and sometime afterwards I'll finish making a new trailer.

Thank you for reading! See you next update (:

Early Access Update 9/9/2023 - 0.21 - Big visual changes and combat fix

Change log 9/9/2023 | Version 0.21


Changes:
  • Visuals have been changed to look a bit darker and better (picture at the bottom)
  • Add a small visual effects of "returning to place" when moving mouse between attack / movement tiles


Fixes:
  • Added fixes to prevent enemies (besides Crystal Shrimp) from activating enemies in other rooms. This should disable unintended big encounters - but watch out, you can still activate further enemies by witnessing them.
    Applies to all current areas.

  • Fixed opening cutscene "Gate" scenes look blurry on 4K monitors


Sewers and new classes progress



Hey Guild Leaders-

I have some exciting news this week!

But first of all... some eye-candy!

Animations






Idle animations for the Duelist class - this will be a medium armor noble class with sword and dagger proficiency. I plan for this background to be focused on control + big damage over time.


Since peasants in medieval times weren't allowed to wield weapons (or practice fighting, at least in some parts of the world), I imagined the Healer, a class belonging to the "Commoner" faction to instead know fighting thanks to a "martial dance" - which they'll practice every 15 seconds or so when doing an idle animation in combat.





Also made a bit of progress implementing the sewers in-game

I might have mentioned the sewers of the City of Mist, but that's the next area being added to Netherguild. The lovely Sewer-Crocodile from above is also a denizen of the sewers (:

Visual Improvements


New:

Old / current:


I plan on changing the visuals to have more pronounced ambient lighting - which should make Netherguild look better and make different things on the map more pronounced.

Let me know which style you prefer! over on the Discord, people overwhelmingly preferred the new style.

Last week I also planned to work on some quality of life stuff - it was related to the issue of starting combat with multiple rooms at the same time. I attempted to set it up but it ended up being more complicated than I originally though, so I'll attempt to tackle it again soon.


What's Next?
The Royal City
-Two to three weeks
Will improve the City of Mist with more details, special rooms and oddities.
(But I'll try to improve the visuals a bit before that too)


Strategy Fest


Netherguild is on the Steam strategy fest! so you can get it for 10% off if you wish.
https://store.steampowered.com/app/1464220/Netherguild/

If you bought and enjoyed Netherguild, please don't forget to review it! reviews help a ton :D
WE'RE SO CLOSE TO 50

More examples of improved visuals:

New:

Old:

New:

Old:


Fin

And that's all for now!

Thank you for reading, see you next update! (:
-David

Early Access Update 23/8/2023 - 0.208(A) - Arthropod Fix

Change log 23/8/2023 | Version 0.208(A)

Minifixes:
  • Fixed all moths are brown (not just ally moths)


Temporary Allies Update



Hey Guild Leaders!

These last two weeks I've been working on adding temporary allies to Netherguild:

What are temporary allies?
  • Non-player character units that follow you around and fight with you on this floor
  • You (the player) control their actions
  • These units don't heal in bonfires
  • These units don't return to the overworld or descend in the elevator


The idea is that these may be a rare and optional way of helping players advance through the City of Mist and some later areas. Not as a "must have" for progression but as a possible boost.

Temporary allies can be gained from two new oddities -



As well as a rare chance event to an existing oddity...



I've also been working on some of the future classes - here's a couple of animations!



What's Next?
Quality of Life and New Areas
-One week
I want to spend a week playing the game, adding quality of life stuff and working on new areas!
Quality of life stuff should help for the upcoming new players who might buy the game during the upcoming Steam Strategy fest! and I just want to get more progress on the new stuff before improving the City of Mist further.

The Royal City
-Two to three weeks
Will improve the City of Mist with more details, special rooms and oddities.

All these while secretly working on new areas and classes behind the scenes... before a big update in a few months!!!

Reverse Roadmap
An overview of the progress since early access release