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Netherguild News

Demo Update 25/11/2022 - Fixes!

Change log 25/11/2022 | Version 0.19(H)


Bugfixes:
  • Fixed crashed caused by using WASD for movement and passing through ally positions standing on tiles that appear available (Community find by Napsalm)


Minifixes:
  • Fixed "alt" buttons in controls window for smaller screens (Community find by Pure Paradox)
  • Fixed combat turn order going out of track when UI scaling changes (community find by Napsalm)

Demo Update 14/11/2022 - Quality of life, camera changes and more fixes

Change log 14/11/2022 | Version 0.19(F)


Quality of life:
  • Added character healthbars in dungeon inventory (Anonymous community suggestion)


Bugfixes:
  • Fixed another crash caused by recent movement changes


Changes:
  • Changed camera to also move on the up and down axis when following characters and projectiles (this is for the boss battle that's being added)
  • Changes with being able to move camera during bonfire

Demo Update 7/11/2022 - Tiny crash fixes hotfix

Change log 7/11/2022 | Version 0.19(F)

Bugfixes:
  • Fixed crash caused by recent movement changes
  • Fixed crash caused by recent UI mode-switching changes (when the UI switches to combat at the start of the level)

October 2022 Progress Update

Hey Guild Leaders! Welcome to the October monthly post. This one has some big news and more progress on the new areas!

Without further ado, here's some of what I've been working on this month:

[h2]Delayed release date[/h2]

I decided to delay the early access release of Netherguild to around February 2023.

https://store.steampowered.com/news/app/1464220/view/5348612868501339833
I talk about it more in the post above, but the main gist of it is that this delay will give me time to add all the new content, to polish and playtest it properly.



[h2]More Enemies[/h2]

I've worked on adding more enemies to the new areas! (The City of Mist and Bandit Stronghold)



These wind-up automatons will be found on many rooftops. They will be powerful and tanky, yet slow.



Explosive bandits are not suicide bombers! Rather, they're tanky units which attack tight knit formations. Spread out your units to avoid their wrath!

They'll also explode after being defeated... but more on that later in the post (;

[h2]Sound Effects[/h2]

I've also worked on fleshing out some of the enemies I posted last month-

https://store.steampowered.com/news/app/1464220/view/3292718815232067815
-which will now have their very own custom sound effects! Have a listen:

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

Isn't the "hit" sound of the poison shot just so... wet and disgusting? I LOVE it :D

[h2]Boss Battle[/h2]

If you remember the words of a certain drunk bandit, he speaks of the leader of the bandits - a fella nicknamed "Pig".
Step through the gauntlet that is the Bandit Stronghold, and he'll be right there, waiting for you.



Oh yeah, 10 HP is only for playtesting - expect the bandit leader to have more.
And multiple phases.

But don't worry, you won't be fighting alone...



There's going to be an in-house audience! Which is going to be fighting you too. But more on that next update.

[h2]Misc.[/h2]

I've also worked on various other things for Netherguild this month!

[h3]Quality of Life[/h3]

Did you ever spend a little... too much time fiddling with clicking on the exit elevator?



I added a fix so that every "second click" on the elevator out of combat, all your units will get on it.
(second click meaning - traveling the elevator when a character is already there)

Should make exploring just a tiny bit more comfortable!

[h3]Danger Tiles[/h3]
Since I will need to telegraph certain attacks during the bossfight, I figured it was time... to add "danger tiles!"



And what better way to test it than... with the explosive bandit?
It would be fun to explore these "danger tiles" with some special hazards in future areas too.

[h3]Mist City Elevator[/h3]

Locomotion and the exits from different floors might look different! Since it doesn't make sense to use the same good ol' gray mining elevator everywhere.
Therefore... prepare to board this strange, cramped transport elevator for The City of Mist instead.

[h2]Until next time...[/h2]

And that's all for this update! Thank you for checking it out :D I'm pretty excited to show off more of the bandit boss fight next month.
Cheers, and have a great November!

-David

This is a summery of weekly updates over on the Netherguild Discord

Demo Update 2/11/2022 - Bugfixes, quality of life and more

Change log 2/11/2022 | Version 0.19(E)

Bugfixes:
  • Fixed crash caused by stealing shrimp eggs


Quality of life additions:
  • Characters automatically get on the elevator if an ally stands on it already. This should make for less fiddling with the elevator. It's well playtested, but let me know if you encounter any softlock bugs with this one.


Minifixes:
  • Fixed resting near bonfire with an item on the floor causes inventory to open incorrectly
  • Fixed saving player nickname for feedback now sends it properly too
  • More centered camera zoom during bonfires
  • Some oddity options display currency
  • Improved how UI looks during enemy turns
  • Can hover over proficiency / knowledge to learn about them in character hiring & inspection in the overworld (community suggestion by Cloud Winchester)