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Netherguild News

Demo Update 12/9/2022 Two bugfixes

Change log 12/9/2022 | Version 0.19(A)

Bugfixes:
  • Fixed combat start crash (likely caused by shrimp nests)
  • Fixed equipment-comparison crash


Demo Update 11/9/2022 Mega-Update: Fixes and more

Change log 11/9/2022 | Version 0.19

Bugfixes:
  • Fixed shopkeep talks about the logs when the player buys non-log items
  • Fixed how object placement is generated to not block the player
  • Possibly fixed error caused by stealing shrimp eggs
  • Fixed picking a skill in the overworld bug
  • Fix starting combat by shooting shrimp + barrel doesn't activate barrel
  • Fixed room softlock when exiting the tutorial before reaching the end of the locked portion


Mini Fixes:
  • Vastly Improved character overworld dragging behavior
  • Fixed attack hovering not displaying uses properly
  • Status stacking says it's amount as well as length
  • Fixed clicking on goals "toggle" doesn't work as intended
  • Changed how hovering over tile works internally to be more precise
  • Fixed crowns not displayed correctly when mousing over current crowns after purchase
  • Fixed can move right after pressing "go deeper" button
  • Fix tutorial text cut-offs on steam deck
  • Made it so that you can't spin the overworld when mouse is over UI
  • Fixed friendly fire warning appearing with buff abilities too
  • Fixed buying things that cost more than 70 crowns doesn't update currency
  • Fixed clicking to buy upgrades is weird to click on
  • Fixed clicking on equipment comparison increases its size every time its clicked on with a single comparison
  • Fixed after a character rests at bonfire and another character dismantales it, cannot select character which tried to rest
  • Removed vestigial equipment weight code which made things weird
  • Fixed can't spin overworld after long return
  • Can scale the screen in the "in-game" menu regardless of scaling mode (wasn't available with pixel scaling mode before)
  • Enemy Turn text only appears in combat (Fixes enemy turn + combat starts text look weird together when starting combat by attacking barrel)
  • Fixed level up button and notification not animating
  • Fixed giant explosive barrel push direction
  • Enabled equipment comparison by default


UI Scaling Fixes:
  • Fixed scaling with guild width of background lore
  • Character panel to right hides with scaling
  • Fixed screen scaling messes up inventory character images


Mini Additions:
  • Added an Inventory icon for bonfire inventory
  • Small symbol next to char inspection to show rename (scroll / feather)
  • Says "short return" or "long return" when returning from expedition (+explanations on hover)


Content Changes:
  • Changed the names of some class backgrounds:
    Wilderness Wanderer Ranger -> Wanderer Ranger
    Scouting Unit Soldier Scout -> Soldier Scout
  • Made "burning cut" push one tile away too and change animation
  • Made shrimp nest rooms rarer (3.75%->1.875% per room)
  • Rebalanced fire-arrow "burn" status (2 damage, 3 turns -> 3 damage, 2 turns)
  • A "goal" with no rewards to let players know that descending below the third floor is possible
    (appears if haven't reached below the third floor but finished one of the two starter goals)
  • Added a new dagger: "Throwing Sharp Dagger" to the Bandit & Wesnor equipment sets
  • Rebelanced debilitating dagger:
    3x2 bleed -> 2x2 bleed
    2 cooldown -> 1 cooldown
    +2 damage on bleed -> +3 damage on bleed
  • Rebalanced quick dagger:
    Now has two attacks: "Knife stab" and "quick stab". Quick stab also deals 1x1->1x2 bleed


Text Fixes:
  • Fixed "fleeing on"-"fleeing to the underworld" for flee
  • "underground"->"the underground" in dungeon intro
  • "Geological" -> Earthquakes for "Caved in miner" oddity
  • Made it clearer that not all nobles are at fault with drunk bandit

August 2022 Progress Update

Hey Guild Leaders! This month I worked a lot on the new areas.

Without further ado, here's some of what I've been working on during August.

[h2]Procedural Tile Heights[/h2]



The first step to making tile-height matter in gameplay: Having significant tile height difference! Here's another example:



But... that caused some issues with the mouse-aiming.



So I had to re-do the system for it (it uses proper colliders now!):



Should be much better now!



[h2]Procedural Stairs[/h2]

Continuing the trend of procedural additions, I added stairs that get generated in the new floor this week!



These should serve as natural chokepoints and should help make navigating the new floors more interesting.

[h2]Pushing with tiles of different Heights[/h2]

While messing around in the new areas, I noticed something uncanny...



I don't have to be an expert to tell you that this is NOT how pushing should look!

So I fixed it - walls are now proper obstacles for pushed units:



I also thought a bit about pushing enemies from higher platform to lower ones -


I figured it'd be pretty fun if they receive damage when dropping from a certain height - the rule here is similar to damage when pushing off a unit, the damage they receive is equal to a quarter of their max health.

But... what if they drop onto an obstacle? or another unit? I obviously can't have two units in the same tile...

So how about they just bounce?



[h2]Visuals & Fog[/h2]

In addition to all the procedural generation stuff, I also worked on the visuals of the new areas this month (you can see other versions of the visuals in the #wip channel in the Netherguild Discord).

Here's a mockup of how it'll look with enemies:



You may have noticed the fog (the red squares around the tiles!) a gray, impenetrable fog will have an effect on gameplay in the Mist City where the fog is denser, but for the Bandit Stronghold the red fog is purely visual.

[h2]Planning Out The Entire Game[/h2]

Every Sunday I reflect on my work that week and plan out the future of Netherguild -
This month I finished planning out the outline of the ENTIRE GAME.
This is an outline of more or less all the floors (actual levels or 'camp' floors) that I plan for Netherguild 1.0 to have on full release.



(Of course, subject to changes, removals and additions, but this is the general outline)

[h2]Release Date?[/h2]

Originally, I wanted to release Netherguild earlier - but with the amount of content I still want to add (like finishing the two new floors, adding a bossfight) before Early Access release, I ended up changing my plans to release it sometime during November this year.

[h2]- Until Next Time -[/h2]

And that's all for this update! Thank you for checking it out, hope it made for a fun read :D
Cheers and see you next time!!

-David

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


July 2022 Progress Update

Summery of weekly updates over on the Netherguild Discord

Hey Guild Leaders! here's some of what I've added to Netherguild during July.
This is a big update, so let's get into it!

[h2]Status Effect Improvements[/h2]

Something that irked me a bit in the past was status effects being all too similar to one another (for example Burn, Bleed and Poison just dealing damage over time).

So I decided to add some extra flavor to Burn and Poison...

[h3]Fire Increases Visibility[/h3]

And functions as a double edged sword - giving you more information about the battlefield, but perhaps attracting the unwanted attention of far-away enemies!

[h3]Fire Spreads[/h3]

When a unit is afflicted by "burn"- if it's alive after receiving status damage, the "burn" status spreads to adjacent units in its vicinity.

Why is this great?
  • Makes fire-based builds feel a lot more interesting and unique
  • Turns burning units into hazards; perhaps incapcitating a burning enemy keeps it safely far away from you, or having to step away from a burning enemy keeps the battlefield more dynamic.
  • Fighting a burning unit in melee for too long is bad, seeing how you'll end up recieving the status yourself and getting damage until combat ends or the status expires!
  • Unexpected creativity - things like adding "burn" to an enemy adjacent to an explosive barrel to ignite it!


[h3]Poison Triggers After Attacking Too[/h3]

This makes poison a very powerful status effect - dealing damage twice per turn for most attacking characters.

However...
This should also make things more interesting as a counter to builds or enemies that use "free action" abilities - using too many free actions in a row with a long poison will have its toll on them, health-wise, unless protected from poison by equipment for example.

It also gives the player an "escape" - not attacking when poisoned would help conserve character health at times.

[h2]Falling System Complete[/h2]
You may remember the falling system from a previous updates...
https://store.steampowered.com/news/app/1464220/view/3187993730659010317
This month it's 100% done!

When enemies or allies die while falling to the next floor, their loot or items can be recovered there. For example:
Assassin dies while pushed to the next floor

All of his items & equipment can be recovered from his corpse at the next floor.

Of course, allies that survive being pushed to the next floor can be rescued (as mentioned before).
This system will be important in the new areas being added for early access - the Bandit Stronghold and Mist City.

[h2]Quality of Life Additions[/h2]
A few small improvements make managing your expeditions far easier! such as:

Automatic resting which makes characters adjacent to the bonfire rest next to it automatically.


Can "quick send" items between containers & characters using shift-click (also appears in the tutorial now).

[h2]Procedural Generation Fixes[/h2]
When playing, some players would get blocked by the procedural generation of levels - objects would appear where they shouldn't and prevent you from progressing.


This was an even more prominent issue on the new floors - where maps would generate with some rooms completely cut off.

Technically there was a system set up to prevent that, but it was a 3-4 year old system at this point - and worse, it was completely broken.

So I added a new one!
Or click the thumbnails for bigger image size:

It makes a "path" using some simple vector math and prevents any tile blocking objects (like crates or barricades) from spawning there.

The issue, however, is that updating the game with it will mess up in-dungeons saves, so I I'll likely delay it for a bigger update in a week or few from now.

Speaking of which...

[h2]Updates & Up Next[/h2]
Working on Tile Heights
Originally I didn't plan for tile height to affect gameplay, but, inspired by the 3D concept art I made (picture above) I decided to add it to Netherguild. It'll be difficult and take a decent amount of time to add, but at the same time I'm really excited for it (and for pushing enemies off high platforms!).

Big update coming up
It will include the level-generation fix mentioned here as well as new and improved daggers, and other changes.

Tacticon
This is a big event on Steam which I'm excited to take part of, later in September! Netherguild has already been accepted to the event and will participate alongside other great strategy games.

[h2]And that's all... for now![/h2]
Thank you for checking out the update! Hope it made for a fun read.
See you next time! (:

-David



Demo Update 22/7/2022 - Status effect changes

Change log 22/7/2022 | Version 0.188

Big Changes:
  • "Burn" status also spreads to adjacent tiles
  • "Burn" status also lights up nearby tiles
  • "Poison" status triggers when an afflicted unit is poisoned


Bugfixes:
  • Fixed crash with assassin bandit path backup
  • Fixed inventory display-crash
  • Fixed blocking when stepping on trap crash


Mini Fixes:
  • Scrolled controls screen up by default
  • Improved attack / ability hover


Text Fixes:
  • Fixed "them" text in combat start initiative tooltip