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Lone Fungus News

1.0.17 Relic cost re-balances, Steam Cloud activation (read about it)



So I've finally turned on Steam Cloud saves support! This is Steam automatic system, make custom backups of savefiles perhaps running the game!

I'm very sure the system will warn you if there are conflicting files on multiple systems, this still opens the risk of users not reading the warning and somehow overwriting their savefiles. I'm not entirely sure if Steam makes backups for previous savefiles.

Besides that I've fixed some minor bugs and what's more exciting is that I've lowered the cost of many Relics! As requested/suggested by the community from what I've read!

Changelog:
- Loads of Relics have had their BN cost reduced (If you have set Relic equipped already, re-equip it)
- Fixed a bug with the Great Spin Slash + Vibrant Crystal projectile, and also nerfed it (sry)
- Fixed it so the game does not center on the screen when starting the game / going back to the menu
- Possible fix for a DirectX crash when leaving some of the practice rooms
- Fixed being able to parry a gate you should be able to
- Fixed a bug where the 'Underwater' effect would carry on if you die/exit while under water
- Fixed a gate in Acid Dungeons not showing up correctly on the map
- Did a change to savefile data which might conflict with Livesplit

1.0.16

- Incorporated a more accurate in-game timer
- Time will not stop when at Save-Shrines
- Fixed not being able to bind the Attack button in the re-binding controller menu (Ingame Settings)
- Made it so the 'Enter' button works to bind even if you've unbound 'Jump' on Keyboard (Ingame Settings)
- Fixed being able to pause while a boss is dying (causing some oddities)
- Possibly fixed a bug where one of the Evil Eyes that Queen Evil Eye spawns would bug out

1.0.15 Improved Wall-Bouncing, again!



I've continued my mission on making the Wall-Bouncing feel better, it should be way more consistent now! As a result I've re-made every Wall-Bounce Ladybug/Astral Section in the game. I hope I did not miss a section anywhere and as a result made some section unbeatable. Generally I'm feeling a bit of a development fatigue now, it's not the best timing to be doing these kind of gameplay altering changes but I want to get them out and finish the changes I've started so I can take that post v.1.0 launch break I have not yet taken.

I've been hearing of players experiencing odd stutters happening in the latest patches, let me know if this has been fixed in 1.0.15!

Changelog :
- Wall-Bouncing boost won't be based on current momentum (it's either normal or super based on wall-distance)
- Improved Wall-Bounce vertical boost (much more consistent)
- Tweaks done to parkour rooms to fit the new changes
- Added some visual effects to Super Wall-Bounces
- Spin Mushmovers will auto-turn the player
- Changed the name of 'Location Explored' to 'Rooms & Secrets found' to reflect more what that counter does
- Made it so you can hover over other areas to see it's percentage
- Improved the bind button process a bit
- Added a remove bind button
- Visually updated the bind screens in Main Menu
- Removed the Practice rooms from completion counter
- Fixed an out of bounds enemy spawner
- Changed how red vines spawn the player a bit (will fix the getting stuck in standup animation too)
- Fixed arrow collision with red vines in Lava Temple
- Fixed a lever on the map having the wrong ID
- Fixed Astral Fragment not showing the description in Inventory

1.0.14 QoL update #4

Added a neat feature which will auto-mark levered gates you have not opened on the map. This is to make up for some flaws the map has. It will make it easier to remember what room is what and less moments of 'Ah I can go there' just to end up at a dead-end you forgot had a gate. This is only for actual gates though, I don't think I will add it for other stuff like Fire-Bounce blocks or Fire-doors.

Updates will likely slow down a bit soon, I've soon added everything I want to add for now until I move on to something bigger or just a different project. One thing I want to improve is the Assist-Mode a bit, so that will be coming soon. And I'll ofcourse be fixing any bugs that get reported/have been reported but I have not gotten to yet.

- Added an auto-mark feature for levered gates
- Rewrote and simplified all spell descriptions
- A unique popup will appear the first time you get a spell (similar to when you get the sword)
- Fixed Great Spin Slash + Golden Light being bugged
- Fixed Living Hives not pausing
- Swap button will always work no matter the Spin Settings
- Fixed spellstone showing only controller input
- Fixed Great Spin Slash not working on the vertical vine in Frozen Depths
- SFX given to when going into Astral Gates

1.0.13 Wall-Bounce tweak update! (Let me know if it's better)

I'm adding some semi-experimental new feature to the Wall-Bounce sections. It's basically a hitbox which corrects a bit of your movement similar to how Mushmovers do. Leaving less room for precise inconsistencies.

I've also tweaked the upwards/downwards momentum of Wall-Bounces a bit, it should be more consistent to how you fly off a wall. I did play test every Astral Gate that contains a Wall-Bounce and tweaked them a bit too.

I hope this update makes the Wall-Bounce feel a bit better! Let me know what you think and if this is a change in the right direction!

- Added 'correction' detectors at Wall-Bounce sections (New System)
- Tweaked the Hitbox for Wall-Bouncing (More generous hitbox for doing the Strong Bounce)
- Strong Wall/Ground bounces will have an unique sound
- Tweaked all Astral Gates containing Wall-Bouncing
- Description tweaks
- Fixed a Mindshroom being misaligned on the map
- Fixed collision with Acid Hammer and boss gates
- Fixed a bug with pressing pause while a pickup description is present