Build 0.5.29 + DevLog + more!
This week's build is a smaller update, but not because we have not been working hard on the game. Quite the contrary. We're working extremely hard right now as we have so much stuff planned to announce over the course of the next few months. There's going to be some big updates/announcements soon, and we look forward to sharing the details with everyone as soon as we can.
[h2]Devlog - World Generation[/h2]
Are you a game dev, an aspiring game dev or just someone who appreciates how stuff is created? Then you may enjoy our new video we uploaded to YouTube. Did you know our world is a hybrid of random and procedural generation? We share some details about how this system works. Let us know if you would like to see more of this type of stuff and we'd be happy to make some new DevLog videos as we continue development.
[previewyoutube][/previewyoutube]
[h2]Progress Update[/h2]
Next week we'll have some big announcements along with our weekly build update. In the meantime rest assured we are putting insane hours into the creation of the Shadow Monk class and Castle Usvit. We make more and more progress every week. We'll post more details on all of this soon.
[h2]Build 0.5.29 Notes[/h2]
- NEW: Uncommon Merchant Item: Inferno Boots. Burn your enemies across the battlefield with this powerful new set of boots.
- Added some frost particle FX to Bogatyr's Frost Strike Passive to improve visibility
- Bug Fix: Added a check against an enemy to only become slowed/display slow icon if AI is actually still alive. If becoming slowed during the same frame the enemy is killed, then it should no longer trigger the slow effect on the enmy
- Bug Fix: Cursed Elites will now properly reset shaders after poison fades, displaying the outline if it's toggled on or off
- Improved Key Bindings Logic and added in-game keyboard binding support for Movement (Up,Down,Left,Right). More to come
- Popup windows will now be automatically closed when the merchant window is activated, to prevent UI overlap
- Code refactoring
As always, thank you for your continued support. There's lots more to come. If you have any feedback, bugs to report or just wanna chat, please don't hesitate to get in touch with us.
Stingbot
[h2]Devlog - World Generation[/h2]
Are you a game dev, an aspiring game dev or just someone who appreciates how stuff is created? Then you may enjoy our new video we uploaded to YouTube. Did you know our world is a hybrid of random and procedural generation? We share some details about how this system works. Let us know if you would like to see more of this type of stuff and we'd be happy to make some new DevLog videos as we continue development.
[previewyoutube][/previewyoutube]
[h2]Progress Update[/h2]
Next week we'll have some big announcements along with our weekly build update. In the meantime rest assured we are putting insane hours into the creation of the Shadow Monk class and Castle Usvit. We make more and more progress every week. We'll post more details on all of this soon.
[h2]Build 0.5.29 Notes[/h2]
- NEW: Uncommon Merchant Item: Inferno Boots. Burn your enemies across the battlefield with this powerful new set of boots.
- Added some frost particle FX to Bogatyr's Frost Strike Passive to improve visibility
- Bug Fix: Added a check against an enemy to only become slowed/display slow icon if AI is actually still alive. If becoming slowed during the same frame the enemy is killed, then it should no longer trigger the slow effect on the enmy
- Bug Fix: Cursed Elites will now properly reset shaders after poison fades, displaying the outline if it's toggled on or off
- Improved Key Bindings Logic and added in-game keyboard binding support for Movement (Up,Down,Left,Right). More to come
- Popup windows will now be automatically closed when the merchant window is activated, to prevent UI overlap
- Code refactoring
As always, thank you for your continued support. There's lots more to come. If you have any feedback, bugs to report or just wanna chat, please don't hesitate to get in touch with us.
Stingbot