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Heroes Of Loot: Gauntlet Of Power News

Patch 1.2.0 : Choose your poison



Dungeon dwellers: Welcome to patch v1.2.0 !

New Content:

- Choose from three difficulty modes
- More room layout variations
- A "Doctor" with a lot of interesting pills!
- 2 new weapons
- Combat stats on map screen (activate in Options > Preferences)
- Fixed Steam cloud save for Linux

Besides those, I also did a lot of balancing and difficulty tweaks and improvements to this build, added a few new "things" you'll encounter in dungeon rooms, and fixed a host of tiny and rare issues.

What's Next:


For the next update I'll be focussing on "alternate areas" that you can uncover. So let's say you get to push one of those statues at a certain room in a certain level, and it then reveals an opening towards a new special area where you can find an extremely rare item only found in that area?!

Or perhaps you find a "charger" which is needed to operate a Hypergate and gets you in a Space Grunts level to grab a futuristic weapon, opening up all sorts of new combo's and unions? .. I got some ideas here!

Besides that I'm also beta testing the Nintendo Switch version, still some things to fix there and then it takes a few months to get it all setup for a release on Nintendo's platform, but it will launch with the latest updates! Same goes for an Atari VCS release!


Thanks!


I'd also like to thank all the lovely reviews and comments and feedback I'm getting! Don't forget you are always welcome to hang out on The Orangepixel Discord and talk about the game, give your thoughts and ideas and who knows, they might make it into the next update!


[h2]Merch!?[/h2]

If you really like the game and want to support me some more, I got some cool Gauntlet of Power mousepads available over on the Orangepixel website if you're interested!



https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
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Full changes list
  • fixed: Codex totals on main-screen aren't correct (does achievement unlock?)
  • fixed: Floorswitch doesn't keep room doors closed
  • fixed: Floor switches are reset when resetting the room
  • fixed: Final-boss progress-dots don't reset on a new game
  • fixed: Cap'n'bones knife should hammer down more often
  • fixed: Mimic shows interaction info even when not visible
  • fixed: Steam Cloud-save
  • fixed: Difficulty not shown in character art
  • fixed: Hit count blinking not showing
  • fixed: missing shadow on player
  • fixed: Forged card Heart didn't unlock when King Loot said it would
  • fixed: Floor spikes are not restored when reentering a room
  • fixed: Monk room has obstacles when returning to it
  • fixed: Using Compass doesn't store room state
  • fixed: Cocoon die animation sometimes stalls
  • fixed: Cocoon sometimes bugs out when destroyed
  • fixed: Room-switches keep respawning when re-entering room
  • fixed: Forged Card Dungeon Love now properly restores 1 heart on next level
  • changed: Block XXL creatures from spawning in small rooms
  • changed: less chance of empty-corridor rooms
  • changed: small changes in player-collision box
  • changed: Quick-restart after death now shows character select first
  • added: Doctor Pill
  • added: pill effect Tripping (reversed controls)
  • added: pill effect Invisible
  • added: pill effect Upper (+HP)
  • added: pill effect Downer (-HP)
  • added: pill effect Knowledge (+XP)
  • added: pill effect Dumber (-XP and -1 Level)
  • added: pill effect Energizer (full HP)
  • added: pill effect Placebo ( )
  • added: "Killed by" stat for last run
  • added: show "hitpoint per heart" stat on map screen
  • added: Weapon Wild Fury (Union)
  • added: Weapon Ryzor (Union)
  • added: Extra stats to map screen (Options > Preferences to turn it on)
  • added: Option to turn on/off Statistics on map screen
  • added: Make cocoon spawn more critters
  • added: Difficulty select
  • added: cobwebs - slow down player
  • added: Floor switches mechanics
  • added: Floor-switch room layouts
  • added: room variations
  • balancing: wizard dodge/slowmo slightly shorter
  • balancing: lowered wizard initial loot-magnet attraction
  • balancing: slight increase in critter hp
  • balancing: small change in player XP increase levels
  • balancing: small change in Wizard + Warrior initial movement speed
  • balancing: Made Bouncy Blob a bit weaker (especially in later levels)


Difficulty levels and balancing



Hello Adventurers!

I'm working towards the v1.2.0 update which will be mostly a balancing and difficulty update.

Had a lot of reports that people breezed through the game (but not everybody luckily!) and most people found the Wizard a bit over powering. Now I originally designed it that way on purpose, and that's the reason both the Elf van Wizard are unlocked at the start as they provide a somewhat different experience!

However, I hear ya! so in v1.2.0 there will be a proper difficulty-select, adding an Easy, Normal and Hard mode (old difficulty would be somewhere between Easy and Normal) and I'm rebalancing some other things to make the game more challenging at the start, and more fair at the end!

For access to the Beta Branch:

1. Select the game in your steam library, right click and select Properties
2. Go to Beta's and at the top right drop-down box, select the Beta version!

(don't worry: you can always disable this and go back to the non-buggy official release in case of problems)

I'm still heavily tweaking these difficulties, which takes a bunch of time as it requires me to do a lot of playthroughs ! And this is where you can help me out, activate the Beta 1.2.0 branch on Steam and give it some play-sessions.. then let me know if it feels right in your preferred difficulty - preferably you let me know over on the Orangepixel Discord where I have a Gauntlet of Power channel setup for this.

The beta version will receive a bunch of tiny updates very rapidly until I get it right and am ready for a release hopefully within a few weeks from now.

There's also a few new features in v1.2.0 and a few others I'm working on before it releases, so look out for those changes also ;)

https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/


- Pascal

Quality of Life and a large box of new goodies



Hello Adventurers!

It's time for the first update to the game! Based on a lot of your feedback in discussions and over on the Discord a bunch of tiny balancing and gameplay tweaks have been made and a few bug fixes here and there are solved in this update.

BUT! The dungeon also received a host of new inhabitants, new creatures, new enemies, and some of the existing enemies and bosses learned a few new attack patterns and skills .. so be ware!

You'll run into the Summoner, who will be summoning a bunch of creatures and won't stop until you kill him! Also say hi to Blobby : he looks happy and cute, but looks can be deceiving !


[h3]Key changes in this update:[/h3]
- Weapon evolutions at higher levels will create a higher-level evolution (never more than 2 levels below the weapon you are evolving). So you can still evolve a level 6 arrow into something new, and not worry about it becoming a level 1 Evolution, it will be a level 4 evolution! (and Evolution weapons are stronger than the base weapon by nature).

- You now have a max-amount of heart containers available to fill from the start. So you start with 3 hearts, and you have a max of 6 heart containers. BUT you can find a Gold heart to increase the maximum amount during your run!

- And the only real big bug is now fixed, some players were "randomly" losing weapons at later levels of the game. This is now resolved!

[h3]What's next[/h3]

Next on my plan is to add more "NPC" like areas, comparable to the monk. Already got a few interesting ideas for that, and the aim is to add alternate dungeon area's for special items or weapons.

I also plan on designing some Character-specific weapons that can only be unlocked and used by a specific class.

If you got ideas, don't be shy and come hang out on the Orangepixel Discord, and I'll see you there!

https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/

Full changes list:
  • added: Codex-Statistics now opened after a run
  • added: Heart-container limit
  • added: Gold heart - increases Heart-container limit
  • added: Forged-cards now always visible on start of new game
  • added: Last-Run statistics to Codex
  • added: Item: Wings of Perseverance, Elven Stone, Orbus Magicus, Valkyrie Helmet, Liquid Haste, TrueHeart, Arrow of Time, Ooze Rage
  • added: New monsters: Mimic, Summoner, Blobby, Cocoon, Shielded Skullies, Imp XL, Skull XL, Bat Buff, Imp Buff, Flame Buff
  • added: Increased Temporal Chest pool, so no "return" of items
  • added: max "Dungeon" for each character to Codex page
  • changed: Balancing tweaks
  • changed: Balanced Wizard, lower Magic starting level and longer cooldown on Dodge move
  • changed: Shooting critters have better reach and stand still for the shot
  • changed: Chef's Cap only triggers if at 50% or less HP
  • changed: ToFu now protected against attacks outside his circle
  • changed: Random critter spawns now take into account player's location
  • changed: increased chance of a Monk
  • changed: lowered effect of the Blood Drip (forged card) to 1hp per 15 seconds instead of 1hp per second
  • changed: Evolution weapons never more than 2 levels lower than the origin weapon
  • changed: lowered requirements for RichyRich achievement
  • changed: double powerup items (Chefs cap) now correctly increase usage count
  • fixed: Temporal Chest bugging out in later dungeons
  • fixed: added extra checks for creatures spawning inside statues
  • fixed: D6 always gives health, no other items
  • fixed: Stats losses isn't updated correctly
  • fixed: Dutch language credits color highlight is wrong
  • fixed: Block "map"+compass when player is already moving to next dungeon
  • fixed: Crash on level-up when "no option" is selected
  • fixed: cheat-way to play as locked characters
  • fixed: Statusbars on "jumping" creatures doesn't move up with them
  • fixed: Some "single drop" items were dropping at later dungeons
  • fixed: some Evolved weapons didn't level up according to Book items
  • fixed: weapons disappearing later in the game
  • fixed: Only one Rune of Fire shows up when multiple mounted
  • fixed: Item info-box in shops sometimes not big enough
  • fixed: Using Panic button in Boss room, generates different Boss
  • fixed: Some rooms spawn 2 statues when returning to it
  • fixed: Union weapon removes both slots next to the "new union" slot
  • fixed: Valkyrie helmet has no information
  • fixed: unlocking x2 and x4 XP and 6hearts runes
  • fixed: ToFu energy bar is always very low
  • fixed: Certain monster kills weren't registered in Codex
  • fixed: Codex weapon info resetting






Heroes Of Loot: Gauntlet Of Power is a fresh take on dungeon crawling with a very unique weapon

If you absolutely love action-heavy dungeon crawlers like The Binding of Isaac, and the chaos from Vampire Survivors you're going to need to take a look at Heroes Of Loot: Gauntlet Of Power from Orangepixel.

Read the full article here: https://www.gamingonlinux.com/2024/06/heroes-of-loot-gauntlet-of-power-takes-the-binding-of-isaac-and-gives-you-a-very-unique-weapon

Developer Beta Branch access now available!



Hey Looters!

It's been a wild first couple of days of releasing this game! But I think the dust is slowly settlings and we can venture deeper into the dungeons!

I've been hard at work preparing the first "big" content update, and decided to make a Beta Branch available for those that want to help out and take a early look at the game and see if I messed up anything ;)

If you got stuff to talk about based on this Beta branch, drop by on The Orangepixel Discord

For access to the Beta Branch:

1. Select the game in your steam library, right click and select Properties
2. Go to Beta's and at the top right drop-down box, select the Beta version!

Steam will now download that version and it's updates and you can check out all the new stuff that's coming!

I plan to push this v1.1.0 live in a few days, it mostly needs a bit of gameplay/testing to see if I didn't wrongly balance things with all the new stuff added!