Torches & Dungeon Update
Hello everyone I've implemented some features about dungeon generation, torches and net code. And as always fixed some bugs.
About the net code, I reduced outgoing bandwith from 19 KB/s to 8 KB/s (in short you'll have less ping) and I'm still working on it.
I will spend next week working completely on net code. Also I might bring some good news aswell.
Features:
Bugs:
You might encounter some bugs with this update, please don't forget to report them from the main menu.
About the net code, I reduced outgoing bandwith from 19 KB/s to 8 KB/s (in short you'll have less ping) and I'm still working on it.
I will spend next week working completely on net code. Also I might bring some good news aswell.
Features:
- Torches are pickupable and can be used as a portative light source. Also if you are holding a torch while passing through a spider web you won't be slowed and the web will burn
- I've added a new trap in the Quetzalcoatl's dungeon. I won't spoil it go and check it out. Also the new ones are on the way
- Added ivies on the halls, the dungeon is now a good looking dude
- Added pebbles around the dungeon
- Added special treasure hall walls
- Kill feedback to player UI
- Added "Pot" treasures, they have a value but if you break them you might find something even more valuable (maybe, maybe not)
Bugs:
- Fixed spikes has flat shading and their UVs
- Fixed wall arrow distance
- Tweaked enemy hit sfx
- Fixed spider groom from distance bug
- Client picked up item bug is fixed
You might encounter some bugs with this update, please don't forget to report them from the main menu.