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Gnomancer News

Certification fun!

  • Removed Unity Launcher to allow certification for Big Picture mode
  • Mouse Cursor should now hide if using a Pad for Character 1, and unhide if you click
  • Activating the Steam Overlay should pause the game
  • All players in a multiplayer session now need to select 'ready' before they can proceed.
  • Reworked the visuals for selected-slots - this should hopefully be clearer than before.

i'm glad Steam lets me patch every day...

  • Fixed an issue where mobs went into soft enrage mode even when not active.
  • Fixed issue where medals weren't visually awarded
  • Clamped Army Reticule to sensible limits when using a mouse
  • Loads more map work
  • Further main menu work, including better pad detection

Map Patch!

  • Increased maximum Tank Block based on Gnome Damage
  • Removed old Unarmed code from Space bar
  • Fixed some obscure clipping errors. Large rocks were about 1" smaller than their collider.
  • Added a map screen. Not currently functional.
  • Removed a number of developer cheats that people flagged as bugs
  • Added a map screen! Use WSDA, Space and QE to navigate it for now. Be aware the current Level Select menu is now obsolete and can be ignored. I realise this was an Early Access goal, but I decided to forgo sleep and get it in early.
  • Map visuals are PLACEHOLDER and will be iterated and polished over the next few days.

Large polish patch - final testing looms!

  • Got around to setting up a #Gnomancer channel on the discords: https://discord.gg/JG2pbxC
  • Fixed a number of issues related to testing via Steam Play Together Anywhere, improving 2/3/4 player support, as well as situations where Pad 0 isn't the main player.
  • Added support for Steam Cloud
  • Health Collectables will now heal by percentage - 5 HP is a lot for a level 1 Wizard, but not for a level 500 Knight.
  • All UI elements should now have audio feedback. Especially difficulty settings.
  • Locked levels should now give specific hints about how to access them.
  • Tons of polish on UI enabling and disabling appropriately.
  • Reworked Gnome locations on Level 2 to better breadcrumb players through
  • Altered Level 6 to remove alternate routes, so early players are experiencing a more linear path.
  • Added more Gnomes to level 6 to make it completable with much less levelling - you shouldn't finish the level with thousands of dust and nowhere to spend it.
  • Improved Gnome stuck/teleport mechanics and effects mean a substantially lessened chance of nearby Gnomes getting stuck. They should also now warp through nullspace.
  • Alive Gnomes now give bonus XP at level end - this is correctly scaled by difficulty.
  • Gnomes with no owners will no longer take part in the physics simulation.
  • Press X prompt is now intelligent
  • Gnome Summon hides when you Pause
  • Escape now toggles pause menu
  • Load Ticks dropped from 80ms to 3ms because I had a brainwave.
  • Huge improvement to CPU usage of Map preperation.
  • Fixed skin selection to be sticky across all characters
  • Fixed issues with generating levels at low FPS being unreliable
  • Even more performance improvements to loading!
  • Fixed an issue where multiple accounts on the same computer would lead the progression system to using the slowest time, not the best.
  • Levels past the end of Early Access are available, but are clearly marked as unfinished.
  • Bonus XP is now colour-coded.
  • Tweaked script execution order, vastly improving instantiation spikes
  • Fixed issue where players could briefly attack after dying, messing up the animation system and looking stupid.
  • Added Low health/Damage effect. Only applies on Single player.

Balance Update!

  • Massively increased quality Scalar for Tanks - Gold Tanks can now block substantially more damage.
  • Block per Quality is up from 30/40/50/60/70 to 30/160/350/780/1120
  • Tank Health should now be massively increased per level.
  • Reduced the scalar on Quality, meaning you need more levels in Resurrection in order to get Gold Gnomes.
  • Healer boost from Gnome Damage is now increased substantially, and is +40 HP per level/2 HP per 1 points.
  • Mage Rejuvenation boost from Gnome Damage is now quadrupled in effectiveness.
  • Gnome Speed now slightly boosts the Gnome Energy rate - right now it's Level 20 (400 points) to double the generation rate.
  • When above 50% Mana, the player now does quadruple damage, but the mana efficiency drops by half. This is to offset high level players being completely unable to spend their Mana pool, and allows a clever player to balance burst damage vs sustained damage by modulating their Mana pool. This is treated as a Crit - currently the player has a 0% chance to crit, and a 100% chance to crit above 50% mana.
  • Altered Damage colouring so account for higher damaging Gnomes.
  • Crits are marked with a red outline on the damage text.
  • Extra XP now available for harder difficulties.
  • Hooked up several GPU-heavy effects to the detail system. GPU load should now be under half for Low quality vs High.
  • Skin menu now works!
  • Pause menu now works on pads!