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Gnomancer News

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!

Multiplayer fixes

  • Improved stickiness of mob targetting, making stun-locking golems much harder
  • Healers now heal 1 more HP per 20 levels of Gnome Damage
  • If their owner is on full health, Healers will now heal teammates - this should stop DPS-focussed characters ressing gnomes they don't need, just to stay alive.
  • Gnomes are now much faster on Fluffy difficulty. Medium retains the previous movement speed, and the top 2 difficulties are slower; this means that points spent in Gnome Movement Speed aren't wasted.
  • Mage Gnomes now return mana in an identical way to Healers, including sharing Mana regen amongst the team.
  • Bunch of optimisations to Critter wandering
  • Sleeping Mobs will now wake up when you're within 50% of their attack range, instead of a fixed 4 metres. Melee mobs still wake up at 4m.
  • Fixed Story text and Level text for Shared/Split/Single cameras

Further fixes

  • Fixed SplitScreen Summon Gnome prompt
  • Fixed Shared Cam's laxadasical approach to keeping players in view.
  • FreeGnomes are now shared equally amongst all players
  • Support for the only player not being player 0 now implemented
  • Added the ability to use LEFT or RIGHT on the character select screen to pick your save slot.
  • Fixed Player Class Avatar for Single Player, Shared mode and Split mode.

New patch!

So the Gnomancer team recently tried out Parsec; it's a bit like the old Hamachi, used for playing retro game, but with shiny new tech - it basically lets you treat players on the otherside of the planet as if they're local, with astoundingly low amounts of latency.

The basic upshot of which was that

A) We discovered that Gnomancer is bloody excellent fun MP
B) We didn't want to stop playing
C) It's got tons and tons of UI and menu issues when playing (say) 3 players in Shared Cam.

There's literally thousands of combinations of players and camera splits, and this was the first time we'd realised how many of them were broken - but no longer!

So to that end, this patch addresses a lot of these issues.

  • Fixed issue where you couldn't select a progression level using a joypad.
  • Fixed issue where only the first player received credit for starting a level.
  • Fixed issue with YOU DIED appearing forever in multiplayer
  • Secondary players in Split cam will no longer break the Effects post-process
  • Dead players in Shared cam are no longer tracked
  • Extra players are no longer incorrectly and hilariously prompted to press Space
  • Player can no longer block eachother with Gnomes. I'm aware that Players can push eachother through walls tho.
  • Shared Cam summon interface should now work
  • In-world text should no longer look at the wrong camera in Split cam mode
  • XP should now be shared equally amongst all players


Fancy playing the game and testing with the devs over Parsec? Give us a shout - the best bit is that you don't need anything other than a gamepad!