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Gnomancer News

Another day another patch!

I'll be summing up each week's patch notes in a larger post, so if you aren't interested in the daily updates, just wait for the big one!

  • Fixed an issue with depth of field on Medium difficulty
  • Fixed alignment and tidy up in a lot of menus
  • Levels that are unlocked but not completed are now marked clearly on the map.
  • Tanks will no longer attempt to block insta-kill damage
  • Rogues will no longer attempt to dodge insta-kill damage
  • Gnomes you get bonus XP for no longer count towards Gnome deaths

Another day

I plan to keep at a twice-daily patch schedule until the feedback calms down and things are mostly stable. At that point I'm likely to move to 2-3 times per week, as I start to implement the larger missing systems.

  • XP per level is now displayed correctly again for people who aren't running at 300 fps. My clever system to keep the framerate up took too long to complete else!
  • Rune Rocks have got a V2 placeholder that should be a lot clearer when you've destroyed them.
  • Fixed Gnomes Raised readout, that broke when people raised over 100,000 Gnomes. You guys...
  • RuneStones no longer look at you when on higher difficulties.
  • Changed WSAD to WASD after someone nearly had an aneurism over it.
  • Added markers to show if a level is accessible, and where you need to stand
  • Added map-to-map markers to show where the next level is, when unlocked.

Polish

Streaming the game? Let me know!
  • A ton more polish and detail on the first level
  • Blanked out the game camera when watching cutscenes in resolutions other than 16:9
  • Added army size achievements.
  • Tweaked the lookahead based on Army Offset for Shared camera games, affecting 2-4 player games.
  • Tweaked the point at which bosses trigger cutscenes.

Achievements

  • Locked away the skin menu. It's not done! Stop looking at it!
  • Added achievement for meeting (and rescuing) the King
  • Added achievement for defeating the Fire Golem, the first proper boss. Cat-in-a-box doesn't count.
  • Hooked up achievement correctly for freeing the Village
  • Made sure Gnomes can't ever get in your way.
  • Added 2/3/4 player achievements. Removed the ability to hax in extra players with keyboard shortcuts.



I'm not expecting anyone to hit 1 million Player levels or Gnomes raised - that's just during Early Access so I can manage how far players actually get, without giving people Achievements I need to take away again.

Achievement patch

  • Fixed some issues with stat tracking and achievements. This may mean your achievements reset, but re-running the game should force them to unlock again.
  • Updated some FAQ entries after watching a couple of streams. Keep 'em coming!
  • Wrote a threaded asyncronous texture loading system
  • Many textures are now dynamically loaded on-demand via a thread. This should greatly improve initial loading times. I've no idea why Unity doesn't support this out of the box, but it was a fun technical challenge just as we release!