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Level Generator Update 0.2.0! And Some Other Stuff!!

Hey!
Here's a video:


If you don't want to watch that here are the same words below, followed by some extra words:

I know it's been a long time since the last update. There are a lot of reasons for that, but to keep things short, it's because I'm much busier now than I was before - in a good way, working on UFO 50 with Derek Yu and Paul Hubans and a couple other Super Rad Dudes - and because I was working very very hard on rewriting a pretty fundamental part of the game. Namely: the level generator.
So, here, have an update.

The Generator

The aforementioned rewritten level generator can now produce proper lock-and-key situations, or switch-and-gate situations, or switch-and-furnace situations, or whatever other kinds of "need to get X to go to Y" kinds of scenarios I decide to add in the future. The new generator also features many, many other tweaks to the levels that are probably less immediately obvious but no less impactful. There are also a boatload of new premade rooms that take advantage of some fun things now possible in the new level generator. I finally made myself a proper editor for making premade rooms that makes the process significantly faster and less of a headache than it was before, so just about every update from now on will probably feature some new premade rooms and setpieces to some degree or another.

The Rewards

While I was making all those fancy new premade rooms, I realized that there weren't enough things I could use as general reward type items other than Fancy Chests, so I added a few!
  • There are now Soul Chests, which are special treasure chests that power up by consuming the corpses of nearby slain enemies. The more corpses they consume, the better the loot they drop will be!
  • In addition, you can now find extra learning points and free spells just floating around sometimes.
  • I've also added a new kind of item called "Blessings", which are permanent passive powerups, sort of like never-ending trances but a bit less potent. You can only have one blessing at a time though, so choose wisely. There are only three implemented currently but more are definitely on the way.
The Boons

I've also added four new leveling boons, two STR and two SPD.
  • Weapon Master lets you use any weapon skill that you have access to with any weapon regardless of its type.
  • Living Weapon lets you use weapon skills while unarmed and removes the damage penalty on unarmed attacks. When you first learn it, it forces you to pick a weapon class to hate, but you then gain that weapon class' full moveset as unarmed attacks.
  • Breakthrough lets you charge up a super-jump to launch high into the air, bust through single-tile-thick walls and ceilings, and crash through crush traps and boulders.
  • Spider-Spin lets you charge up a roll that clings to surfaces as you zip around.
The Other Stuff
  • I've completely rewritten a certain boss enemy from scratch, so look forward to that.
  • I've completely overhauled the way the encyclopedia looks, and added a few new illustrations and entries to it.
  • I've added a stats screen on the encyclopedia where you can see things like your best depth, total kills, and most frequently cast spell.


That's about it for the major new features, but there are also a lot of smaller changes and big bugfixes.

I know, I know, there's no new environment yet, but part of the reason for the level generator rewrite is that as I was working on the Deep Dark I kept running into a lot of things I wanted to do that just weren't supported by the old generator. In any case, I hope it was worth the wait, and now that the generator rewrite is done I'm going to be laser-focusing my attention on adding the midgame boss, the Deep Dark, and bringing back wayward kids in a way that isn't crashy and buggy and broken.

The Plea

As I'm sure you've noticed, I'm really bad at keeping these here forums up to date on the game's happenings. I'm...super active basically everywhere except on Steam - especially the Catacomb Kids Discord, and my Twitter, and my weekly Twitch Dev-streams - the ones that I've been doing pretty consistently for several years at this point. Even on the Subreddit, when it's not super quiet there. I kind of hate using Steam as both a player and a dev, and frequently forget it exists. I will probably always hate it, especially now that Slack and Discord occupy the space in my life that forums used to.

BUT! Now that I've finally admitted that to you all - and to myself - I figure it's probably only right that rather than continuing to neglect this significant part of the community, doing a great disservice and injustice to all you great many players who have and continue to support the game, I should reach out for help! I'm REALLY BAD AT COMMUNITY MANAGEMENT, but I know there are people who are NOT THAT and would probably be willing to help out with keeping folks here appraised of the game's progress in a way that I never could.

So uh. Yeah. If you're good at community management and want to volunteer to help make this steam forum an informed and welcoming place to new and old players alike, hit me up at tyriq [at] ckgame [dot] net.

Thanks for stickin' with me.
Sorry I'm bad at this.
Hope the update is fun.
I'm not dead yet.

0.1.5c

More bug fixes, and bringing Linux+Mac versions up-to-date.


Fixes
Crash when wraiths have no target
Player is annihilated upon entering a floor in a snowdrift
Humanoids trying to chase through locked doors constantly jiggle the doorknob loudly
AI_action_backhop crash
Energy bar looks weird when you changing to equipment with less MAG
Regeneration overwrites owl wings when flying
Ceiling spikes draw beneath jump-thru platforms in the AC
Lava bridges are now destroyed when lava loses it heat (Reaper fight, siphon, etc)
Pressing select+cancel at the same time over a gravestone select backs to class select but still shows the custom kid dialog
Backing out of kid select shows particles for destroyed mana batteries
Shopkeepers get mad at you if you're infected with any plague flies
Pressing select+cancel at the same time on the level-up screen levels the selected stat without advancing its tier
Flame cone traps shoot at the wrong angle
Crash when going through the tank door in co-op

0.1.5b

SORRY. MY BAD. 0.1.5b should fix the "Fishahna Crash". It's only out for Windows right now, but Mac+Linux versions will be on their way later in the week.


Fixes
Fishanha crash when eating corpses

0.1.5 Patch Notes

New
Added "Look" menu!
(default bound to "tab" on keyboard or "select/option" on controllers)
4 New Boons!
Multi-Cast
Siphon
Dangersense
Calculations
New shop type - Gadgeter!
4 new arm types!
4 new leg types!
2 New tinkerer items - Mana Battery, Spring

Changes
Reduced amount of durability damage done to shoes from mighty stomp
Throwing enemies upwards with Grapple no longer tumbles the player
Slamming enemies into walls with Grapple now deals 1 damage
Can more precisely place where enemies are thrown with Grapple
Increased time to aim grappled enemies
Added boon icons to level-up menu
Rewrote flame cone code (Dragon breath, fire pipe traps, etc)
It should behave mostly the same but perform much better
Plague now persists after creatures die rather than needing to re-plague corpses separately
Changed appearance of plague flies
Increased damage dealt by plague flies
Grumbul Tank Cannonball no longer destroys bridges
Slight changes to Grumbul Tank behavior
Reduced size of holes in side of Grumbul Tank arena
Water washes off acid
Kicks deals damage based on which leg is kicked with (differs based on facing direction)
Added gamepad rumble enable/disable option to controls menu
Grumbul turrets are now battery-powered
Grumbul turrets now have sfx when drawing and firing
Increased power of zap grenades
Gas grenades now continue to emit their gas for several seconds
Empty grenades can now be refilled if you have Alchemy
Armor of reflection now reflects boulders
Tracker and Pathfinder no longer stop tracking any items when descending floors
Increased distance of wanderer's farsight
Lanterns no longer reduce their effective distance when low on fuel
Rewrote screen split handling
Co-op split screen bubbles are now a constant size
Reaper platforms once more disappear after a moment when stood upon

Fixes
Spell inspection doesn't work from the skill grid
Undead creatures can drown
Screen steps back a frame when paused
Anticropolis ruin generation crash (for real this time)
Inputs are sometimes ignored when the player is Slowed
Tank door no longer spawns
Grappling enemies can cause the player to shift around strangely
Traveling through lava with Dark Phase still lights you on fire
Crash with certain bow shooting animations
Crash when trying to access a clogged pipe
Eating gorhounds and burrahbois doesn't heal with butcher meal effect
Gorhounds and burrahbois can't be cooked, and don't reflect seasoning in their names
Can no longer manually dodge with Acrobat using keyboard
More gamepads should be compatible, now/gamepad detection should be better maybe???
A shopkeeper crash
Not immune to fire or ice while in Dark Phase's dark phase
No spell description for Orbis Malus
Learning free spells (from the reaper pearl or spell-dealers) doesn't work in co-op
Tracking doors and crush-traps doesn't properly work when using a gamepad
Ceiling-portals repeatedly warp items in 1-high corridors
Crash when trying to track Grumbul Tank door
Screen sometimes continually splits and un-splits in co-op
Orbs summoned by soul weapons can take damage
Striking enemies while pouncing degrades your weapon and counts towards skill increases
Reaper platforms can be destroyed by fire
Reaper rooms don't remove lava drips from vanished platforms
Crush traps stuck between vanishing platforms shake the screen like crazy
Fixed crash upon resizing, moving, alt+tabbing, etc. the game window
Summoning the reaper destroys co-op ghost players if they're in the room
Slimes become faux-blighted when nearly but not-quite destroyed by crush traps
Stone platforms are discolored by burning
Frozen water surfaces can cause the player to clip into walls

0.1.4c

A few bugfixes, and bringing the Mac version up to date.

Unfortunately we're still having issues with Linux. We've finally managed to get it to compile after transitioning to GMS2, but there are some severe issues with drawing the screen (ie. it doesn't) that need to be addressed.

This'll be the last update until after New Year's! Hope y'all all have a happy holiday season and New Year! See you in 2018!


Changes
Stronger Byats' eyes now leave glowing streaks to help with color-blindness
and also look rad
Some other stuff maybe.

Fixes
Context button tips appear in the wrong place on the screen
Crash dealing with bows and grave monoliths
Some other stuff probably