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Catacomb Kids News

0.1.4b

Just a quick bugfix build - Windows only for now but again, mac/linux shouldn't be too far behind later this week.


Changes
Removed V-sync option as it's no longer necessary for Win 10 fullscreen
This may or may not fix the game running too fast on certain computers?
I couldn't reproduce that so I'm not sure.

Fixes
Screen goes black when picking up encyclopedia pages
Shaders draw over dialog boxes
Can't equip tomes from the spellbook menu
"Step Softly" pops up whenever you speak to the Ghost
Text popups draw twice at an offset on certain resolutions

0.1.4b

Just a quick bugfix build - Windows only for now but again, mac/linux shouldn't be too far behind later this week.


Changes
Removed V-sync option as it's no longer necessary for Win 10 fullscreen
This may or may not fix the game running too fast on certain computers?
I couldn't reproduce that so I'm not sure.

Fixes
Screen goes black when picking up encyclopedia pages
Shaders draw over dialog boxes
Can't equip tomes from the spellbook menu
"Step Softly" pops up whenever you speak to the Ghost
Text popups draw twice at an offset on certain resolutions

0.1.4!

Yo! It's update time!

This one might not seem too big at first but there are quite a few changes of note beyond just bug fixes:

Firstly, I've finally moved development fully over to Game Maker Studio 2. This is a much more friendly development environment from my end, and in addition to a number of improvements to the IDE that will make the game much easier to work on it also addresses issues that were a result of using GMS1.4, such as the black fullscreen on windows 10.

Secondly, I've started implementing shaders! I'm still learning about them so don't expect anything too fancy just yet, but with the first couple effects implemented -- heatwaves over lava, distortion to things under water, and a much improved "loud noise" effect -- the way is being paved for implementing much cooler visuals and replacing old ones with more computationally economical effects, which should ultimately help with the game's performance.

However! I am! Aware! That this build does have a few visual oddities as a result of both of the above facts! For instance, the shaders will occasionally render on top of UI elements, and the scrolling text that shows up when you level up or learn a spell might come with some strange side effects. These are all things that I'll be working through in the coming builds, but they tend to be relatively minor (as far as I know!) and don't impact the game too much aside from very occasionally looking pretty silly.

And of course, if you don't like or have technical issues with the shaders, you can disable them in the Options menu to go back to the way it was before!

Lastly! After much ado we've finally got Windows and Mac versions building in the new dev environment, but unfortunately Linux users will have to wait a wee bit longer! We literally (literally literally, not figuratively literally) only just got the Mac build working late last night after hours of trying, and, fingers crossed, the linux version will be coming sometime later this week.


New
Game is now being developed in Game Maker Studio 2!
Added 3 new meals and meal effects
Added new environmental hazard to upper dungeon
Added shaders!

Changes
Can now track entrance/exit doors, boulders, and teleport traps
Tracked objects now have arrows pointing to off-screen instances of them
Increased Catacoin value for depth
Invisible byats' eyes are no longer visible unless they're attacking
Removed hold-to-aim for spellwright to avoid conflict with trance and overload
Can now see the exact health of undead followers
Changed the behavior of teleport:
It now can either warp immediately or leave a waypoint
After leaving a waypoint, casting teleport again will bring you to it
Can now cancel teleport aim by jumping or attacking
Mushrooms now lose their poison regardless of how they're cooked
Cooked mushrooms no longer poison water forever; only when they're first cooked
Improved Anticropolis ruins

Fixes
Black fullscreen in Windows 10
Crash when tinker-bot picks up chests
Unable to cast spells when stuck in a wall
Teleporting into a wall with your last charge of teleport doesn't kill you
Incorrect description text for clothiers enchanting headgear with +Light
Fishanha meal does't work
Tracking light-emitting objects as a pathfinder lights all such objects
Owl-men corpse and zombie heads don't change color to match the rest of them
Potions of might, regeneration, and haste last for 660 ticks with resourceful
Tank door spawns on floor 10 in anticropolis
Tank still spawns in place of the twins
Amulets are equipped to missing arms when looted from corpses
Looting corpses behaves strangely with hates/likes weapons
Weapons near explosions and fire sometimes burn forever (behaving infernally)
Weapons thrown with deft throw and trajectory don't deal any damage
Shops sometimes don't upgrade your equipment (fixed?)
Arrow ammo draws incorrectly in co-op
Crash when attempting to loot the other player in VS mode
Cold burst has no name when casting

Near Future TO-DO
Leaderboards (for serious this time)
Flesh out Encyclopedia

0.1.3b

UNFORTUNATELY this patch is only out on Windows for the time being. We've been having mad issues building for Mac and Linux but fingers crossed they'll be coming before too long. Alas, we're not entirely sure what the fix is yet so I can't provide an ETA.

In the meantime, Windows folk, have a bunch of bug fixes!


CHANGES
Reduced Tinker-Bot max hp increase from class-up from +5 to +3 each
Classing to Engineer lets tinker-bot carry heavy items
Reduced Tinker-Bot stat increase when going from Mechanic to Engineer
Added option to tinker-bot to only pick up unusable objects
Added input prompts to tinkerbot's manual mode
Added input prompts to character select menu
Engineer's Tinkerbot changes sprite to reflect improvement
Tinkerbot repairs damage from poor repairs by descending floors
Headaches now last for 2 floors instead of 1
Tinker-bot is better at avoiding shifting platforms in the AC
FIXES
Undo isn't removed from the spell bar when maximum charges reach 0
Missing leg causes air dash to behave strangely
Orb blinks when intersecting walls even when carried by Tinkerbot
Barrels sometimes burn them forever
Can be moved while going through doors
Moving Platforms in the AC can overlap the entrance/exit doors
Bot hits self with thrown arrows
Bot weapons don't disintegrate when broken
Can give bots heavy objects through the idle menu
Likes/Good With [Weapon] doesn't specify weapon type when loading a template kid
Spellbooks stolen by rats become invisible
Reaper weapons fly away after unpausing from tinker mode switch
Spikes in reaper room float when walls disappear
Wind-up turtle can be poisoned
Thrown weapons not reflected by armor of reflection
Potions deal damage incorrectly
Can't change Tinkerbot mode in coop while the screen is split
Bear trap keeps you caught after Undo
If you ride a boulder into a wall, the boulder may push you slightly into it
Weakness and a few other status effects aren't reciprocated by reciprocity
Lava bridges sprite turns to wooden bridge sprite when crushed by crush traps
NB sometimes spawns in walls and other strange places
Tinkerbot mode cannot be changed when class ability is assigned to SPELL
Custom Kids can't start with amulets
"gml_Object_par_player_Step_0" crashes
Locked rooms often generate without treasure
Wooden barricades can block off areas

New Class - Tinkerer Update!

So, it's been yet another while and a half, and here we are again. I come bearing gifts.

Watch this:

https://youtu.be/S0DF43O-3mU

If you don't feel like watching that then read this stuff (it's mostly the same words):

The Tinkerer!

First things first, this update adds a new player class to the game; The Tinkerer. Tinkerers are crafty item-users, planners, and mechanics, and as such they are associated with Intelligence. Their class ability isn't really an ability so much as a companion: All tinkerers have a flying robot buddy that can carry items and fight alongside them.

The Tinker-Bot has four different modes that the player can switch between at will:
  • In Defensive mode, the tinker-bot will only attack enemies that you're already in combat with, but won't fly off and start fights on its own.
  • In Offensive mode, it'll attack any nearby creature regardless of whether they're aware of you or not.
  • In Manual mode, you control the robot directly, letting you move, attack, and pick up items with it, but you lose control of your Kid while doing so.
  • In Idle mode, the tinker-bot enters an inactive standby state: You can use this mode to tell the bot to wait somewhere out of the way while you go do something dangerous. You can also interact with the tinkerbot in this mode to manage its held item or modify its behaviour.


Of course, nothing lives forever, and the tinker-bot will be destroyed if it takes too much damage. When this happens it breaks into three pieces that are scattered around the level, and in order to restore it you'll need to reassemble the parts and then take a moment to power it up again. When you repair your bot this way, you'll become mentally exhausted for a couple floors, during which time if it breaks again, repairing it might result in some...lower quality results - or else come at a high cost.

In addition to their tinker-bot companions, Tinkerers also have a chance to start with items unique to their class, called "Contraptions." There are only two kinds of contraptions so far - Grenades and Wind-up Turtles - but more are planned for future updates.

Those are the essentials of the new Tinkerer class, but there's much more to them that you'll have to discover for yourself. I'm excited to finally have the fourth class implemented and I think they'll find their place alongside the bully, wanderer, and poet as a valued addition to the game.

Catacoins

The next major addition to this update is the introduction of Catacoins. These coins are a kind of currency that you gain over the course of multiple runs by getting far and gaining reputations. Different reputations are worth different amounts of Catacoins based on how difficult they are to get, but even if you don't get any reputations at all, you'll still slowly gain Catacoins over the course of your runs to spend.

As for what you do with these coins, there's only one thing to spend them on so far, but I think it's pretty neat: You can spend coins to customize the otherwise randomly-rolled Kids, tweaking certain starting traits and equipment to create a kid that suits the way you play, but keep in mind that the more specific you are, the pricier the kid becomes. I've also removed the ability to continually re-roll new random kids at no cost: backing out to the menu and going forward again a million times won't get you what you want!

You can choose to spend just a few coins for a simple quality of life improvement, or save them up to roll an expensive all-star suited to your tastes -- but play well, to make sure they survive and make the investment worthwhile.

Shops

I've also made some changes to shopkeepers: They're no longer generic sellers-of-all things, but are instead divided into four different shop types: blacksmiths, magic dealers, potion brewers, and clothiers. In addition to each shop type offering different kinds of items, shopkeepers themselves now offers a service unique to their profession.
  • Blacksmiths can improve your weapon's stats and repair damaged equipment.
  • Magic dealers will sell you a single spell that doesn't require learning points to acquire.
  • Potion brewers will identify any potion type, for a price.
  • Clothiers offer enchantments for your armor and shoes.


What's Next?

So, now that this new class is out and the groundwork has been laid for meta progression in the form of Catacoins, my next major goals are the implementation of the third environment, the Deep Dark and the addition of Tier 3 boons, and transitioning development to Game Maker Studio 2. But like, in the reverse order from what I just said. Of course this all will be aalongside the continued fleshing-out of existing systems - adding more meals and meal effects, more things to purchase with catacoins, more spell overloads and trances, etc.

I'm Still Not Dead

Lastly, as I've mentioned before but will continue to mention for as long as it remains true: If you ever think I'm dead or have dropped off the face of the earth (like I know sometimes happens) Check out my Twitch.tv on Mondays or Fridays - unless I'm out of town I'll always be dev-streaming from 3-6PM PST. We've also got a relatively active discord channel that y'all're all welcome to party in. But like, not a rowdy party. A really chill low-key one because honestly we're all tired but it's only Monday and we still have to be up tomorrow morning, and it's not even like we don't see each other often anyway, so there's no need to get all wound up when we all know we're just going to be back here again in a couple weeks.

So anyway, sorry this build took such a long time getting out - there were a lot of irritating and common bugs in the last version, and going so long without at least addressing them was pretty unacceptable of me. My bad. I'll try to do better forever. After all, what can we do but strive evermore for betterment - of ourselves, of the world around us - or else be crushed by the sameness and the worseness of all prior existence; softly smothered by the enticing and outstretched arms of the grand beast named Contentment with Mediocrity.

So you strive, stumbling at times, sure, but resisting that beastly embrace. And so shall I strive too - until I am Better. Until I am Best. And even further, until the infinite endeavors which lie beyond.

. . .

Seeing as how this is a pretty big update and this has already been a lot of words, I'll post the patch notes separately.