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  3. Version 0.6.0

Version 0.6.0

Version 0.6.0 is now LIVE
[p]A lot of this update was made in preparation for next steps, most of the game’s exploration is done - though won’t be accessible in this update just yet! There is some writing left to be done, some rooms to program, a proper end and custom soundtrack work to be done before the game is feature complete, but a huge chunk of the game is done, exciting!! Keep your eyes peeled for more info, coming sooner than you think! 👀 Join the discord to stay up to date![/p][p][/p]
✨ What’s new?
[p][/p][h2]Localization[/h2]
  • [p]Brazilian Portuguese - thanks to @ojpme in the discord![/p]
  • [p]Simplified Chinese[/p]
[h2]General[/h2]
  • [p]A beastiary! Showing off a bit more info and stats about the monsters in the dungeon![/p]
  • [p]Numerous new sound effects.[/p]
  • [p]Prestige upgrade to unlock more manual hit points.[/p]
  • [p]Each material now has a unique background![/p]
  • [p]Steam Rich Presence now displays time elapsed while in combat.[/p]
  • [p]Cursor Size Option to scale up Cursor Sprite.[/p]
[p][/p]
⚙️ Changes
[h2]Materials[/h2]
  • [p]Rock Base Upgrade Storage Meat Cost: [c]1k[/c] → [c]10k[/c][/p]
  • [p]Iron Base Upgrade Storage Meat Cost: [c]100k[/c] → [c]1M[/c][/p]
  • [p]Material cost to unlock new materials: [c]150k[/c] → [c]250k[/c][/p]
[h2]UI[/h2]
  • [p]Hemalith now shows Rebirth Hemalith Potential (+X)[/p]
  • [p]Changed Japanese’s alternative font from thin to regular which should make it more readable and usable.[/p]
  • [p]Familiar purchase screen now shows your current meat amount.[/p]
  • [p]Material upgrade levels now have a hoverable description that explains what they do.[/p]
  • [p]Combat now has a little onboarding popup the first time you get into combat explaining it.[/p]
  • [p]When using an item, it now opens the inventory for you to pick an item to use instead of auto-using an object.[/p]
  • [p]Now hiding the clear save button if its data is empty.[/p]
  • [p]Knight’s portrait now changes colors based on the room they’re in.[/p]
  • [p]Now closing the inventory while changing rooms[/p]
  • [p]When no more item slots are available, trying to purchase one will give you a message about not being to hold any more items.[/p]
  • [p]Redesigned familiar shop screen with longer buttons for a better greater sized font experience.[/p]
  • [p]Redesigned the “Unlock X material?” screen.[/p]
  • [p]Combat entrance now has a little progress bar indicator to show how far in the dungeon you enter.[/p]
  • [p]Better Material Upgrade Buttons scaling for different fonts/sizes.[/p]
[h2]Combat[/h2]
  • [p]Boons now let you reach stat cap before not being able to be picked anymore.[/p]
[h3]Enemies[/h3]
  • [p]Changed combat colors.[/p]
  • [p]Sprite scale up for bosses now is [c]1.3x[/c] instead of [c]1.5x[/c][/p]
[p]New sprites for:[/p]
  • [p]Skeleton[/p]
  • [p]Skeleton Slayer[/p]
  • [p]Bugbear[/p]
  • [p]Bugbrute[/p]
  • [p]Spider[/p]
  • [p]Amalgam[/p]
  • [p]Centipede[/p]
  • [p]Dwarf[/p]
  • [p]Undead Rogue[/p]
[h2]Familiar[/h2][h3]Mummy[/h3]
  • [p]Base Health: [c]1.5B[/c] → [c]1B[/c][/p]
[h2]Misc[/h2]
  • [p]Migrated to Sentry’s plugin to 1.0[/p]
  • [p]Shopkeep no longer hides when the camp is off.[/p]
  • [p]Alternative message for using the Skull Amulet sometimes.[/p]
  • [p]Optimized RAM/VRAM/Resource usage by preloading less Resources. (Going from about 530MB to 270MB of VRAM usage!) (You may now have a tiny loading time while moving between rooms now as they’re no longer all loaded in RAM)[/p]
  • [p]Now hinting at the hole if you don’t die by floor 4.[/p]
  • [p]Upgraded to Godot 4.5.1[/p]
  • [p]Barrels and Tomb scenes now have a campfire sfx loop as well.[/p]
[p][/p]
🐛 Bug Fixes
  • [p]Fixed chance of crit hit being base 0.2% instead of modifier.[/p]
  • [p]Fixed mouse cursor showing different level tool while hovering over materials.[/p]
  • [p]Fixed inventory ui acting weird and not resetting item types while reopening.[/p]
  • [p]You are here map position is now kept at camp when on tombs/barrels.[/p]
  • [p]Now closing the inventory if it is shown upon exiting to main menu.[/p]
  • [p]Now closing the map if it’s shown upon exiting to main menu.[/p]
  • [p]Scientific notation now trims numbers correctly.[/p]
  • [p]Fixed starting floor picker not loading last value correctly.[/p]
  • [p]Now re-loading scenes on manual game save load to prevent unexpected player behavior.[/p]
  • [p]Fixed Lamp’s timer’s button display not tracking correctly.[/p]
  • [p]Campfire sound no longer keeps playing if the fire has been extinguished.[/p]
  • [p]Now resizing windowed resolution after turning off fullscreen to prevent wrong resolution output.[/p]