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  3. Version 0.7.3

Version 0.7.3

Version 0.7.3 is now LIVE
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✨ What’s new?
[h2]Rebirth[/h2]
  • [p]\[New Skill] Power in numbers[/p]
    • [p]Adds another count of each upgrade's base production value on level up.[/p]
[h2]Settings[/h2]
  • [p]A new setting to disable QTEs[/p]
  • [p]A new setting to disable screen shakes.[/p]
  • [p]A new 1600x900 resolution option.[/p]
    • [p]Note: this may change your selected resolution on launch, simply reselect the desired resolution in the settings to set it back to what it was, it will save your preference.[/p]
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⚙️ Changes
[h2]General[/h2]
  • [p]God has a new look…[/p]
  • [p]Staircase build price upped from [c]7.5M[/c] to [c]20M[/c].[/p]
[h2]Materials[/h2]
  • [p]You may now hold to buy material upgrades.[/p]
  • [p]Now displaying an unavailable cursor, not clicking when materials are at max capacity and also displaying a toast notification saying why you cannot click anymore.[/p]
  • [p]Changed the initial cost from [c]250k[/c] to [c]125k[/c] per bonus Hemalith percentage and lowered the cost exponent from [c]1.0553[/c] to [c]1.052[/c] with the trader.[/p]
[h2]Equipment[/h2]
  • [p]Now saving and loading last selected material in the equipment room.[/p]
[h2]Ui[/h2]
  • [p]Better Cursor change behavior on Consumables, Map, Inventory, Pause buttons.[/p]
  • [p]Input of floor selector is now released when pressing space.[/p]
  • [p]Increased contrast between the page and the text in the beastiary.[/p]
  • [p]Added a darkened background to the map onboarding prompt to improve contrast.[/p]
  • [p]Toast notification margins now take into account the size of the text as to not overlap.[/p]
  • [p]Material upgrade buttons now have a drop shadow to improve contrast and legibility.[/p]
  • [p]Material upgrade buttons now use menu hover and click sounds.[/p]
  • [p]Made the GUI not overflow as much by letting you scroll through containers that have more content than space available.[/p]
[h2]Misc[/h2]
  • [p]Updated strings.[/p]
  • [p]Now hiding the map’s buttons when in certain regions of the game.[/p]
  • [p]Migrated to a new version of GodotSteam (4.17)[/p]
  • [p]Now initializing the correct SteamApp ID for demo/full game.[/p]
  • [p]F11 now toggles fullscreen.[/p]
  • [p]Changed the alignment of some sprites in combat.[/p]
  • [p]Bulbs at the door now light up properly.[/p]
  • [p]The crack in the ??? now has a working outline when hovering over it.[/p]
  • [p]Now saying that the key doesn’t fit the lock when using the wrong key on doors.[/p]
  • [p]Removed some functions from printing in logs to prevent inflating file size.[/p]
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🐛 Bug Fixes
  • [p]Fixed a hint checking for a different var relating to grates.[/p]
  • [p]Now correctly resetting pointer after hovering off the lamp button.[/p]
  • [p]Statues sprites now check for the correct items.[/p]
  • [p]Water in the ??? room is now correctly inverted.[/p]
  • [p]Bars in the ??? room now are open correctly when unlocked.[/p]
  • [p]Fixed fullscreen setting toggle misbehaving.[/p]
  • [p]Game now gives you offline production after reloading a save.[/p]
  • [p]The dialogue font now properly gets changed to the alt font when the setting for it is selected.[/p]
  • [p]Fixed enemy sprite scaling on enemies that haven’t been killed yet in the beastiary.[/p]
  • [p]Fixed “Material Label can’t get added to itself” error.[/p]
  • [p]Better error handling for empty save files preventing errors from being pushed.[/p]
  • [p]Now correctly tracking total hemalith gain.[/p]
  • [p]Now preventing you from pressing multiple times not spending hemalith and losing your hemalith.[/p]