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The Forgettable Dungeon News

The Forgettable Dungeon Beta - r1194 Performance, combat & dungeon tweaks.

## Patch notes for r1194
Features:
-- greatly increased framerate by splitting the world into more optimal chunks
-- bosses and monsters now push you back as you attack them
-- dungeon paths are now more interesting and varied
-- improved network efficiency when sending strings

Changes:
-- staffs can now be stored in inventory
-- many textures are now sent in a more optimal way over network
-- blindness potion now blinds more
-- you no longer bounce off walls when doing a stab attack



Bug fixes:
-- added missing locked ice door
-- fixed some floor tiles not having proper pit walls
-- fixed case where getting killed by fall damage said you were killed by 0
-- fixed rare case of water rendering overflowing a value, and causing crashing
-- fixed crash where game would render faster than object was cleared, leaving a NULL object that is referenced
-- improved camera shake at higher framerates
-- fixed case where boss key/important items would be destroyed by boulder
-- fixed map not clearing on dungeon change
-- fixed objects fading into a pit, when in water
-- greatly reduced crashing on exit of game
-- fixed placement of cobwebs
-- fixed direction of spike traps blades in woods
-- transition now works correctly from overworld
-- restructured dungeon path generation to hopefully prevent stuck areas

The Forgettable Dungeon Beta - r1168 Overworld, day & night cycles, improved combat

## Patch notes for r1168

Note: many textures relating to overworld and dungeons are still placeholder

Features:
-- added combo attack, with launcher
-- added context sensitive attacks, stab, jumping swipe
-- added overworld, with dungeon housings, secret rooms, and monsters
-- added day & night cycle for overworld
-- partially added fourth dungeon, which can be unlocked via the overworld
-- new radial in world inventory, store up to 5 items
-- added new trap room
-- New monsters for overworld, and 4th dungeon
-- added a few new traps for dungeons
-- added a few new bonus rooms
-- added new variations for dungeon room monster spawns



Changes:
-- enemy projectiles now glow a bit to make them more apparent, also slightly red tint
-- improved rendering
-- overhauled the way dungeons are sent over network, improving efficiency and allowing for bigger areas

Bug fixes:
-- fixed shadows not rendering correctly on teleporter & spear trap floor models
-- fixed case where not taking inventory out for 2 level changes would cause it to disappear
-- fixed dagger & staff charge animations
-- fixed case where other players would rotate incoherently/randomly while moving
-- fixed many other miscellaneous bugs
-- added new bugs

The Forgettable Dungeon Beta - r1168 Overworld, day & night cycles, improved combat

## Patch notes for r1168

Note: many textures relating to overworld and dungeons are still placeholder

Features:
-- added combo attack, with launcher
-- added context sensitive attacks, stab, jumping swipe
-- added overworld, with dungeon housings, secret rooms, and monsters
-- added day & night cycle for overworld
-- partially added fourth dungeon, which can be unlocked via the overworld
-- new radial in world inventory, store up to 5 items
-- added new trap room
-- New monsters for overworld, and 4th dungeon
-- added a few new traps for dungeons
-- added a few new bonus rooms
-- added new variations for dungeon room monster spawns



Changes:
-- enemy projectiles now glow a bit to make them more apparent, also slightly red tint
-- improved rendering
-- overhauled the way dungeons are sent over network, improving efficiency and allowing for bigger areas

Bug fixes:
-- fixed shadows not rendering correctly on teleporter & spear trap floor models
-- fixed case where not taking inventory out for 2 level changes would cause it to disappear
-- fixed dagger & staff charge animations
-- fixed case where other players would rotate incoherently/randomly while moving
-- fixed many other miscellaneous bugs
-- added new bugs

Development update - Puzzles, Ghosts, and Gambling

Hey everyone wanted to give you another update on development.



Push block puzzles, can't have an adventure without them!



Ghost is a simple enemy, but I really enjoyed how he came out.

Though I do wonder what he's doing out during the day though...



Let's gambling as our forefathers used to, by walking into mysteriously red unmarked rupees.



I've also added combo attacks and launchers, this should add some more variety to the combat.



I've also added a minimap to help people get around easier in the new larger environments.

Thanks for taking the time to read this, take care!

Development update - Puzzles, Ghosts, and Gambling

Hey everyone wanted to give you another update on development.



Push block puzzles, can't have an adventure without them!



Ghost is a simple enemy, but I really enjoyed how he came out.

Though I do wonder what he's doing out during the day though...



Let's gambling as our forefathers used to, by walking into mysteriously red unmarked rupees.



I've also added combo attacks and launchers, this should add some more variety to the combat.



I've also added a minimap to help people get around easier in the new larger environments.

Thanks for taking the time to read this, take care!