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Warman News

Update 0.90 - Castle Dungeon and QoL

Gameplay

·Changed: Color of health and stamina bars. This was necessary as their are now allied units, that need a green healthbar
·Changed: Reduced frequency of automated saves. This removes e.g. the stutter when you switch rooms
·Added: New dungeon, Castle Siege. Requires a new currency that appears in the castle area
·Changed: Every player can now open a portal, not only the host.
·Changed: Resetting mastery skill points now costs 1 key
·Changed: Removed trial requirement from resetting masteries
·Changed: Reworked the tutorial. You now start directly on the island and have access to the codex. The codex has explanation for various topics.
·Added: You can activate the debug menu with F5 if you start the game with '-console' launch option
·Added: Various sfx for the UI
·Added: Various ui animations
·Changed: Removed the dropdown from the player ui at the bottom. All buttons are now visible and have an info if you hover over them
·Balance: Removed armor and resistance values enemies
·Removed: Feedback feature. Please create a steam discussion if you have any ideas
·Changed: Totems are now real units that will get targeted by enemies
·Added: Enemies now consider line of sight when casting skills
·Added: A lot of modifiers now run out by reducing their stack size by 1, instead of going from 20 to 0
·Added: HUD scale slider
·Changed: You can't stand on top of the castle lever anymore
·Added: New UI at the right that has notifications-like info (e.g. when you get a key, lose a life)
·Changed: Removed physics from skeleton parts that appear on death
·Changed: Enemies will now only aggro their target when they can reach to it
·Changed: Improved the UI when hovering over objects
·Added: Breakable objects can now drop stamina potions
·Added: Health and stamina potions now apply a buff
·Added: Noticeboard which gives a simple overview of the island
·Changed: Improved the look of the minimap
·Changed: Traps now apply bleeding and burning debuffs instead of directly doing damage
·Changed: All modifier percentages are now pseudo-random and will trigger more often
·Changed: Simplified damage scaling on weapons and added some new base effects
·Removed: Reflect item effect
·Changed: Block item effect. Now has a percentage to block 100% of the damage
·Changed: Portal shard room won't appear if the difficulty and hero level are too far apart
·Added: Some windows now have an extra '?' button next to the close button. This will open the help page in the codex
·Changed: Projectiles from mini-boss skills are now 50% slower
·Changed: Key room now has a 100% of appearing
·Changed: You now need a key to unlock the elevator, instead of killing enough enemies
·Added: The very first room now contains a chest that only gives a white weapon

Bugfixes

·Fixed: Skill cooldown reduction reducing potion cooldown
·Fixed: Some modifiers that should have 100% trigger rate, did not trigger
·Fixed: Tornado Wand tornadoes not being able to hit enemies that are in the water
·Fixed: Not losing experience on death
·Fixed: Hair z-fighting on high zoom values
·Fixed: Wrong hotkey texts being shown in the hotkey rebind menu
·Fixed: Being able to jump and interact with objects at the same time
·Fixed: Skill cast preview being stuck when you change the map
·Fixed: Ranged enemies aiming at the wrong point and not being able to hit their target
·Fixed: Rare bug that caused a multiplayer desync. Based on my error-tracking, this should be the last one

Update 0.89 - New Island and Linux

In this update I was mostly tweaking the combat flow and working on improving some small features that did not do too well. I fixed a lot of small annoyances that made combat somewhat tedious.
Combat features and design are now properly in place and can now be really polished and balanced.

The island rework should also fit the game better and is more extendable on a technical level.
For the next update I will be working mostly on the castle area dungeon, which should turn out way better than the 'Bonepit'.

Also Warman now has a native Linux client.

Gameplay

·Dying and respawning now refreshes all your cooldowns
·Using a teleporter now makes you invulnerable for a short time
·Limited movementspeed to a max. of 200%
·Changed item rarity drop rates
·Jumping now costs 10 stamina
·Improved general UI rendering performance
·Rescaled item rarity effect values
·You now gain a 3 sec. invulnerability buff after respawning
·Respawn points now automatically activate when you go near them
·Replaced the chain bridges in the prison area with wooden ones
·Added stone bridges to the castle area
·Going into water in the prison area now applies a 'Wet' debuff
·You now walk in the prison and castle area water, instead of swimming
·Wings don't give flying anymore
·Temporarily disabled 'Flying' and 'Fire Ground' floor effects
·Changed some trap and room layouts. Every point is now reachable by enemies
·Reworked character creation. Now has more sensible options and is easier to extend
·Reworked the main island look
·Added a npc to the main island which allows to change how you look
·Added a mini-game when resetting your masteries. This may be further improved
·Removed the gold cost from resetting your masteries
·Reworked potions. There are now 6 distinct potions with their own effects
·Increased damage when you fall into void
·Changed so you can't die from falling into void

Bugfixes

·Rolling now makes you properly invulnerable. Previously you still would receive 1 damage and trigger on damage events
·Fixed some rare cases where a multiplayer game could desync
·Fixed 'Portal' floor effect having in some cases a too high level
·Fixed vendor bulk sell button not always updating
·Fixed surfaces not playing the correct sfx when walked on
·Fixed player sometimes losing their max. cleared floor when playing in multiplayer
·Fixed camera ambient occlusion post-processing not working
·Fixed various issues with spectating other players while dead
·Fixed enemy levels wrapping back to 1 when you are on floor 255 and up

Development Progress #10

The new update is not quite ready, so here is a little preview of all the new things that are new.

The main island got a full rework of all the assets. The assets were also designed in a way that will allow easier integration with some base building. But this feature is not planned for the 1.0 release and will come later.


The potions were reworked and provide now proper effects. Currently there are 6 potions that give different buffs.


The hero creation was also somewhat reworked. Options that did not really make sense, as you would never see them in the game, were removed. Ideally the icons would have a little preview icon instead of a number, but that is planned for later.


You can now also change the look of existing heroes.

Update 0.88 - Dungeons and Visuals

This update includes multiple major changes. The general combat should feel now a lot smoother, as you don't have to rotate the camera anymore to keep track of the action. With an improved camera perspective and level design it should now be a lot more fun to just play the game.

When opening a portal you know have the option to switch between 'Area' and 'Dungeon'. To open a dungeon you will need to find a special currency that appears in the respective area. The dungeon has a fixed layout and a neat boss fight at the end.
There are also 'Trials' which make the dungeon more challenging and provide persistent rewards for progression.

The 'Castle' area currently has no dungeon associated with it, but that's exactly what I'm going to work on next.

Gameplay

·Reworked how you interact with objects. You can not move anymore while using an object and receiving damage will cancel the interaction.
·Added a castbar for enemies that precisely shows when they execute their skill cast
·Changed color of interactable radial to match castbar
·Removed settings for Camera FoV and Zoom
·Removed rare chance that an enemy may drop an item. Guaranteed drops from e.g. portals are still there.
·Reworked enemy rarities. Now there are only normal and elite enemies instead of four different rarities.
·Removed tick damage for projectiles.
·Hovering over enemies now also shows their level
·Increased damage and speed of tornado projectiles
·Burning ground now applies damage through a burning debuff
·Removed ladders
·Removed the ability to rotate the camera
·Improved the camera perspective
·Adjusted level design so you can properly see the insides of the room
·Replaced the 3rd skill of the claw weapon
·Expanded the tower portal menu. You can now select between areas and dungeons
·Added a new currency which you can get in an area, to open the equivalent dungeon
·You now have to complete a trial to use the vendor shop
·You now have to complete a trial to relearn your masteries
·Castle biome sewage water now applies damage through a modifier, instead of directly
·Replaced 6 item effects with new ones
·Masteries now scale from level 1 to 10, instead of 1 to 100. Experience requirements for skill points are the same.

Bugfixes

·Fixed miniboss being able to refresh health potion cooldown
·Fixed music not changing when you die in a room that is playing custom music
·Fixed various small bugs

Development Progress #9

I'm working on improving the visuals of the game. You can now better see what exactly is happening in the room. Also it looks better when the player is occluded. Other features are also being worked on, but are not quite ready yet.

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