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Demo Update 10/9/2022 Mega-Update: Fixes and more
[ 2022-09-11 13:00:10 CET ] [ Original post ]
Change log 11/9/2022 | Version 0.19 Bugfixes:
- Fixed shopkeep talks about the logs when the player buys non-log items
- Fixed how object placement is generated to not block the player
- Possibly fixed error caused by stealing shrimp eggs
- Fixed picking a skill in the overworld bug
- Fix starting combat by shooting shrimp + barrel doesn't activate barrel
- Fixed room softlock when exiting the tutorial before reaching the end of the locked portion
- Vastly Improved character overworld dragging behavior
- Fixed attack hovering not displaying uses properly
- Status stacking says it's amount as well as length
- Fixed clicking on goals "toggle" doesn't work as intended
- Changed how hovering over tile works internally to be more precise
- Fixed crowns not displayed correctly when mousing over current crowns after purchase
- Fixed can move right after pressing "go deeper" button
- Fix tutorial text cut-offs on steam deck
- Made it so that you can't spin the overworld when mouse is over UI
- Fixed friendly fire warning appearing with buff abilities too
- Fixed buying things that cost more than 70 crowns doesn't update currency
- Fixed clicking to buy upgrades is weird to click on
- Fixed clicking on equipment comparison increases its size every time its clicked on with a single comparison
- Fixed after a character rests at bonfire and another character dismantales it, cannot select character which tried to rest
- Removed vestigial equipment weight code which made things weird
- Fixed can't spin overworld after long return
- Can scale the screen in the "in-game" menu regardless of scaling mode (wasn't available with pixel scaling mode before)
- Enemy Turn text only appears in combat (Fixes enemy turn + combat starts text look weird together when starting combat by attacking barrel)
- Fixed level up button and notification not animating
- Fixed giant explosive barrel push direction
- Enabled equipment comparison by default
- Fixed scaling with guild width of background lore
- Character panel to right hides with scaling
- Fixed screen scaling messes up inventory character images
- Added an Inventory icon for bonfire inventory
- Small symbol next to char inspection to show rename (scroll / feather)
- Says "short return" or "long return" when returning from expedition (+explanations on hover)
- Changed the names of some class backgrounds: Wilderness Wanderer Ranger -> Wanderer Ranger Scouting Unit Soldier Scout -> Soldier Scout
- Made "burning cut" push one tile away too and change animation
- Made shrimp nest rooms rarer (3.75%->1.875% per room)
- Rebalanced fire-arrow "burn" status (2 damage, 3 turns -> 3 damage, 2 turns)
- A "goal" with no rewards to let players know that descending below the third floor is possible (appears if haven't reached below the third floor but finished one of the two starter goals)
- Added a new dagger: "Throwing Sharp Dagger" to the Bandit & Wesnor equipment sets
- Rebelanced debilitating dagger: 3x2 bleed -> 2x2 bleed 2 cooldown -> 1 cooldown +2 damage on bleed -> +3 damage on bleed
- Rebalanced quick dagger: Now has two attacks: "Knife stab" and "quick stab". Quick stab also deals 1x1->1x2 bleed
- Fixed "fleeing on"-"fleeing to the underworld" for flee
- "underground"->"the underground" in dungeon intro
- "Geological" -> Earthquakes for "Caved in miner" oddity
- Made it clearer that not all nobles are at fault with drunk bandit
[ 2022-09-11 13:00:10 CET ] [ Original post ]
Netherguild
David Vinokurov
Developer
David Vinokurov
Publisher
Planned November 2022. Wishlist to be notified!
Release
Game News Posts:
159
🎹🖱️Keyboard + Mouse
Very Positive
(66 reviews)
Public Linux Depots:
- [256.22 M]
Netherguild is a turn-based tactical roguelite dungeon-crawler, where you command expeditions below the earth in a desperate attempt to cure a strange plague.
Explore, camp, and fight as far as you can before heading back to resupply.
What will you discover underground?
Key Features:
Bonfires:
Construct campfires underground, rest and eat next to them. The food items you consume affect your guild members and the rest of your expedition, with passive effects, permanent changes and more!
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Combat:
Learn how to defeat different enemies (and when to flee) in combat. Hitting enemies requires no RNG - so you can depend on your abilities, but watch out for tricky enemies that are immune to your strategy, unfortunate circumstances and surprises!
In Netherguild, combat is another form of resource management- how can you prevent your characters from getting hurt, or receiving harmful debuffs? When is it the right time to use a powerful ability, when should you save it for later?
──────────────────────────────────────────────────
Oddities:
Different oddities you find underground will present you with various choices that may affect your expedition and the game world at large.
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The World Above:
While you explore below, different events may happen above-ground, presenting opportunity and choice when you return from expeditions.
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Replay Value:
Random equipment, random character backgrounds with different skills each playthrough and procedurally generated levels every time you descend underground mean that playthroughs feel different every time.
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Additional Features:
- Roguelite with Persistence and Story: Keep your characters at the end of each expedition (if they survive), equip them with powerful items and level them up over time. Netherguild's story progresses the more you explore and find out about the secrets of its world.
- Dungeon Crawling Resource Management: Powerful abilities have a limited amount of uses. Your characters have limited inventory space. What is more important? The priceless loot you bring up back to the surface, or the firewood logs that let you descend even deeper?
- Original Game World: Netherguild may be fantasy, but don't expect it to play by genre conventions at all; No Orcs, no Elves, and no wizards casting fireballs. Expect to find strange biospheres and denizens far underground.
- Cute Voxel Aesthetics: Contrasted by a story with serious themes, as you face against plague and conspiracy!
- Solo Developed: I'm always happy to get feedback, suggestions and inspiration from players. You can reach me through various channels such as my twitter, the Netherguild discord and Netherguild Steam forum. If you love Netherguild, dislike something about it, or you have a fantastic idea you think should be added to the game, please let me know! :D
https://store.steampowered.com/app/1464220/Netherguild/
Early Access: Risks, Plans and Expectations:
- Risks: It's possible that during development, I would run out of money and wouldn't be able to continue full time development.
If that were to happen, I'll take up part time or full time work and develop Netherguild in my spare time. This game will be finished as long as I'm physically able to work on it.
I'm doing everything in my power to combat this risk - for example, marketing and getting to a certain number of wishlists before release should prevent it from ever occurring - but I think it's still important to be honest about risks like this before release.
If you want Netherguild to be successful, help me out! Let your friends, favorite streamer or gaming news site know about this game (: - Plans: Updates will happen in regular intervals; With a new update every week to three weeks. I would like to have weekly / bi-weekly updates for the most part, but of course that depends on development, with bigger changes taking longer to update, but containing more content and additions.
- Expectations: Expect progress to be slow and steady- being a solo dev means I can't finish the game in a year, and big updates will take time. Also, expect me to always be active on the Netherguild discord during Early Access, listening to your feedback.
MINIMAL SETUP
- Processor: 64-bitMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GT 740 1GB
- Storage: 220 MB available space
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