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Hello players!
We've just pushed the latest update to both the testing and default branches, so you should see it regardless of what branch you are playing on.
The most visible change will be the addition of combat arenas - rooms in the mansion that offer a series of enemy waves you need to defeat to progress. The wave/locked room structure will require you to change tactics and provide a nice pacing change as you work your way through a level. It's a major structural change though, so we'd love your feedback on them. We will continue to tweak wave counts, enemy counts, arena count and distribution, and more as we continue to work on the game. It's worth noting that we already realize that the arenas need some additional user experience stuff like warning indicators for incoming spawns, blocking exterior enemies from shooting through, etc. But we felt like it was in a good enough spot to start getting feedback from players.
A more behind the scenes change is we've taken some time to build out additional tooling to modify monster generation throughout a level - it's really nice to be able to iterate on all of the data more quickly, and as we start to fine tune the encounters it will allow us to work on them much faster. (For folks who are on windows you can find the first of the tools in the Mods/tools folder - although be warned that if you change data it can break the game/online play for you!)
There are also some minor changes to netcode, including the start of an overhaul of how trap timings are propagated. It's not where we want it to be yet, but timings should appear more accurate for people playing in our recommended ping range time of 0-120ms.
Thanks, as always, for playing and we'll be back soon with the next update!
Ryan & Craig
2017/08/31 - 1.9.6452 (Content Update 7)
---------------------------------------------------------------------------
What's New:
* Challenge Arenas! A certain number of rooms on each floor will now require fighting multiple waves of enemies.
* Changed the netcode for trap timings in an online game. Movement may be a little less smooth but trap placement and timing should now seem more consistent on client machines. (NB: this will degrade with high/inconsistent ping times, we currently suggest playing with a ping of under 100ms to your game host)
* Added the 6 initial challenge arena configurations
* Added the first version of the enemy configuration tool. This is mostly for internal use right now but will also be used eventually for anyone making mods. Use of the tool is *not supported* but for curious folks you can find it in the Mods directory.
* Added animated tile support so we can start adding more life to the game maps
* Updated to Unity 2017.1p4
* Updated controller library to newest version, adds several new controller types to use
* Fixed bugs where enemy spawning was checking the map for valid locations incorrectly, you should no longer get enemy spawns near your starting area.
Hello players!
We've just pushed the latest update to both the testing and default branches, so you should see it regardless of what branch you are playing on.
The most visible change will be the addition of combat arenas - rooms in the mansion that offer a series of enemy waves you need to defeat to progress. The wave/locked room structure will require you to change tactics and provide a nice pacing change as you work your way through a level. It's a major structural change though, so we'd love your feedback on them. We will continue to tweak wave counts, enemy counts, arena count and distribution, and more as we continue to work on the game. It's worth noting that we already realize that the arenas need some additional user experience stuff like warning indicators for incoming spawns, blocking exterior enemies from shooting through, etc. But we felt like it was in a good enough spot to start getting feedback from players.
A more behind the scenes change is we've taken some time to build out additional tooling to modify monster generation throughout a level - it's really nice to be able to iterate on all of the data more quickly, and as we start to fine tune the encounters it will allow us to work on them much faster. (For folks who are on windows you can find the first of the tools in the Mods/tools folder - although be warned that if you change data it can break the game/online play for you!)
There are also some minor changes to netcode, including the start of an overhaul of how trap timings are propagated. It's not where we want it to be yet, but timings should appear more accurate for people playing in our recommended ping range time of 0-120ms.
Thanks, as always, for playing and we'll be back soon with the next update!
Ryan & Craig
2017/08/31 - 1.9.6452 (Content Update 7)
---------------------------------------------------------------------------
What's New:
* Challenge Arenas! A certain number of rooms on each floor will now require fighting multiple waves of enemies.
* Changed the netcode for trap timings in an online game. Movement may be a little less smooth but trap placement and timing should now seem more consistent on client machines. (NB: this will degrade with high/inconsistent ping times, we currently suggest playing with a ping of under 100ms to your game host)
* Added the 6 initial challenge arena configurations
* Added the first version of the enemy configuration tool. This is mostly for internal use right now but will also be used eventually for anyone making mods. Use of the tool is *not supported* but for curious folks you can find it in the Mods directory.
* Added animated tile support so we can start adding more life to the game maps
* Updated to Unity 2017.1p4
* Updated controller library to newest version, adds several new controller types to use
* Fixed bugs where enemy spawning was checking the map for valid locations incorrectly, you should no longer get enemy spawns near your starting area.
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