-Fixed a crash when creating a localization without a translation file in the locale/ directory.
[ 2021-09-21 02:13:06 CET ] [ Original post ]
Notable changes include localization support through user-created translations, along with a variety of bugfixes and tweaks! As always, many thanks to everyone who supported development by testing on the beta branch, as well as to all of our players new and old for playing our game. Read the full changelog, including from the beta updates previously, here: http://vagantegame.com/changelog.html
[ 2021-09-17 01:21:50 CET ] [ Original post ]
As always, thanks to the many players who continue to give feedback and report bugs! This update and future ones wouldn't happen with you. Changes: -Hardmode bonfire healing changed to a base value of 10 -Added a chance for spellbooks in loot sacks -Pure Type damage floating text now has a unique look to differentiate from physical damage -Factory BossMech now kills any MechGrunt (spinner mechs) that happen to fall into the boss arena -Reworked sword spin to be an upgrade to falling sword attacks -Increased overhead sword swing damage from 66% -> 80% -Added club affinity to random class generation -Removed english-only bitmap fonts, all floating text now uses true type fonts -Added new behavior to Final Boss laser array -Reduced ice ball damage scaling from 0.45 to 0.25 INT -Added a new unique modifier to the Mage Heirloom starting ring -Added additional supported locales (RU, PT, PL, TR, TH, IT, CS) -Reduced Ascetic background VIT gain by half -Preferred quick cast settings are now saved between games -New spells now automatically assign to a quick cast slot -Extended Final Boss invincibility throughout its phase 2 transformation -Final Boss second phase health increased from 300 => 400 -Reverted bouncing on enemy behavior to old, variable-bouncing -Hard mode respawns in Act 3 limited to one respawn per room -You can eat rats -Increased Skeleton base SPD stat from 0->1 (now equivalent to default speed of normal classes) -Bombs and Bombarrows no logner blow up when touching a torch -Background: Illiterate: Added an additional starting item -Background: Disciple of Scholar reworked, now offers better bonuses when sacrificing to shrines -Background: Circle of Light, charges 2->4, base healing 8->4, added scaling healing based on +1 per -Added missing translateable strings to Shrine names -Reworked Ascetic to alternate stat gains between STR/DEX/VIT and INT/LUK -Made Shopkeepers in the Rift less likely to run off ledges to their deaths -Items from Boss Chests are now automatically identified -Boulders no longer collide with Shrines -Removed randomness in Spriggan's bow-aiming times. Spriggans now aim and shoot at a consistent timing -Increased health of Summon Monster's minions by an amount based on caster's INT -Removed stealth immunity from a number of monsters and bosses (bosses will still be immune to stealth after being initially aggrod) -Updated default.pot for newest update: http://vagantegame.com/default.pot Bugfixes: -Fixed Input actionNames not being translated properly in Config GUI -Fixed some langauged to properly saving their setting in config.ini -Fixed saving/loading of Random class characters not properly saving the randomized affinities -Fixed camera zoom shifting slightly while entering a level -Fixed BossDragon dive bomb attack behavior to properly wait at apex of dive -Fixed SpikeTraps colliding with a player hanging on aledge adjacent/underneath it. -Fixed a couple of bugs where blocking damage doesn't result in expected behavior -Fixed game over menu position getting stuck when spamming START. -Fixed Fairy getting stuck in cornered animation when running against walls in intermission -Fixed some sprite offsets in Good Ending credits scene -Fixed throwing PetDog into water causing it to be unresponsive until it lands on the ground -Fixed custom level Bonfires only healing the first player to sit at them -Fixed custom level Shrines not properly initializing, resulting in bouncy shrines sometimes -Fixed Cursed Adherent background being able to curse throwable items -Fixed items stored in loot sacks not being properly destroyed when transitioning a level -Fixed Shop doors pushing units before it actually closes -Fixed PetDog damage scaling not being properly saved/loaded -Fixed possible level generation soft lock when branch exits are generated on a boulder trap -Fixed electricty damage stunning players despite full resistances -Fixed Hard-mode final boss having incorrect laser offsets -Fixed arrows in monster corpses appearing to float in mid-air -Fixed crash in online multiplayer -Fixed critical hit CombatText not showing proper color -Fixed Block affinity reflects not working on MechGrunts spinning attack -Fixed BossShadowKnight getting stuck casting teleport on a dead player thats fallen into the abyss -Fixed Mimic Whisperer mimics damaging allies in online game -Fixed some bugs with drawing of non-english characters on screen -Fixed the order of Houndmaster's Flail background, so that background icons are consistent between classes -Fixed hover cursor location being incorrect in the player STATS tab -Fixed typo in Snake Eater background -Fixed Shockwave spell not showing critical properly -Fixed saving/loading of Ascetic vow state -Fixed BossBroodDemon spawning way more eggs than normal when stunned -OMP: Fixed BossDragons' fireball zIndexing -OMP: Fixed overhead chat lines not being drawn sometimes -OMP: Fixed ManEatingPlants staying attached to a teleporting player -OMP: Fixed Mimics not being properly picked up client-side -OMP: Fixed Merchant background not giving gold properly -OMP: Fixed some interpolation issues with Fairies when picked up -OMP: Fixed bug where setting at Bonfire sometimes doesn't properly refresh skills or trigger bonfire effects -OMP: Fixed game over progression GUI flashing at start of game over -OMP: Fixed wrong sound-effect being played when picking up arrows -OMP: Fixed final boss not showing windup animation before dash attacking
[ 2021-06-05 01:18:29 CET ] [ Original post ]
This update adds new content and a bunch of tweaks and fixes we hope you'll enjoy. There's also been a number of engine updates, which hopefully increase performance for our players.
One major change you'll notice is that the game window has been increased to 720p, with updated menu graphics to make better use of modern displays.
We've also filled out the character selection page with new backgrounds, as well as updates to existing ones.
Each act now has a fairy equivalent to save. Try to save them all for maximum benefit!
There've been a lot of small tweaks and balance changes in this update. For the full changelog with all the nitty gritty, please visit: http://vagantegame.com/changelog.html
Thanks as always to everyone that's been patiently playing on the beta branch, especially to those who gave us feedback.
hotfix: Fixed a bug that caused Fairies to disappear.
[ 2020-07-13 23:14:05 CET ] [ Original post ]
Hey all! This update has been a long time coming, and features a bunch of new content, including an new unlock-able game mode, Steam Workshop custom level support, Steam Achievements, and more. As always, thanks everyone for supporting us all this way, and an extra big thank you to our beta testers! To skip to the full patch notes, click here
Hard Mode
Although some of us feel like the game is hard enough as is, our most die-hard players have been asking for more challenge. Well, we hope our new hard mode does the trick! Featuring all new boss variants, champion versions of normal monsters, and respawning enemies, we hope you don't mind dying.
Steam Workshop
With Steam Workshop support, you can use the new in-game Level Editor to create, test, and share custom levels. Simply press F9 on the character select screen to get started. To play other people's levels, simply subscribe to their content on the Workshop and then jump into the game. If you have questions, feedback, or a bug report, the best way to reach us now is on our Vagante Developer Discord.
[ 2019-06-03 22:49:33 CET ] [ Original post ]
New update time!
New/Balance
- New unlockable player class
- Player animations reworked
- Reworked Tower Serpent boss fight
- Reworked Brood Demon boss fight
- Reworked acid damage to affect all units. Touching acid even slightly now deals damage (whereas before you could float on top of it)
- Reworked weapon attacks and hitboxes (weapon hitboxes should now be much more accurate)
- Reworked knockback to take into account weapon attack direction
- Player select menu no longer shows other class backgrounds as locked
- Rogue starting Dex and Int swapped from [3, 4] -> [4, 3]
- Modified chaos effect chances slightly (lower % for slaps, higher % for beneficial effects)
- Added differing particles to Ruins traps based on trap types
- Added a SFX limiter, the same SFX will now no longer be played more than once per frame
- Added limit to number of Spirit Projectiles spawned when hit/struck
- Added a non-particle indicator to ambush-type Slimes
- Added a one frame backswing to Goblins attack animation
- Added a subtle graphical indicator for walls that are breakable
- Crates and barrels now visually re-align themself when resting on the ground at an angle
- Optimized some entity handling code
Bugfixes
- Fixed Tikiman darts poisoning player even when blocked/dodged
- Fixed imps inflicting poison even if blocked/dodged
- Fixed long-standing bug that prevented all Units from being stunned more than once
- Fixed numerous audio and graphical bugs that occurred when player was frozen
- Fixed bug where if you deal damage to the final boss on a certain frame of its attack it the boss AI breaks
- Fixed TowerDoor not properly setting tiles to be solid
- Fixed bug where DartTrap arrows that are stuck would still deal damage to players.
- Fixed bug where picking up a Rune Orb from another act would trigger other act's Rune Orb-specific events
- Fixed BossTowerSerpent's arm glitching out when it dies
- Fixed TowerDoor glitching BossTowerSerpent after opening sometimes
- Fixed bug where monster corpses that are carried into a slime level would disappear
- Fixed some issues with chicken animations
- Fixed misleading Alchemy L4 description
- Fixed boulder protection not working against BossGolem
- Fixed BossGolem's attacks persisting throughout death animation in offline games
- Fixed BossGolem attacking during credits
- Fixed an issue with BossGolem AI when stuck
- Fixed a graphical issue with BossGolem where sprite rotation would become desynced
- Fixed BossGolem being able to hurt players through ceiling tiles while rolling
- Fixed BossGolem's corpse covering up other important entities
- Fixed crash in BossNecromancer due to a target becoming invalid/null
- Fixed corpses on client-side disappearing without a fadeout animation
- Fixed crashes in server thread or other threads freezing entire game
- Fixed boss chest rewards not animation properly
- Fixed some bugs that led to crossbow state desyncs
- Fixed graphical issue with inventory overlay E equipped indicator
- Fixed Thief continuously attacking stunned players instead of properly stealing from them
- Fixed bouncy arrows losing 70% of their speed when hitting the floor
- Fixed stealth not being removed when you miss an attack
- Fixed enemy Wisps not dealing damage to friendly non-player units
- Fixed/removed an invisible solid tile in the Factory boss room
- Fixed player's foot clipping on the edge of the floor when walking on to floor off of boulders
- Fixed bug where Skeleton throw bone animation was being overridden by a cast animation
- Fixed Arrow Trajectory item attribute being inaccurate for some weapons
- Fixed some interpolation issues with Crossbow loaded/unloaded states
- Fixed shop doors sometimes having an incorrect background sprite.
- Fixed some issues with shop doors being solid when open
- Fixed a crash in the final boss
- Fixed some graphical z-Index issues with torches on the final stage
- Fixed a graphical issue with the Caravan intro fade in
- Fixed a graphical issue with the Exit to Main Menu button changing state while pressed
- Fixed the player stats screen showing inaccurate stats
- Fixed game still having focus when you switch apps while initializing the game
- Fixed BossSpriggan minions looking glitchy while frozen
- Fixed crash related to grappling hook link state
- Fixed hosting non-steam games taking longer than necessary after disconnecting from a previous game
- Fixed levels sometimes having old NG+ names
- Fixed skeletons being able to whistle and pick up dogs
- Fixed some edge cases where BossNecromancer could get stuck mid-teleport
- Fixed bug where BossTowerSerpent continuously destroyed tiles when player is out of bounds
- Fixed crash when navigating an empty chat history
- Fixed being able to cast spells while sitting at bonfires
- Fixed outdated tooltip referring to stability stat
- Fixed a couple of bugs with held unit positions while swimming
- Fixed Tutorial soft-locking with a non-opening wall when playing Ranger class
- Fixed multi-jumps cancelling casting, despite having Spellcaster 4
- Fixed branch exit floor tiles being destroyable (now they're indestructible, just like regular exits)
- Fixed Magic Traps spawning in treasure rooms in the Ruins
- Fixed Knight's sword swing attack not properly charging up on the right frame
- Fixed Imps dealing damage during attack animation
- Fixed Spellcaster affinity level 1 not applying correctly
- Fixed Thieves attempting to steal from non-player units
- Fixed soft lock in game credits when parading Lurker
- Fixed Chaos teleports sometimes teleporting you to the left top of the map
- Fix doodads thrown by poltergeists not dealing damage when thrown by the player.
- Fixed bug where velocity added to Doodads was not applied until freeze effect ends
- Fixed bug where Dart Trap arrows glitch out when the tile they're stuck to gets destroyed
- Fixed being able to exploit Alchemy L4 by saving the game and loading
- Fixed bug where Tower theme music would sometimes persist after leaving the level.
- Fixed teleport traps killing players that grappled into them
- Fixed/removed an invisible platform in the Ruins
- Fixed frozen MiniMechs falling through the level
- Fixed acid water dealing damage to wraith heads
- Fixed a number of animation issues with Ghosts
- Fixed Shadow Knight Boss pushing level exits
- Fixed crash related to using the emote menu
- Fixed being able to damage to Fairy in the intermission
- Fixed Champion Gauntlets never appearing in item generation
- Fixed Zombie getting stuck in the stun sprite. Changed Zombie attack animation windup.
- OMP: Fixed players being unable to pick up bats in front of Shrines without using the shrine
- OMP: Fixed some graphical issues with wall phasing
- OMP: Fixed wall phasing not working properly in online games
- OMP: Fixed crash that mostly affected people who pirate the game when they leave an online game
- OMP: Fixed a number of AI bugs in online games with BossBehemoth
- OMP: Fixed interpolated Fairy saving animation issues
- OMP: Fixed players being unable to use backgrounds that the host host hasnt unlocked yet
[ 2018-11-21 17:55:31 CET ] [ Original post ]
While we are hard at work, listening to the growing community, and rolling out bugfixes as they come, we've since put out the 23 track Vagante OST. Enjoy the mystical and rapturous tunes Sam English has put together for your adventures!
We also wanted to let you know, we've been extending the launch discount before it hits $17.99 for a short while longer.
As always a big thank you to the community! Happy adventuring!
[ 2018-03-01 04:59:24 CET ] [ Original post ]
While we are hard at work, listening to the growing community, and rolling out bugfixes as they come, we've since put out the 23 track Vagante OST. Enjoy the mystical and rapturous tunes Sam English has put together for your adventures!
We also wanted to let you know, we've been extending the launch discount before it hits $17.99 for a short while longer.
As always a big thank you to the community! Happy adventuring!
[ 2018-03-01 04:59:24 CET ] [ Original post ]
New/Balance
- Added a new setting for modifying the Minimap zoom level
- Affinity Berserk level 3 now grants lifesteal
- Enemy fireballs no longer emit embers
- ShopKeepers will now only aggro to non-player faction damage if the player is nearby and visible to them
- Post-processing no longer enabled by default
Bugfixes
- Fixed crash that could occur with Boss ShadowKnight AI
- Fixed crash that could occur with TikiMan ai
- Fixed crash related to certain status effects expiring
- Fixed alternate caves theme not unlocking properly.
- Fixed players being able to escape the final boss elevator sequence
- Fixed not being able to use a background that the host hasn't unlocked.
- Fixed Shopkeepers sometimes getting stuck in their back room
- Fixed Mimic idle sprite being slightly offset the ground.
- Boss Worm no longer triggers traps until aggrod
- Fixed a visual issue when opening the unlock menu while viewing a game-over unlock
- Fixed level exits sometimes being underwater
- Fixed an issue where Boss Shadowknight would float away when killed during a dash attack
- Fixed Trophy not unlocking upon completely beating the game.
- Fixed Catacombs enemies blocking the view of Spike Traps with their corpses.
- Fixed a handful of broken level generation rooms.
- Fixed Boss Necromancer doing nothing when sufficiently far from its minions corpses
- Fixed Divebomber projectiles procing block/evasion multiple times
- Fixed being able to emote while teleporting
- Fixed bug where progression information sometimes wouldn't properly display after a victory
- Fixed final boss being able to fall off the fight platform.
- OMP: Fixed an issue where rune orbs wouldn't disappear client-side.
[ 2018-02-27 07:19:22 CET ] [ Original post ]
New/Balance
- Added a new setting for modifying the Minimap zoom level
- Affinity Berserk level 3 now grants lifesteal
- Enemy fireballs no longer emit embers
- ShopKeepers will now only aggro to non-player faction damage if the player is nearby and visible to them
- Post-processing no longer enabled by default
Bugfixes
- Fixed crash that could occur with Boss ShadowKnight AI
- Fixed crash that could occur with TikiMan ai
- Fixed crash related to certain status effects expiring
- Fixed alternate caves theme not unlocking properly.
- Fixed players being able to escape the final boss elevator sequence
- Fixed not being able to use a background that the host hasn't unlocked.
- Fixed Shopkeepers sometimes getting stuck in their back room
- Fixed Mimic idle sprite being slightly offset the ground.
- Boss Worm no longer triggers traps until aggrod
- Fixed a visual issue when opening the unlock menu while viewing a game-over unlock
- Fixed level exits sometimes being underwater
- Fixed an issue where Boss Shadowknight would float away when killed during a dash attack
- Fixed Trophy not unlocking upon completely beating the game.
- Fixed Catacombs enemies blocking the view of Spike Traps with their corpses.
- Fixed a handful of broken level generation rooms.
- Fixed Boss Necromancer doing nothing when sufficiently far from its minions corpses
- Fixed Divebomber projectiles procing block/evasion multiple times
- Fixed being able to emote while teleporting
- Fixed bug where progression information sometimes wouldn't properly display after a victory
- Fixed final boss being able to fall off the fight platform.
- OMP: Fixed an issue where rune orbs wouldn't disappear client-side.
[ 2018-02-27 07:19:22 CET ] [ Original post ]
- Removed unstable level event temporarily.
- Increased default game zoom
- Fixed an accidental increase in the delay before stab weapons.
- Fixed boulder showing double damage in online games.
- Fixed controller tooltips not showing for steam-managed controllers.
- Re-ordered some unlocks.
- Removed Nimble background granting from the jumping challenge (it can only be gained from progression points now)
[ 2018-02-22 22:57:21 CET ] [ Original post ]
- Removed unstable level event temporarily.
- Increased default game zoom
- Fixed an accidental increase in the delay before stab weapons.
- Fixed boulder showing double damage in online games.
- Fixed controller tooltips not showing for steam-managed controllers.
- Re-ordered some unlocks.
- Removed Nimble background granting from the jumping challenge (it can only be gained from progression points now)
[ 2018-02-22 22:57:21 CET ] [ Original post ]
Its been a long road (over four years!), but were super happy to present version 1.0 of Vagante. It wouldnt have been possible to make it this far if it werent for all the people who supported us. Thank you all for sticking with us throughout Steam Early Access!
Whats in store for the future of Vagante you might ask? We plan on continuing development as we have throughout Early Access, with bug fixes and new content, as well as adding localization and porting to other platforms. Well also start looking into support for modding and adding user-generated content to the game.
Vagante will retain its Early Access price until February 25 2018, after which well be increasing the price to $17.99. However, if you miss this window of opportunity you can look forward to Vagante participating in future Steam sales.
If you like the music of Vagante, Sam English has released the full Vagante OST on bandcamp. Well also be making the OST available on Steam in a couple days, if you prefer getting it here.
Without further ado, you can read the full changelog below.
New/Balance
- Added final area + credits to the game
- Added new progression and unlocks system
- Reworked Shadow Knight Boss
- Reworked Necromancer Boss
- Multiple Rock Worm Boss can now be hit with the same swing
- Items stolen from Shops now have a new property that identifies them as Stolen
- Reduced monster health scaling per player from 33% to 25%
- Reduced Mechanical Soldier vertical spinning speed
- Polished title screen
- Polished game over menu
- Changed default keyboard controls
- Added input presets
- Reworked emote menu
- Reworked Tutorial
- Removed starting affinity point
- Leveling up now occurs at Bonfires, rather than on entering an intermission
- Increased Bonfire healing hp (10 -> 20)
- Fish Man now has a chase leash range
- All characters can now aim up and down with bows
- Bow aim persists between shots, until you attack with another weapon or press Melee while aiming
- Reworked Archery affinity
- Changed exiting of levels to use holding Up instead of Interact
- Increased lighting persistedness
- Increased Summon Monster spell tier, and slightly reworked the levels
- Reduced bat instability 1.9 -> 1.0
- Increased starting Int of non mage classes
- Polished a number of weapon sprites
- Added some new backgrounds
Bugfixes
- Fixed Rock Worm Boss sometimes getting stuck in walls
- Fixed multiple bugs with the Thief sidequest
- Fixed speech bubbles sometimes not being drawn
- Fixed Factory monsters not being frozen properly, and sometimes dealing damage while frozen
- Fixed Icebolt and other projectiles not hitting monsters that it spawns on
- Fix wallmeat spawning in tiles that serve as platforms
- Fix boulders being pushed by Vine Lords poison clouds
- Fix players being able to phase through non-level geometry
- Fixed Mushroom Golem Bosss boulder attacks teleporting through walls.
- Fixed Spikes sometimes spawning in Breakable Walls
- Fixed Shopkeepers not spawning when loading a saved game
- Fixed some units not having a visible sprite until they have a target
- Fixed Piranhas freezing at bottom of water
- Fixed frozen imps falling through walls
- Fixed arrows sticking to Wisps after their death
- Fixed intermissions not being indestructible
- Fixed Wisp Queen aggroing from non-player damage
- Fixed a handful of untraversable room types
- Fixed being able to hurt self when using Lions Roar while standing on a crate
- Fixed being able to roll while casting spells
- Fixed being able to roll through Tower gates
- Fixed being able to get underneath Tower Serpent boss without triggering boss fight
- Fixed charged swords sprites wandering off when the game is paused
- Fixed Man-eating Plant eating doodads other than crates/barrels
- OMP: Fixed tile updates not being synced sometimes for new levels
- OMP: Fixed a number of issues with Platforms and their sync.
- OMP: Fixed Demon Armor attacks being desynced sometimes
- OMP: Fixed bug where shop inventory becomes desynced
- OMP: Fixed rod charges being set to zero upon starting a new game
- OMP: Fixed being able to use an item while moving it, resulting in an inventory desync
[ 2018-02-22 04:55:25 CET ] [ Original post ]
It’s been a long road (over four years!), but we’re super happy to present version 1.0 of Vagante. It wouldn’t have been possible to make it this far if it weren’t for all the people who supported us. Thank you all for sticking with us throughout Steam Early Access!
What’s in store for the future of Vagante you might ask? We plan on continuing development as we have throughout Early Access, with bug fixes and new content, as well as adding localization and porting to other platforms. We’ll also start looking into support for modding and adding user-generated content to the game.
Vagante will retain its Early Access price until February 25 2018, after which we’ll be increasing the price to $17.99. However, if you miss this window of opportunity you can look forward to Vagante participating in future Steam sales.
If you like the music of Vagante, Sam English has released the full Vagante OST on bandcamp. We’ll also be making the OST available on Steam in a couple days, if you prefer getting it here.
Without further ado, you can read the full changelog below.
New/Balance
- Added final area + credits to the game
- Added new progression and unlocks system
- Reworked Shadow Knight Boss
- Reworked Necromancer Boss
- Multiple Rock Worm Boss can now be hit with the same swing
- Items stolen from Shops now have a new property that identifies them as Stolen
- Reduced monster health scaling per player from 33% to 25%
- Reduced Mechanical Soldier vertical spinning speed
- Polished title screen
- Polished game over menu
- Changed default keyboard controls
- Added input presets
- Reworked emote menu
- Reworked Tutorial
- Removed starting affinity point
- Leveling up now occurs at Bonfires, rather than on entering an intermission
- Increased Bonfire healing hp (10 -> 20)
- Fish Man now has a chase leash range
- All characters can now aim up and down with bows
- Bow aim persists between shots, until you attack with another weapon or press Melee while aiming
- Reworked Archery affinity
- Changed exiting of levels to use holding Up instead of Interact
- Increased lighting persistedness
- Increased Summon Monster spell tier, and slightly reworked the levels
- Reduced bat instability 1.9 -> 1.0
- Increased starting Int of non mage classes
- Polished a number of weapon sprites
- Added some new backgrounds
Bugfixes
- Fixed Rock Worm Boss sometimes getting stuck in walls
- Fixed multiple bugs with the Thief sidequest
- Fixed speech bubbles sometimes not being drawn
- Fixed Factory monsters not being frozen properly, and sometimes dealing damage while frozen
- Fixed Icebolt and other projectiles not hitting monsters that it spawns on
- Fix wallmeat spawning in tiles that serve as platforms
- Fix boulders being pushed by Vine Lord’s poison clouds
- Fix players being able to phase through non-level geometry
- Fixed Mushroom Golem Boss’s boulder attacks teleporting through walls.
- Fixed Spikes sometimes spawning in Breakable Walls
- Fixed Shopkeepers not spawning when loading a saved game
- Fixed some units not having a visible sprite until they have a target
- Fixed Piranhas freezing at bottom of water
- Fixed frozen imps falling through walls
- Fixed arrows sticking to Wisps after their death
- Fixed intermissions not being indestructible
- Fixed Wisp Queen aggroing from non-player damage
- Fixed a handful of untraversable room types
- Fixed being able to hurt self when using Lion’s Roar while standing on a crate
- Fixed being able to roll while casting spells
- Fixed being able to roll through Tower gates
- Fixed being able to get underneath Tower Serpent boss without triggering boss fight
- Fixed charged sword’s sprites wandering off when the game is paused
- Fixed Man-eating Plant eating doodads other than crates/barrels
- OMP: Fixed tile updates not being synced sometimes for new levels
- OMP: Fixed a number of issues with Platforms and their sync.
- OMP: Fixed Demon Armor attacks being desynced sometimes
- OMP: Fixed bug where shop inventory becomes desynced
- OMP: Fixed rod charges being set to zero upon starting a new game
- OMP: Fixed being able to use an item while moving it, resulting in an inventory desync
[ 2018-02-22 04:55:25 CET ] [ Original post ]
- Fixed a crash related to StatusEffects (such as burning, freezing, poison) starting and ending
- Fixed a crash related to the Chimera Boss
- Fixed a crash related to pathfinding
- Fixed a crash related to new collision detection code
- Fixed a crash related to level transitions
- Fixed Thief sometimes getting stuck or pathing strangely
- Fixed BoulderTraps sometimes spawning inside of breakable walls
- Fixed Wisp not having death particles and sfx
[ 2018-01-10 04:46:38 CET ] [ Original post ]
- Fixed a crash related to StatusEffects (such as burning, freezing, poison) starting and ending
- Fixed a crash related to the Chimera Boss
- Fixed a crash related to pathfinding
- Fixed a crash related to new collision detection code
- Fixed a crash related to level transitions
- Fixed Thief sometimes getting stuck or pathing strangely
- Fixed BoulderTraps sometimes spawning inside of breakable walls
- Fixed Wisp not having death particles and sfx
[ 2018-01-10 04:46:38 CET ] [ Original post ]
- Fixed a crash when attacking Abomination with lightning-based attacks
- Fixed Zombie's attacks sometimes persisting after death
- Fixed visual offsets of lobbies not being correctly updated in NetMenu
[ 2018-01-06 03:25:57 CET ] [ Original post ]
- Fixed a crash when attacking Abomination with lightning-based attacks
- Fixed Zombie's attacks sometimes persisting after death
- Fixed visual offsets of lobbies not being correctly updated in NetMenu
[ 2018-01-06 03:25:57 CET ] [ Original post ]
Bugfixes
- Fixed crash related to loading saved games
- Fixed crash related to falling sword attack
- Fixed Plant boss needles being unblockable
- Fixed Ruins boss being pushed away to the infinite void when pushed by a player's Force Shield
- Fixed XInput gamepads having incorrect bind names on Windows
- OMP: Fixed a couple of issues with projectiles being drawn incorrectly when they're first created
New/Balance
- The angle of aimed ranged attacks now persists until the player uses a melee attack
- Reworked Abomination boss
- Abomination's gore balls now return back to their original position after being thrown
- Abomination is no longer physical, allowing players to pass through without issue
- Increased Zombie's attack windup by three frames, and decreased hp from 75 -> 60
- Increased the minimum range of damage for Lightning and Chain Lightning.
- Optimized performance in a number of entities by reducing number of collision calls
[ 2018-01-05 02:00:00 CET ] [ Original post ]
Bugfixes
- Fixed crash related to loading saved games
- Fixed crash related to falling sword attack
- Fixed Plant boss needles being unblockable
- Fixed Ruins boss being pushed away to the infinite void when pushed by a player's Force Shield
- Fixed XInput gamepads having incorrect bind names on Windows
- OMP: Fixed a couple of issues with projectiles being drawn incorrectly when they're first created
New/Balance
- The angle of aimed ranged attacks now persists until the player uses a melee attack
- Reworked Abomination boss
- Abomination's gore balls now return back to their original position after being thrown
- Abomination is no longer physical, allowing players to pass through without issue
- Increased Zombie's attack windup by three frames, and decreased hp from 75 -> 60
- Increased the minimum range of damage for Lightning and Chain Lightning.
- Optimized performance in a number of entities by reducing number of collision calls
[ 2018-01-05 02:00:00 CET ] [ Original post ]
Balance/Misc
- Added one more level to Wildling's Fist Weapon tree, Pummel 3
- Wildling Pummelling no longer fires a non-quickened attack
- Knight's falling sword slightly reworked
- Damage has been greatly increased, and damage fall-off of successive attacks decreased
- Added a short delay before retracting the sword after hitting something
- Added a much more obvious windup animation to Zombie attacks, and increased Zombie health from 40->75
- Slightly reworked Shockwave visual effects
- Added a destroy effect to BossWorm projectiles
- Reduced animation time for The Smith shrine
- Fairys now light up the level around them
- Boulders now retain next to zero horizontal velocity while falling (they now tend to fall straight downwards)
- Vagante files are now compressed, reducing their size significantly
Bugfixes
- Fixed a crash related to certain NetMenu actions
- Fixed a crash related to Mech Grunts in Branch 4 (Factory)
- Fixed a crash related to the new plant boss's grappling behavior
- Fixed a bug that caused players to randomly die to a "mysterious force"
- Fixed dropped items being drawn slightly larger than normal, instead of being drawn at a 100% pixel scale
- Fixed Behemoth boss in Act 4 (Rift) spawning underneath islands, and being untriggerable
- Fixed dead minimechs being targetable by spells
- Fixed some glitches with Imp animation in Branch 3 (Tower)
- Fixed tile collision flags not being correctly set for the edges of levels (only noticeable on the edges of left-most or right-most islands in Act 4 (Rift))
- Fixed Golem's hurt animation overriding its attack animation, resulting in a desync'ed weapon hitbox
- Fixed a case where boss reward chest did not spawn in Branch 2 (Forest Temple)
- Fixed players being able to block while frozen
- Fixed charmed Spiders hurting friendly units
- OMP: Potentially fixed a bug that caused certain players to have a black screen after a level transition
- OMP: Fixed players disconnecting while holding a unit or fairy not properly dropping them
[ 2018-01-03 04:51:58 CET ] [ Original post ]
Balance/Misc
- Added one more level to Wildling's Fist Weapon tree, Pummel 3
- Wildling Pummelling no longer fires a non-quickened attack
- Knight's falling sword slightly reworked
- Damage has been greatly increased, and damage fall-off of successive attacks decreased
- Added a short delay before retracting the sword after hitting something
- Added a much more obvious windup animation to Zombie attacks, and increased Zombie health from 40->75
- Slightly reworked Shockwave visual effects
- Added a destroy effect to BossWorm projectiles
- Reduced animation time for The Smith shrine
- Fairys now light up the level around them
- Boulders now retain next to zero horizontal velocity while falling (they now tend to fall straight downwards)
- Vagante files are now compressed, reducing their size significantly
Bugfixes
- Fixed a crash related to certain NetMenu actions
- Fixed a crash related to Mech Grunts in Branch 4 (Factory)
- Fixed a crash related to the new plant boss's grappling behavior
- Fixed a bug that caused players to randomly die to a "mysterious force"
- Fixed dropped items being drawn slightly larger than normal, instead of being drawn at a 100% pixel scale
- Fixed Behemoth boss in Act 4 (Rift) spawning underneath islands, and being untriggerable
- Fixed dead minimechs being targetable by spells
- Fixed some glitches with Imp animation in Branch 3 (Tower)
- Fixed tile collision flags not being correctly set for the edges of levels (only noticeable on the edges of left-most or right-most islands in Act 4 (Rift))
- Fixed Golem's hurt animation overriding its attack animation, resulting in a desync'ed weapon hitbox
- Fixed a case where boss reward chest did not spawn in Branch 2 (Forest Temple)
- Fixed players being able to block while frozen
- Fixed charmed Spiders hurting friendly units
- OMP: Potentially fixed a bug that caused certain players to have a black screen after a level transition
- OMP: Fixed players disconnecting while holding a unit or fairy not properly dropping them
[ 2018-01-03 04:51:58 CET ] [ Original post ]
- Fixed some Linux machines not being able to start the game.
- If you continue to have issues, please let us know
- Fixed crash related to the player blocking an attack
- Fixed crash when loading a saved game and then summoning a monster
- Fixed crash related to BossZombieDragon pathfinding
- Fixed crash related to BossAbomination pathfinding
- Fixed a crash related to attacking a breakable wall
- Fixed BossGolem attack animations being overrided by its hurt animation
- Fixed players being able to pick up an object that had already been picked up
[ 2017-12-29 02:37:33 CET ] [ Original post ]
- Fixed a crash when using a falling sword attack
- Fixed a crash that could occur when Items were destroyed (like by a Smith shrine)
- Fixed some units being killed despite having hp values greater than zero
[ 2017-12-28 07:12:32 CET ] [ Original post ]
Balance
- Additional enemy health scaling per player reduced from 50% -> 33%
- Knights can now block immediately after moving, instead of having to come to a complete stop
Bugfixes
- Fixed a crash related to Thief targeting
- Fixed a crash related to the Wand of Chaos
- Fixed a crash related to save and load points becoming null
- Fixed a crash related to Familiars
- Fixed Heirloom mage ring sprite being invisible
- Fixed water effects playing while phasing hrough walls
- Fixed charmed Hands grabbing players
- Fixed a lag spike associated with BossAbomination
- Fixed FishMan's floating head drawing when they're dead
- Fixed Chimera tail becoming invulnerable after Chimera dies
- Fixed Chimera floating away after dying
- Fixed Branch 2 ( Forest Temple ) boss music not using the Act 2 boss music
- Fixed Branch 4 ( Factory ) boss music not using the Act 4 boss music
- Fixed Plant Boss vines not showing correct hp with Zygox ring
[ 2017-12-28 02:22:49 CET ] [ Original post ]
- Fixed a crash related to using certain controllers as Steam Controllers
- Fixed an issue that prevented linux players from starting the game
- Fixed ranged weapons not applying their elemental damage to projectiles.
- Added in-game option to enable legacy DirectInput support (for older gamepads)
[ 2017-12-24 01:44:39 CET ] [ Original post ]
It’s been a while, but we’ve been hard at work on preparing for our exit from early access. Mark your calendars, we’ll be leaving Early Access on February 21, 2018. This update is our last major patch before our 1.0 release, although we’ll still be releasing some minor patches before then to fix any serious issues. This update consists of a ton of bugfixes and polish, as well as a number of new features.
New/Balance
- New difficulty scaling:
- Character starting stats are now consistent no matter how many players you have
- Monster damage and health scales up with additional players
- Monster health increases by 50% for each additional player
- Monster damage increases by 10% for each additional player
- Numerous tweaks to enemy difficulty
- Added some new spells: Charm, and Summon Monster
- Elemental enchant damage on weapons now scales with weapon damage
- Elemental enchants now affect Rod spells
- Added ability to remove certain positive status effects from the status menu
- Improved game loading screen and speed
- Removed disclaimer from NetMenu
- Homing arrows now eventually lose rotation speed
- Improved online packet compression
- Identified Identify scrolls no longer work on identified items
- Magic Rods now trigger by holding the attack button
- Before, players needed to press the [Interact] button
- Players can now switch facing direction with a charged bow by double tapping a direction
- Before, players needed to press the [Interact] button
- Removed old up/down tooltip indicators, replaced by controller-specific sprites
- Added a few frames of delay before BoulderTraps trigger
- Affinity levels are now visually displayed in-menu Forest
- Reworked Forest’s Plant Boss (again)
- Ruins
- Added SFX
- Reworked Demon Knight
- Improved summoning animations of Cultists
- Forest Temple
- Added SFX
- TikiMan AI improved
- Arrow traps now have a more visible animation
- Improved Chimera Boss attack tells and behavior
- Fixed monsters spawning on Sawblades or Pendulum Axes
- Improved level generation and room variety
- Tower
- Added SFX
- Imps can now drown
- Improved Fishman and Imp AI
- Players can now jump through collapsing platforms (like normal platforms)
- Improved level generation and room variety
- Factory
- Added SFX
- Improved level generation
- Polished enemy and boss behavior
- Volume slider values are now based on a non-linear scale
- Numerous optimizations
- Pathfinding calculations are now spread out over more than one frame
- Added a collision detection broadphase based on a bounding volume hierarchy
- Improved cache coherency of critical sections of code
Bugfixes
OMP - Online Multiplayer
- Fixed being unable to enable player controllers after disabling one
- Fixed some AI targeting bugs in the Forest
- Fixed Fleaman being able to see stealthed units
- Fixed some issues with grappling hook code and netcode
- Fixed BossGoblinKing's charge attack effects persisting after death
- Fixed Boulders sometimes not correctly squishing enemies
- Fixed Piranha and DiveBomber dealing damage while frozen
- Fixed an issue with fast-moving entities not behaving identically to non-fast moving entities
- Fixed poltergeists getting set on fire
- Fixed elemental damage causing CombatText to spawn when dealing 0 damage
- Fixed numerous cases of entities animating while frozen
- Fixed broken Lurker frozen animation
- Fixed title screen animation offsets being unsynced
- Fixed NetMenu having a pressable Host Steam Game button when Steam is not loaded/detected
- Fixed some offset and fade issues with pause menu
- Fixed skeletons being able to roll
- Fixed GrappleHook sometimes spawning with attributes and being equipable
- Fixed explosions or dig effects not being reflected in minimap
- Fixed some issues with Forest level generation
- Fixed a memory leak of some entities not being cleaned up on level transitions
- OMP: Fixed player damage sound effects not being synced properly
- OMP: Fixed numerous issues with status effect client/server sync
- OMP: Fixed netcode of Rogue's Shadow Affinity
- OMP: Fixed netcode of Knight's affinities
- OMP: Fixed critical combat damage not appearing correctly
- OMP: Fixed fast weapons not animating correctly for other players
- OMP: Fixed crash related to an edge case in swinging weapons
- OMP: Fixed a crash related to using wands and teleporting
- OMP: Fixed interpolation issues with ice shards
- OMP: Fixed netcode of electricity arcs
- OMP: Fixed instantaneous blinks or teleports looking strange
- OMP: Fixed netcode of magic wands
- OMP: Fixed clients timing out sometimes when connecting to a new server due to connecting too early
- OMP: Fixed a bug that prevented players from joining a new game after disconnecting from one.
- OMP: Fixed netcode of chaos magic effects
- OMP: Fixed an issue with healing potion effects being duplicated
- OMP: Fixed mimic attack cooldown not resetting correctly
- OMP: Fixed some visual issues with Boulders
- OMP: Fixed Wisps hurting players more than once
- OMP: Fixed double use text appearing after using a magic scroll
- OMP: Fixed stack items quantity not being properly synced
- OMP: Fixed players not properly dropping held units when hanging on a ledge
- OMP: Fixed interpolation issues with other players crawling off of ledges
- OMP: Fixed some visual issues with Slime's lunge attack
- OMP: Fixed some particles not being drawn when they should
- OMP: Fixed Spriggans releasing drawn arrows when hurt, instead of cancelling their attack
[ 2017-12-23 20:59:55 CET ] [ Original post ]
Development Overview
In terms of level content, Vagante is nearly complete. From the very beginning of development, we planned four main acts of content, as well as four unique branches. With each of these areas now in the game, all that remains is the final end-game content. We hope the ending will reveal a little more of the world’s lore as well as wrap up our game in an appropriate manner. After we finish the last area and game ending, we still need to go back and do a lot of balancing and polishing. We also need to flesh out the level generation rooms and add additional content such as items and backgrounds. Suffice to say there’s a lot of work to do, but I’m personally excited by how close we are to a version 1.0. More details about this new update and patch notes below.
Item Generation
In a single Vagante run some players collect nearly 100 items. Even if a player throws away an old piece of equipment, they have a good chance to find a similar one later on in the run. We want items to feel unique, such that players get attached to the rare items they have. To that end, we’ve added a new classification of item rarity now, artifacts. Artifacts spawn with a unique item attribute which can only ever be found once per a run. While items from boss chests are much more likely to be an artifact, they can rarely be found in normal chests too.
Some existing unique items have been marked as artifacts as well, such that you’ll never find more than one of these items in a run (Ring of Seltioc, Ring of Zygox, and the Grappling Hook are examples).
Patch Notes
New/Balance
- Added new type of item rarity to item generation, Unique
- Added a couple of new unique item attributes
- Added a short windup-time before BossGolem throws a boulder
- Jumping up and hitting the bottom of a boulder that’s resting will now push it away slightly
- Re-enabled per-packet compression (reduces bandwidth used by online games by ~10%)
- Added support for unicode chat and player names in online games.
- Before now, unicode characters from other languages did not show up properly
- Added new sound effects for enemies in The Catacombs
- Added engine support for other languages
Bugfixes
- Fixed hitbox of BossGolem not quite matching the animation when it jumped
- Fixed hitbox of Necromancer bone summons’ attacks
- Fixed bug where players could throw bombs into themselves when aiming downwards
- Fixed bug where thrown items did not stack properly when picked up again
- Fixed the arms of BossTowerSerpent not drawing correctly
- OMP: Fixed a crash in Cultist’s blue-fire spell targeting
- OMP: Fixed a crash in BossWorm’s behavior
- OMP: Fixed a crash that could occur when using the Shackled shrine
- OMP: Fixed reconnection to the game not properly reloading affinities, resistances, bonus stats, and armor
[ 2017-07-03 22:27:06 CET ] [ Original post ]
[ 2017-05-25 21:24:45 CET ] [ Original post ]
While this is a small build content-wise, this update will help us polish the game further while we continue to work on the end-game content.
New/Balance
- Added better crash reporting support.
- When players encounter a crash and choose to report it, we now include a snapshot of the program's memory (a minidump) in the crash report. Previously, we only retrieved the game log and a stacktrace of the error.
- Added developer analytics
- We now collect some basic information to help us with balancing. The data collected includes the cause of a player's death and the player's character build. This feature can be disabled in the options.
- New Forest SFX
- New Factory theme
- Removed Portal spell from spawning on pedestals
Bugfixes
- Fixed crashes related to new looping SFX
- Fixed ghosts falling when frozen
- Fixed bug that allows status effects to last forever sometimes
- Fixed gold spent at shops not saving correctly
- OMP: Fix issues with zombie sprite animations
[ 2017-05-25 07:23:52 CET ] [ Original post ]
Balance
- Reworked how shops stock inventory
- Shop inventory stock size now depends on how much gold you've spent at shops on previous floors, increasing from 2 items up to 5 items
- Rebalanced Wildling starting stats (Dex 3->4, Vit 3->5, Int 3->2)
- Increased Mage starting Int (8->10)
- Removed stun penalty from Wildling Bear Stomp ability
- Bear Stomp now has an internal cooldown, represented by a new indicator below the player
- Removed berserk penalty of being unable to open character menu
- Wildling Berserker's Blood now has a change to trigger randomly, instead of always requiring consecutive hits
- It's now possible to berserk sometimes with slower weapons
- Slightly reduced hitbox width of Golem's smash attack to better match the animation
Bugfixes
- Fixed an untraversable room in the forest.
- Fixed a crash related to certain entities being in the wall
- Fixed strange collision behavior, when walking on boulders
- Fixed input being processed on the same frame that text is sent using Enter
- Fixed certain case where Forest generated a row with exit sprites
[ 2017-05-07 01:27:35 CET ] [ Original post ]
[ 2017-04-28 21:13:36 CET ] [ Original post ]
- If you continue to have any issues with online level transitions, please let us know!
[ 2017-04-28 00:26:00 CET ] [ Original post ]
New/Balance
- The Factory
- Enabled for online games now
- Added new enemy type
- Added new trap type
- Reworked enemy balance and level generation
- Reworked water rising mechanics in The Tower
- Added new BGM for the Forest Temple
- Added new BGM for the Rift
- Added new BGM for The Tower
- Added a new batch of sound effects
- Optimized minimap drawing speed
- Rainbow Slime hp and movement speed slightly decreased
- Rebalanced stat scaling for multiplayer games
- Increased the effect of LUK on critical chance and evasion
- Changed some rune orb effects (Ruins now +INT, Tower now +STR)
- Renamed some duplicate status effect potion names
- Potion of Speed => Potion of Quickness
- Potion of Strength -> Potion of Vigor
- Magic Power potions now add additional INT, and also last until the end of the level
- Some rooms now have Boulder Blockers, a small ridge that prevents boulders from being pushed by them (this reduces cases where players strand themselves in certain rooms)
- Players are now pushed away from the edges of open-air level boundaries, instead of outright killing them
- Reduced damage of Wand of Digging on golems from 50 -> 30
- FireTortoise fire damage increased
- OMP: Potentially fixed an issue where players would get stuck with a black screen on level transitions
- Fixed Act 4 Portals spawning overlapping treasure chests or an exit
- Fixed Skeletons being able to use class skills
- Fixed crash related to new BossWorm AI
- Fixed Rogue’s stealth criticals not applying to bow attacks
- Fixed some inescapable level generation cases in The Forest
- Fixed acid water dealing inconsistent damage to players
- Fixed graphical bug with unarmed icon being randomly tinted
- Fixed graphical bug with Rift intermissions having a black sky
- Fixed elemental status effects failing on 3 Resistance, instead of 4
- Fixed some rune orbs permanently reducing stats when dropped
- Fixed a level generation case where a book pedestal room can be blocked off
- Fixed bug where switching to Random class in the character select screen made you lose your currently selected background
- OMP: Fixed monsters targetting disconnected players
- OMP: Fixed players not being able to use backgrounds not yet unlocked by the host
- OMP: Fixed players being able to hold objects while swinging over a ledge
- OMP: Fixed held unit positions not updating when ducking
- OMP: Fixed some issues with the interpolation of Goblins and Bats
[ 2017-04-27 20:40:19 CET ] [ Original post ]
Bugfixes
- Fixed a crash that could occur when saving stats for NG+ games.
- Fixed a crash that could occur sometimes when casting a spell while transitioning a level
Balance
- BossWorm
- Added a short delay before shooting attacks.
- Increased the taken damage threshold before retreating.
- Slowed down Tower water rise rate.
- Increased hp of Shrines from 75 => 150.
[ 2017-03-11 02:56:49 CET ] [ Original post ]
- Fixed crash when BossZombieDragon did a certain attack
- Fixed BossChimera not dropping a key
- Fixed a crash related to BossWorm interactions with status effects
- Fixed items irrecoverably falling into platforms in The Factory
- Reduced BossGolem health from 250 => 200.
- Increased BossGolem base defense from 0 => 1.
- Increased BossWisp small wisp summon rate
[ 2017-03-10 19:09:28 CET ] [ Original post ]
This update is mostly bugfixes. While we continue working on the end-game content, we'll likely release a couple more smaller patches like this one, with mostly bugfixes and polish. There's a lot to go through, so we appreciate everyone who's helping us out with continued bug reports and feedback.
New/Balance
- Further optimized new water code
- Removed light radius penalty from berserking
- Boss Golem resistance to stun increased
- Reduced stun modifier for poison damage
- Poison damage now contributes less towards stunning enemies
- Increased maximum resistance from 3 => 4
- Each point of resistance now reduces damage by 25%, instead of 33%
- Increased stability of bats
- Bats won’t move as much when pushed around
Bugfixes
- Fixed some weird interactions with Frost Nova and large hitbox enemies
- Fixed some movement while frozen issues
- Fixed bubble particles not being destroyed correctly
- Fixed rune orb stats not working correctly
- Fixed some level holes existing in The Forest
- Fixed Behemoth’s hands giving full experience when killed
- Fixed all fish bouncing in water strangely
- Fixed the Forest Temple not spawning boss treasure
- Fixed arrows dropped without charging from a bow benefitting from special effects
- Fixed too many water particles spawning when jumping in and out of water
- Fixed off-center Ruins rune orb spawn location
- Fixed saved games not saving some permanent potion bonuses
- OMP: Fixed Wand of Pestilence not dealing damage correctly
- OMP: Fixed DiveBomber and Mimic animating while frozen
- OMP: Fixed status effects not updating correctly
- OMP: Fixed Reflect Projectiles item attribute from working correctly
- OMP: Fixed player hurt sound effects being played out of sync with client
- OMP: Fixed Frost Nova playing sound effects when hitting dead enemies
- OMP: Fixed being unable to see Crawler health bars when equipped with Zygox ring
[ 2017-03-10 03:52:50 CET ] [ Original post ]
- OMP: Fixed crash that occured when sacrificing food sometimes
- OMP: Fixed crash related to Boss Dragon
- Fixed new branch entrance only spawning in online games
- Fixed water overflowing in The Tower
[ 2017-01-30 04:17:43 CET ] [ Original post ]
- Fixed a crash related to fire-water interaction.
- Fixed a typo in an item name (Woodsman's Axe)
[ 2017-01-28 21:57:05 CET ] [ Original post ]
This new build includes the new branch we've been working on. Although it's still a work in progress, we hope to get some early feedback. You'll find the entrance to The Factory in Act 4.
The resolution of fluid has been increased, to allow for more realistic and better-looking fluid movement. We hope this change will open up some interesting game mechanics in the future.
We've wanted to rework the worm boss for a while now. The new version of this boss is a little more interesting and challenging.
Potions other than healing potions tended to feel inconsequential. We've added new potions that offer permanent effects that we hope increase the usefulness of potions.
New/Balance
- New Branch: The Factory (WIP, offline only)
- Worm Boss reworked
- Fluid physics reworked
- Added 19 new potion types with permanent effects
- Reduced volume of menu navigation sound effect
- Added a small knockback to Magic Missile
- Reworked Knight’s Holy affinity (again)
- Reordered Knight’s Sword affinity levels
Bugfixes
- OMP: Fixed bug where sometimes items would become undroppable and unuseable
- OMP: Fixed bug where sometimes server would lag a lot more than normal
- OMP: Fixed frozen golems playing animation while frozen
- Fixed bow’s arrow spawning offset being slightly off
- Fixed crash with BreakableWalls
- Fixed a crash when certain gamepads are connected
- Fixed Swooper sprite death offset
[ 2017-01-28 03:04:50 CET ] [ Original post ]
Just a small patch today that marks the end of our Halloween event.
- Pummelling 2 hit count lowered from 4 to 3.
- Fixed being able to pick up items that are being sacrificed to a shrine
- Fixed slimes lunging through boulders
- Fixed being able to be killed by Spikes while underwater
- Fixed game camera being jittery at certain frame rates
- Fixed Tortoise and Tikiman not updating sprite positions while frozen
[ 2016-11-22 22:00:29 CET ] [ Original post ]
Today’s update includes a Halloween event, as well as a handful of larger changes that I’d like to take a moment to talk about. Players can now jump while attacking with light weapons If you’ve ever been in the situation where you’ve had a sword but found yourself struggling to hit a bat in a narrow corridor, this change may make sense to you. While experienced players could deal with most of these maneuverability constraints, we’ve found that combat feels more intuitive when allowing for jumping while attacking. This change only applies to lighter weapons however, so you won’t be able to jump while swinging a heavy axe. Increased attack range of unarmed attacks and CQC weapons Playing Wildling could be frustrating sometimes, due to the very short attack range of fist attacks. Increasing the based attack range of fists increases the viability of fist weapons, and incentivizes Wildling trees besides Animal. Increased base damage of bows Using a bow tended to not feel great, due to their low impact and high investment of drawing a string. Increasing the damage of bows increases the satisfaction of getting a fully charged hit. Added a new lunging attack to Slimes We’ve also changed the behavior of Slimes (again). The rules for when slimes are able to deal contact damage felt a little unintuitive, especially for newer players. We’ve simplified slime contact damage to two cases: when slimes fall on your head, and when slimes do their new lunging attack. As always, we appreciate your feedback. If you have any suggestions, bug reports, or even complaints, please us know on our official forums. Thanks for your continued support.
New/Balance
- Added a halloween-themed event.
- Added Forest Temple to online multiplayer
- Added new broken shrine particles
- Players can now jump while attacking with light weapons
- Added a short backswing to stabbing weapons
- New Ghost sprite
- Increased attack range of unarmed attacks and CQC weapons
- Added a new lunging attack to Slimes
- Slimes now only deal damage while lunging, or jumping onto a player
- Increased base damage of heavy axes
- Increased base damage of bows
- Boss Plant now has a new attack pattern
- Increased difficulty of enemies in the Forest Temple
- Re-enabled level events for online games
- Speeded up game initialization time slightly
Bugfixes
- Fixed shop item pedestals sometimes having the wrong sprite
- Fixed players that are hanging retaining their position after level transition
- Fixed the game over menu glitching graphically while fading out
- Fixed bug that causes some monsters to be able to see the player from very far distances
- Fixed attacking while crawling over a ledge bugging out
- Fixed numerous enemies and bosses not granting experience
- Fixed Chimera tail frozen
- Fixed players with the Ascetic background sometimes being able to pick up gold
- OMP: Fixed backgrounds not working if the host hadn’t unlocked them yet
[ 2016-10-31 05:11:28 CET ] [ Original post ]
Since Vagante first arrived on Steam two years ago(!), we've kept to a biweekly update schedule. While this schedule has worked out great in the past, as we near the game's completion we've found that we want to work on parts of the game which take longer than two weeks to complete. So instead of keeping to a biweekly schedule of smaller updates, we've made the decision to change our releases to larger and more interspersed updates. This will allow us to make our updates more substantial, as well as focus our efforts on the last big pieces of content for the game. We hope you understand our decision, and we appreciate everyone old and new sticking with us throughout our game's development. [spoiler]stay tuned for a
[ 2016-10-26 01:22:47 CET ] [ Original post ]
New/Balance
- Added new branch to the Forest (offline only for now)
- OMP: Fixed players getting stuck at a bonfire
- Fixed crash in Player that occurred when breaking walls near map boundaries.
- Fixed crash related to melee familiars.
- Fixed crash when Thieves fall of map in Act 4.
- Fixed Divebombers floating down from their position strangely when spawning under a boulder trap
- Fixed electric slime’s overlay sprite having the wrong offset
- Fixed players being able to get stuck on physical entities while teleporting
- OMP: Fixed crash when Spriggans sometimes lost their aim target.
- OMP: Fixed crash when ShopKeepers’ inventories had a discrepancy
- OMP: Fixed crash that occurred sometimes when stunning a Goblin mid-swing
- OMP: Fixed wands showing incorrect wand charges in their description
[ 2016-10-13 04:33:57 CET ] [ Original post ]
- Removed Synchronized background from the game.
- Fixed a crash related to DirectInput
- Fixed certain sprite offsets being incorrect.
- OMP: Fixed(?) getting stuck at a bonfire.
- OMP: Fixed iceballs pushing players around.
- Added additional logging to narrow down certain bugs.
[ 2016-10-06 02:47:40 CET ] [ Original post ]
A seemingly small patch today, but we've made some major performance improvements which hopefully significantly improve the speed of the game for players on older machines.
New/Balance
- Heavily optimized parts of the game
- Monster pathfinding is now much more performant, so players can expect higher framerates in monster-heavy areas.
- Removed tile edge killzone when phasing near edge of the map
Bugfixes
- Fixed Swooper hitbox being taller than the sprite indicates
- Fixed some possible player collision state desyncs.
- OMP: Fixed certain items never disappearing, or duplicating infinitely
- OMP: Fixed players becoming stuck at bonfires
[ 2016-09-28 03:11:50 CET ] [ Original post ]
Hey guys, Build 51 has been delayed until next week. Between visiting family and moving into new places, we haven't been able to get as much done as we wanted to. But rest assured, we're getting back on track to our normal schedule soon.
[ 2016-09-20 22:19:43 CET ] [ Original post ]
- Fixed several crashes.
- Fixed bug where Wolf Sprint would cause permanent exhaustion.
- Bosses and spectating skeleton heads now use the same effect when revealing map as Magic Mapping
- Slightly optimized Tower network bandwidth usage
- Rolling / Wolf sprint is now activated by holding left or right and pressing [Interact]
- Interacting normally with objects is now done by pressing [Interact] without holding left or right.
[ 2016-09-10 02:42:32 CET ] [ Original post ]
New/Balance
- Reworked Rogue’s Shadow affinity
- Attacks now break stealth upon hitting an enemy or finishing an attack, rather than at the beginning of an attack
- Arrows can now critically hit from Stealth
- Shadow Clone replaced with Smoke Bomb
- Reworked Knight’s Holy affinity
- Divine Weapon is no longer a skill with charges, activates automatically
- Holy Shield is no longer a skill with charges
- Iceball now shoots extra projectiles in a straight line
- Thief hp lowered from 19 -> 15
- OMP: Players will be unable to start the game until all players have chosen a character
- OMP: Host is now able to kick players by typing “/kick”
Bugfixes
- Fixed cycling of a single ranged weapon causing permanent stat changes
- Fixed certain items being spawned with no attributes
- Fixed bug that pushed you into the wall when walking on boulders
- Fixed players not being able to crouch fall hang off of one tile high ledges
- Fixed slimes being able to see through walls
[ 2016-09-07 01:16:14 CET ] [ Original post ]
- Fixed a crash when casting certain spells
- Fixed everyone being able to charge sword
- Rod tweaks
- Rod Leech no longer uses charges
- Rod Conductor now casts spells at full strength
- Rod levels 1/2 slightly buffed
[ 2016-08-26 22:20:59 CET ] [ Original post ]
[ 2016-08-25 03:48:09 CET ] [ Original post ]
- Increased Trailblazer duration, jumping on enemy heads with it now burns them.
- Added a new, permanently poisoned weapon item attribute
- Poison damage on weapons now acts consistently between weapon types (before, certain weapon types did more or less poison damage)
- Fixed resisted damage sometimes showing ‘0’, rather than not showing anything at all
- Fixed Goblin attack animation from becoming stuck when poisoned
- Fixed many monsters not having increased damage and stats in NG+
- Fixed game over stats menu being skinnier than rest of menu
- Fixed soft lock when player tries to sit at bonfire while using a grapple hook
- Fixed(?) black screen bug on OSX machines (please let us know if your issue persists)
- OMP: Fixed players revived while skeleton is dead being invisible
- OMP: Fixed strange behavior when reviving skeletons that are in the process of sitting at a bonfire
- OMP: Fixed bug that caused stat desyncs, especially when reviving
- OMP: Fixed player light radius decreasing on level transitions
[ 2016-08-24 22:55:10 CET ] [ Original post ]
OMP: Fixed items turning invisible on level transitions.
[ 2016-08-17 04:23:08 CET ] [ Original post ]
New/Balance
- Reverted removal of Walk bind. (Default is still down, but is rebindable to a dedicated button)
- Shopkeepers now have increased stability
- Switched button for changing facing direction while drawing bow from Walk to Interact
- Health of enemies in The Tower increased
- Now possible to pick up items while moving
Bugfixes
- Fixed interaction of cursed familiars grabbing you off ledges
- Fixed accidental rolling when turning around too fast
- Fixed bats sometimes having strange unroost velocities
- Fixed being able to interact with things while attacking
- OMP: Fixed Boss Golem’s roll angle becoming visually desync’d
- OMP: Decreased bandwidth usage of The Tower
- OMP: Fixed being permanently frozen if frozen while exiting a level
- OMP: Fixed some small bugs involved with level transitions.
[ 2016-08-17 02:59:30 CET ] [ Original post ]
[ 2016-08-04 03:43:05 CET ] [ Original post ]
- Improved walking animation.
- Added a new animation for flipping over the edge.
- Completing an edge flip no longer requires holding down for entire animation
- Rolling and Wolf Sprint bind changed to double tap direction
- Wolf Sprint exhaustion duration now dependent on time spent sprinting (before, exhaustion was full duration no matter how little you sprinted)
- Lion Roar rebound to Up + Interact
- Level 1 Wand affinity reworked
- Added menu tooltip for next tab (Interact)
- Fixed holding down while walking into the wall causing very fast sprite changes
- Tower Boss now takes greatly reduced damage when hitting body segments (before, body segments were invulnerable)
[ 2016-08-04 01:52:25 CET ] [ Original post ]
New/Balance
- New branch, The Tower, added to the Catacombs
- Dedicated bind for walking removed; walking is now done by holding down.
- New WIP walking graphics
- Added more information to the stats tab of the player menu
- Added a new dialog for exiting the game from the pause menu
- Standing in front of a grave now shows a portrait of the grave’s dead player
- Boomerang return path improved
- Skeleton revival no longer depends on a player being nearby
- Bomb Arrow crafting now yields 3 bomb arrows.
- Bomb Arrow damage increased from 15 -> 20
- Items and frozen units now fall slower underwater
- Lurkers no longer attack if you walk over them (they still attack if you jump or land on them)
- Wildling Pummel reworked
- Wildling Wolf Sprint reworked
- Shopkeepers now get angered when you teleport them with a portal
- Landing on a boulder now pushes it a little in the direction you move (this allows you to push boulders away from walls)
- Fixed players eaten by a plant or being grabbed being able to exit through a door
- Fixed minor draw offset issues with new, wider, player menu
- Fixed draw offset of overhead swinging weapons
- Fixed pushed boulders pushing items off of pedestals
- Fixed book pedestals not spawning in the Rift
- OMP: Fixed double instances of Bloody shrine text
- OMP: Fixed several crashes
[ 2016-08-03 00:49:15 CET ] [ Original post ]
[ 2016-07-20 06:13:30 CET ] [ Original post ]
New/Balance
- Added a new bindable in-game emote menu
- Increased size of inventory by one column
- Unexplored areas now have smoother edges
- Reworked Plant Boss behavior
- Units now have a 3-second stun immunity after being stunned.
- Moved device/input polling to a separate thread.
- Removed Refresh Devices button in Controls
- Increased Protected by Spirits / Spirit Emitter damage
- OMP: Fixed certain backgrounds not working correctly.
- OMP: Fixed certain Doodads rotating strangely
- OMP: Fixed being unable to create private games.
- OMP: Fixed certain NetEvent triggers colliding with entities and the level
- Fixed softlock where Holy Level 3 knight would fall off the map and not be able to die.
- Fixed Crawler stun sprite not getting drawn when stun by things like Lion's Roar.
- Fixed FrostNova being able to freeze unfreezable units.
- Fixed the issue where alternate slime types can be generated in a Slime level.
- Fixed hold down to fall faster not working for Featherfall status effect.
- Fixed Bats staying sticky when thrown. Fixed bats sinking fast through water
- Fixed some issues with Weapon behavior when frozen
[ 2016-07-20 02:26:25 CET ] [ Original post ]
- Fixed a crash with Chaos shrines
- Fixed a server-side crash that occured when several people connected to a server through direct ip connection
- Fixed bats staying stuck when thrown.
- Fixed certain backgrounds not working in online games.
- Lobbies now also show unjoinable games in progress in the list
[ 2016-07-08 22:47:47 CET ] [ Original post ]
- Fixed first level transition for players who haven't completed the tutorial yet
- Fixed berserking reducing damage from the Bloody shrine
- Fixed shrines spawning in weird locations
- Enabled backgrounds in online games*
[ 2016-07-07 20:06:41 CET ] [ Original post ]
New/Balance
- Wall/floor phasing reworked. It’s now possible to control the direction you phase.
- Holding down allows fast-falling with featherfall
- ‘Sink like stone’ now allows for unlimited jumps while underwater
- Sound effect attenuation increased, distant sound effects will now sound softer
- On first game playthrough, the main entrance now leads to the tutorial.
- Spriggans now have idle behavior.
- Mimics are no longer physical, players can now move through mimics.
- Swooper’s magic boulder spawn cooldown increased.
- Chickens can now drown
- Reworked ranks one and two of the Knight’s Sword affinity.
- Reworked rank three of the Knight’s Holy affinity.
- Wand of pestilence effect and bombs can now ignite
Bugfixes
- Fixed player sometimes not being able to grab ledges while facing rightwards
- Fixed a crash with Necromancer bone summons
- Fixed electricity sometimes shocking water 30 times instead of once, lagging the game
- Fixed Spriggans never losing aggro despite losing vision of you
- Fixed teleporting in Act 4’s portals not revealing stealth
- Fixed bats sometimes spinning infinitely while stuck to walls
- Fixed a GameSave bug where some items received additional stats
- Fixed Spell book descriptions showing UNK for a couple frames after use
- Fixed shop signs sometimes dealing damage to you on contact
- Fixed Wisps not revealing fog of war
- Fixed Shadow Clone + Enchanted Boomerang
- Fixed a random crash that occurred due to a bug in OpenAL
- OMP: Fixed stackable usable items behaving strangely when used up
- OMP: Fixed some bonfire issues.
- OMP: Fixed synchronization of ManEatingPlant damage
[ 2016-07-06 02:30:26 CET ] [ Original post ]
New/Balance
- New Shrine Graphics/Effects
- Act 4 Background Polish
- Fixed arrows and other projectiles getting stuck on the borders of Act 4 map
- OMP: Fixed Ruins entrance door sometimes not unlocking
- OMP: Fixed many particle effects and sound effects
- OMP: Fix many crashes
- OMP: Fixed many skill effects
- OMP: Fixed player revival sometimes not costing anything
- OMP: Fixed dropping stacks of items at bonfires
- OMP: Fixed spellbooks sometimes not teaching you spells
- OMP: Fixed being unable to use items on other items
[ 2016-06-24 01:22:20 CET ] [ Original post ]
The release of Build 45 will be delayed and expected to be out tomorrow, 6/22 ~ Nuke Nine
[ 2016-06-22 02:28:48 CET ] [ Original post ]
This is a beta patch, that includes 44h's changes as well.
- Fixed a bug where some users were unable to start the game in full screen.
- Added additional logging information.
[ 2016-06-14 21:26:02 CET ] [ Original post ]
Patch 44h has been reverted to 44g, at least until we can figure out what's going on now. If you'd like to help us debug the newest build, please check out the beta branch.
[ 2016-06-13 21:19:26 CET ] [ Original post ]
- Fixed(?) an issue where certain Windows 7 computers are unable to start the game.
- Fixed Necromancer summon's weapons persisting and colliding with players after their death.
- Fixed Zombies been targetable in online games after their death.
- Increased Magic Missile's damage scaled with INT.
[ 2016-06-13 20:12:35 CET ] [ Original post ]
- OMP: Fixed a memory-related issue that caused crashes after level transitions
- OMP: Fixed a crash when initializing Player menus
- Improved Act 4 parallax background
[ 2016-06-10 23:07:53 CET ] [ Original post ]
- Fixed issues with Familiars not appearing/disappearing correctly
- Fixed players not getting missed affinity points after being revived
- Fixed numerous crashes in OMP
- Added better crash reporting
[ 2016-06-10 02:12:04 CET ] [ Original post ]
- Fixed item generation bug that caused items to be spawned without a major attribute.
[ 2016-06-09 00:21:34 CET ] [ Original post ]
- Potentially fixed a random crash
- Added more debug logging information
[ 2016-06-08 23:49:36 CET ] [ Original post ]
- Fixed crash when using multishot bows
- Fixed crash when re-rolling potions with alchemy
- Fixed crash when casting certain spells
- Fixed crash with Elemental Mage attacks
- Fixed crash with shadow clones
- Fixed crash when using Seltioc ring on Man Eating Plants
- Fixed numerous bugs with spells
- Fixed wraith players aggroing shopkeeper
- Fixed enchant scrolls working incorrectly on equipped items
[ 2016-06-08 20:53:06 CET ] [ Original post ]
- Fixed a crash related to shopkeepers
- Fixed certain computers being unable to see anything with shaders enabled.
[ 2016-06-08 05:47:34 CET ] [ Original post ]
New/Balance
- ManEatingPlants can now accidentally eat Spriggans and Spiders
- Dart Trap sprites updated
- Shrines now take 25% normal damage in new game plus
Bugfixes
- Fixed crash when starting the game with a Steam Controller
- Fixed(?) Steam Controller not working correctly on Mac/Linux
- Fixed Golem’s swing not properly disappearing when they die
- Fixed certain large monsters (like golems) not being collidable sometimes
- Fixed level generation case where ladders were not able to reach higher areas
- Fixed Ruins sometimes not generating book pedestals. Changed number of guaranteed book pedestals to 2.
- OMP: Fixed numerous random crashes.
- OMP: Fixed empty backgrounds being selectable during character selection
- OMP: Fixed invisible dummy player lighting up the top left of levels
- OMP: Fixed graphical Death is easier to encounter armor not showing correct hp on other players
- OMP: Fixed receiving extra level up events sometimes
- OMP: Fixed Boss Golem not changing animations when rolling
[ 2016-06-08 02:13:30 CET ] [ Original post ]
- Fixed(?) cross-platform multiplayer.
- Fixed crash when starting the game with a Steam Controller connected.
- Fixed rare crash when equipping new weapons in online multiplayer.
- Added alternate Act 4 theme.
- Lurkers no longer trigger on thrown crates/barrels
Update: 43c
- Fixed being unable to connect to Steam servers.
[ 2016-05-30 22:32:39 CET ] [ Original post ]
New/Balance
- Act four islands now sometimes have small paths between islands
- Act four Swoopers reworked
- New sprites:
- Compassionate familiar
- Boomerang
- Arrow traps
- Mage orbs limited to 2 per element
- Reduced attack speed of Shadow Knight’s dash attack
Bugfixes
- Fixed bug where you could equip multiple familiars
- Fixed hands giving zero experience
- Fixed crash having to do with the Steam Controller
- Fixed spell books sometimes changing their spells
- Fixed being unable to enchant already enchanted boomerangs
- OMP: Fixed crash with Zombie attacks
- OMP: Fixed infinite throwable items
- OMP: Fixed Golem boss and Necromancer still colliding after death
[ 2016-05-24 21:58:48 CET ] [ Original post ]
- New familiar sprites
- Defense stat now gives some 33% guaranteed damage reduction, in addition to random damage reduction.
- This means for every 3 defense, 1 point of damage reduction is guaranteed, while 2 points are rolled, as opposed to before, where every point was randomly rolled.
- Walking slowly or standing still over Spike Traps in the catacombs no longer triggers them.
- Spike Traps will still trigger when landing on them from a jump or running over them.
- Fixed several crashes in online multiplayer.
- Added some more detailed game logging.
[ 2016-05-19 22:35:01 CET ] [ Original post ]
- Fix numerous crashes in online multiplayer.
- Potentially fixed a crash that some users experienced on transitioning levels or starting a new game (please let us know if you continue to experience this issue).
- Fixed walking off ledges not grabbing onto the ledge correctly.
- Scholar scroll sacrifice value increased from 1/10 => 1/6
- Fixed reconnecting to an online game not properly loading your skills and affinities
- Reverted Dragon and Goblin boss animation changes
- Added a new option in the settings for pixel-perfect scaling
- Now possible for mages to enchant boomerangs
[ 2016-05-18 23:23:59 CET ] [ Original post ]
- Fixed Boss Dragon dive being invisible
- Fixed Boss Golem rolling during death animation
- Fixed(?) holding walk to grab onto ledges sometimes not working properly
- Fixed Fairy running to the edges of intermission
- Fixed Juggernauts sometimes flying away
- New spell icons
- New button text
- Fixed crash with Goblin King's targetting
- Fixed crash when trying to draw ManEatingPlants with ring of seltioc
- Fixed crash when leaving and then joining a new game
- Fixed crash when current ammo item desynchronized with server
[ 2016-05-17 00:04:25 CET ] [ Original post ]
- Upon a game exception, you'll now have an option to automatically send a crash report.
- Fixed dead dragons infinite bouncing
- Polished some tiles and entity graphics
- Fixed networked desync of throwable weapons
[ 2016-05-16 19:45:43 CET ] [ Original post ]
New/Balance
- New golem boss sprites
- New Act 4 boss fight music theme
- New alternate catacombs music theme
- Increased contrast between background and foreground elements of the game
- Increased width of Act 4 islands
- Reduced size of Ruins
- Will of Elements wildling background improved (no longer sets 1 damage, but deals reduced physical damage)
- Two new item attributes: Throwing Gloves, and Triple Jump boots
- Added visual tell to Abomination’s state changes
- Lifesteal item brand reworked to be based on accumulated damage dealt, instead of chance
- Bosses will no longer spawn on Spikes, Spike Traps, Boulder Traps, or Shrines
- Shrines will no longer spawn on Spike Traps in Act 3
- New rare scroll-type: Enchant Item
- Enemy frost novas now give player temporary freeze immunity afterwards to prevent freeze locks
- ManEatingPlant damage increased from 8->10
- Act 4 Swooper collision box decreased
Bugfixes
- Fixed Abomination’s visual offset being off
- Fixed Shadow Knight’s giant bow shooting wrong-sized arrows
- Fixed enchantments not being removed upon player death
- Fixed holes in character select screen
- Fixed binded spells not being visible while configuring Quick-cast D-Cast
- Fixed rune orb giving permanent defense bonuses
- Fixed a couple of untraversable rooms
- Fixed reincarnate effects reviving you in the air (it now reincarnates you on the last position you were safely standing)
- Fixed entities being able to push each other into solid level
- Fixed music not fading out properly when game-overing during a music transition
- Fixed a rare crash with Goblin AI
- Fixed Poltergeists instantly triggering on creation
- Fixed bug where projectiles did not’ properly dispose of their attached item objects
- Fixed electricity in water spawning too many effects when hitting neutral objects
- Fixed shopkeeper forgetting to close his shop door sometimes
- Fixed ground underneath Teleportals being destructible
- Fixed god-cursed Homing Bow behaving as regularly cursed arrows, despite tooltip stating otherwise
- Fixed unstable level event boulders dealing 33 damage
- Fixed alternate forest theme unlocking only after beating the catacombs, instead of forest
- Fixed crash when starting a game as warrior after having selected Luck affinity in a previous run on a different class
Online Multiplayer
- Added a way to specify game name and private or public game for steam games
- Fixed(?) players being unable to connect to each other using direct IP connection
- Fixed crash on certain item cleanups
- Fixed crash when displaying desynchronized items in the HUD
- Fixed crash when transitioning to Act 4
- Fixed teleportals not functioning
- Fixed Wildling’s animal affinities
- Fixed intermissions not having the correct backgrounds
- Fixed explosions not showing correctly
[ 2016-05-10 20:36:35 CET ] [ Original post ]
🎮 Full Controller Support
- Linux Depot [92.75 M]
- Vagante Soundtrack
A recent rumor has it that a certain cave at the edge of the woods guards an unfathomable treasure. While a handful of intrepid adventurers have ventured into the cave already, none have returned. Undeterred by the potential danger, you set out by caravan to investigate...
- Processor: Intel i3-4005U @ 1.7 Ghz
- Graphics: GeForce 9400M
- Storage: 200 MB available space
[ 6102 ]
[ 764 ]