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Build 0.0.8!

HEY. So here's the first full month update for CK! It's a lotta bugs addressed, gasses re-gassed, trances trancified, and goo balls ga-boinked. Hope you're not too disappointed if you were lookin' for a new class and daily run mode. Between GDC, getting ready to move, and addressing bugs, I figured it'd be better to focus in this build on several less involved things so as to get you all something substantial rather than half-assin' two major features without first addressing the existing issues. As I was working on those other tasks and thinking about classes, however, I hit upon a bit of a problem. My plan has always been to completely finish the Poet and bully Before moving on to the next classes - so that they can serve as sort of a template and guideline for the others in terms of scope and ability. However, as I tried briefly to tackle finishing the Poet this past month I found the UI unable to accommodate the vision I have in mind for the class. So now, fixing up the UI has become a much larger priority if I am to finish the Poet and move on to the other classes quickly as planned, so that's going to be the first order of business going into April. Don't be a blue blob, though! I had always planned on redoing the UI once co-op was implemented, and to change the game to a 16:9 aspect ratio. It's just gonna happen now rather than later. This is also good news because the new UI will be made specifically with multiple players in mind, meaning I'll be able to jump into work on Co-op much sooner than the 'later' I had planned. So that's what's coming in the future, but let's check out the now: You can find the full patch notes for alpha 0.0.8 below! Fixes Fixed some issues with level connectivity Orb of leveling spawns in walls Non-humanoid enemies try to drop weapons when parried with Disarm Grumbuls will attack mushrooms even when they're held by an invisible player ACTUALLY fixed infinite byat flapping For real this time Removed debug shortcut for activating 'tome' ability Fixed crash when dying while talking to the ghost Trampling enemies with Stampede now makes them target you Raise Dead spirit followers now properly follow you through doors Chain lightning cost unaffected by energy overcharge Spells equipped to slot 3 offset text alinment for alt spell charge count "Your lantern goes out" text stays for as long as you hold a spent lantern Rats don't bleed Moving portals into boulders gets them stuck Lifting boulders sometimes drops them on your head Can't walk backwards while charging hammer focus strike Crush trap chain sound continues even after breaking Spaz out when dragging boulders Crash when throwing certain enemies with trajectory Potions caught in explosions boil infinitely Performance improvements (Ever-in-Progress) Item bottles played no sound when broken Whirlwind doesn't cause items to hit enemies Some Trances cast the Overload versions of spells 'Acrobatic' overrides taunt combo input Ladders interfere with Sword Skill 1 and Axe Skill 3 (Downwards Thrust, Earth Splitter) Reduced number draw calls for Temporal Step. Hopefully this fixes a crash? "+" symbol offset when learning 1x1 spells Balls of goo stay suspended in air if the wall they're stuck to is removed Rerolling transitional levels doesn't bring you back to the same level type Trances don't follow from floor to floor -of Escape doesn't escape Simple enemies die when they touch immobile boulders New Stuff More Spell Trances Charge Stars Overhauled Gasses Changes Globally reduced enemy damage on the first few floors Enemy damage ramps up more gradually Shadow Cloak wears off much faster Statuses from armors "Of The Ghost" and "Of Power" wear off faster Portal has fewer charges Infernus has fewer charges Balls of Goo have increased knockback Balls of Goo bounce off of the environment and creatures Being jumped on no longer immediately removes invisibility Leveling up weapon skills no longer rounds them down Being struck while speaking with the ghost will exit the menu Fishahnas can no longer crit Byats only crit on their charged attack Moved "show info" to 'F1', instead of '1' Looking around with lanterns shifts the view Refueling lanterns gives a bit more fuel Reduced size of camera influence area during reaper summon Changes to lava and water appearance Made spirit followers more accurate Slime-blinded enemies are more blind Mushrooms now only grow with each poison burst Some level generator changes Added option to control config menu to use class abilities Changed collision shape of broken crush traps Casting portal on top of a door breaks the door Wet status shown in pause menu Bottles and other items continue to make noise after first impact Bottles of Lava Potions slightly more fragile Potions won't identify if the target is immune to their effects Swarm Form is now the Trance of plague, rather than its Overload Things thrown with Trajectory can pass thru portals Can't go through level exits while attacking Can't go through level exits while looking around with lantern Purple Slimes ignore wooden bridges The Twins' door locks behind you when the fight begins The Grumbul Tank entrance door stays locked after the fight Minor changes to Level Generation Minor changes to enemy AI The Cursor Keys, Enter, and Escape always work on the main menu Press Delete to unassign individual keyboard controls and backspace to reset to default Some Changes to Potions New Potion "Colors" Next Build TO-DO Overhaul UI Make game 16:9 Finish Poet? Add Daily Run mode (note: These are the actual, real changelog notes. Any others are dumb liars.)


[ 2015-03-28 18:55:33 CET ] [ Original post ]



Catacomb Kids
FourbitFriday
  • Developer

  • FourbitFriday
  • Publisher

  • 2015-02-20
  • Release

  • Action Indie RPG Singleplayer EA
  • Tags

  • Game News Posts 71  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (512 reviews)


  • Review Score

  • http://www.ckgame.net
  • Website

  • https://store.steampowered.com/app/315840 
  • Steam Store

  • The Game includes VR Support



    Catacomb Kids Linux [221.01 M]

  • Public Linux depots

  • The Origin Of Dungeons

    500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.

    What Lies Beneath

    Catacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.


    The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness.
    MINIMAL SETUP
    • OS: Ubuntu 14 or aboveMemory: 512 MB RAMGraphics: OpenGL-capable graphics card with valid driver
    • Memory: 512 MB RAM
    • Graphics: OpenGL-capable graphics card with valid driver
    GAMEBILLET

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