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.
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!
[code]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
[/code]
(note: These are the actual, real changelog notes. Any others are dumb liars.)
Minimum 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
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