It’s that time again!
A not insignificant number of changes in this build, such as the game now being w i d e s c r e e n, with an accompanying UI overhaul, and Wordsmiths not being entirely useless! Also, there’s a Daily Run mode! I’m still working out some kinks though, so everyone’s levels and kids might not be as-exactly-the-same as I’d like for them to be eventually -- especially between different OSes. There’s also a lack of proper Leaderboards and such, which will also be coming in the future. But hey, the foundation is laid. Just needs to be built upon, now!
For the next month I’ll be focusing on finishing up the Poet (finally), adding the long-awaited new class, and working a bit more on the Daily Runs -- in addition to some Secret Things that I’ll not speak of here. I also anticipate touching up the level generator a bit, with new rooms and some funky new transitional stages, as well as more fundamental changes that’ll become necessary as I progress on to the Anticropolis.
Full changelog below:
Fixes
Crash when gorhound corpses are destroyed
Pressure plates aren't properly held down by the player
Class abilities don't appear when equipped to the third spell slot
Controllers rumble when not in use
Can't walk on lava with boots of gossamer
Corrected text descriptions for certain Boons
"Stuck!" text and noise spamming when in contact with purple slime
Aiming boulders downward with Trajectory kills you
Grumbuls spaz out in water
Armless enemies still punch
Legless enemies are mad whack
Flame Wave direction doesn't change through portals
Can take damage when going through the exit door
Can unstow and hold items without arms
Entering a level with one leg causes kids to fly upwards
The Reaper can strand player in the reaper room if distracted by another enemy
Black Chests can spawn Growth
Spells from the Black Chest twitch oddly
Spells from the Black Chest can be stown
Reaper's diving spin attack is basically instant-kill (oops)
Some bugs with properly choosing keyboard and gamepad inputs
Twins exit door can spawn on top of entrance door
Reaper gets drawn behind the environment after doing its super
Skeletal Mages leave no corpses
Black Chest missing noise when opened
Boulders don't release properly when grabbed for rolling
Crash when throwing a bottle of goo or slime through a torch
Flame Wave doesn't change direction through portals properly
Dragon's Breath doesn't ignite explosive gas
Overloaded Frost Bolt (Glacial Grinder) doesn't cost a charge star
Overloaded Slow (Pause) doesn't cost a charge star
Crash when sprinting up walls with glacial footwear
Pouncing on frozen enemies is mad whack
New Stuff
UI overhaul
Daily Run Mode (WIP)
Wordsmith Charged Tome abilities
Changes
Duelist now slows all enemies on screen, not just the ones targeting you
Added targeting reticle to duelist
Overwhelming made more visually obvious
Max HP caps out at 25
Spellbooks are destroyed after one use
Crush/Spike traps no longer trigger at all with boots of gossamer
Spellbooks can only be used once
Tome abilities come out much faster
Failing to identify a potion now results in a message
Might is now called Might instead of Strength sometimes
Disarm and Extra Tough switched places in the boon order
Byat holes now spawn a maximum of 5 Byats
Fire and Ice Tome attack burns for a shorter duration
"Pickpocket" changed to "Pilfer"
"Pilfer" steals shoes, hats, and weapons from enemies if you are shoeless, hatless, or unarmed
Portal no longer illuminates the darkness
Can no longer move portal outside of the view when aiming it
Poisoned slime poisons enemies when used to blind them
Can now aim Tome spells
Headless skeletons are blind
Tier 3 taunt no longer grants might
Tier 2 taunt weakness wears off faster
Shopkeeper gets mad a little more easily
Spirit followers have slightly more hp
Spirit followers shoot faster
Spirit followers don't return to you between shots
Ogo now ignore wooden platforms like oog do
Enemies become more aggressive when taunted
Alterations to Reaper
-of Stopping procs less frequently and for a shorter duration
Striking paused foes always unpauses them
Shadow Cloak lasts slightly longer
Tomes attacks cost the same amount, regardless of entities affected
Tomes start with more charges
Temporal Tricks' Tome attack deals damage now
Enemies have a brief warning before casting spells or executing any nonstandard moves
Most trances last longer
Charge stars restore energy when used
Charge stars auto-collect (like coins) if any trances or overloads are empty [experimental]
Spellwright's aimed spells are no longer offset in front of you
Tomes don't consume book charges if they fail
Next Build TO-DO
Finish Poet (For Realsies)!
New Class!
Daily Run Leaderboard / General Stat-Tracking
Catacomb Kids
FourbitFriday
FourbitFriday
2015-02-20
Action Indie RPG Singleplayer EA
Game News Posts 71
🎹🖱️Keyboard + Mouse
Very Positive
(512 reviews)
http://www.ckgame.net
https://store.steampowered.com/app/315840 
The Game includes VR Support
Catacomb Kids Linux [221.01 M]
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.
- 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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