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.
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:
[code]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[/code]
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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