So this past month I added a couple new transitional stages, made some changes to magic, improved certain boons, and implemented end-of-run Reputations. Unfortunately we weren't able to get online leaderboards done, but I'm hoping the reputations will help tide y'all over in the meantime. I've had leaderboards in too many "next-build to-dos" without delivering yet which makes me feel bad, so I'll leave 'em off this time and maybe it'll actually get done next month! That's how these things work, right? (In all seriousness, Stevie and I have been making good progress on leaderboards so it shouldn't be much longer! <3)
Magic has changed in that all spells are now of a certain type, noted in the bottom-right corner of the spell learning screen (and to be made more clear in more places with further updates). Regaining spell charges (for the most part) is now limited to only recharging one type of spell at a time, though there are certainly exceptions to this.
Charge Stars, previously only used to replenish trance and overload spells, have also become a much more interesting item. They're not quite finished yet, but I've got some fun plans for them in the future.
And as always, there have been a number of bugfixes.
Next month I'll be focusing on a long-coming AI update, as well as improving performance issues.
Here's the full changelog!
Fixes
Pressing "O" gives all grumbuls berzerk
"Delete" crash when opening doors next to boulders
Ice from ice bolt/cold burst/glacial shoes sometimes drawn behind tiles
Game crashes if you pilfer a hated weapon
Heavy bat and Hunter's Thrust don't work with sprint bound to a button
Grumbul Tank pilot is immortal
Still can burn your own shield
Game sometimes freezes after level generation
Byats can die by touching still boulders
Hitting boulders on the back-swing will knock them into you
New Stuff
2 New Transitional stages!
End-of-Run Reputations (WIP)
Status effect icons
Changes
Improved Tier 3 Axe skill
Travels further, curves both up and down walls.
Improved Mighty Stomp
Range based on height of fall
Reduced time after stomp before you can attack again
Improved Tier 1 Sword skill
Reduced time after landing before you can attack again
Improved Disarm
Weapons are flung further away, damaging other foes along the way
Shield parrys disarm
Improved Plague
Infects corpses; infected corpses explode after time
Effect of explosion depends on the type of corpse
Hard Helms offer more protection
Stone footwear offers more protection
Haste increases attack speed
Updated some spell sprites
Fancier/improved event text
Reverted 'Sprint button' to previous functionality; release to stop sprinting
Can no longer roll with heavy lifted objects above your head
Environmental green slime bounces items
Changed Charge Stars (WIP)
Stars are hidden in walls and no longer drop from enemies
They begin as uncharged 'Hollow Stars' and must be charged before use
Spikes can be broken
Rewrote food eating and meal code (behavior is mostly unchanged)
Byat meal doesn't stack
Disease occasionally causes weakness
Crouch-attacking on top of a boulder will strike the boulder
Player no longer immune to [ ]'s destruction
Placeholder sfx for swinging blade traps (WIP)
Next Build TO-DO
Better AI!
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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