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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Catacomb Kids 

 

Developer

 FourbitFriday 

 

Publisher

 FourbitFriday 

 

Tags

 Action 

 Indie 

 

RPG 

 

Singleplayer 

 

 Early Access 

Release

 2015-02-20 

 

Steam

 13,29€ 12,39£ 15,99$ / 0 % 

 

News

 69 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 2 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/315840 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 632  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 632 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Catacomb Kids Linux [221.01 M] 




LINUX STREAMERS (0)




0.0.12

Build 0.0.12 time! Woo!

Golly this one took a while, and then a while again. In case you ever needed confirmation, implementing pathfinding for very mobile platformer characters through procedurally generated levels is tough. But I did it! Mostly! There are still some quirks and hiccups here and there, but I think this new AI, much like the level generation itself, will be the sort of thing that's constantly getting tweaked and improved as development continues.

However, this AI update now marks the last "Large Feature" I needed to get done before the Anticropolis + Co-op build. Does that mean the big chunky Anticroppy update is gonna be next? Well, unfortunately not. As I'm sure you've noticed this last one took way longer than I was anticipating and so I'm a fair bit behind schedule. As such, the next few updates will probably be -- if more timely -- a bit lighter on new features, as I'll be focusing almost entirely on Anticropolis and Co-op stuff. Stevie and I have also been making progress on the leaderboards, so expect those before long as well.

The 'smaller features' that I'll be working on in the meantime will be things like; more meals and food items, further additions and improvements to the new AI, more transitional stages, changes to the way traits are obtained and improved, and, as always, fixing crashes and improving performance.

Lastly, I'll be streaming some gameplay today on twitch.tv/fourbitfriday in about an hour (4pm PST), so if you wanna come by and talk about things feel free.

Without further ado, changelog below:

Fixes
Can interrupt Execute with Kick
Crash when bottling a charge star
Crash when throwing pure cracked force star
Can learn spells without the space for them
Crash in VS mode upon round end if one player's stick has burned away
Fishahna are unaffected by slow, pause, and haste
Horizontally held enemies sometimes push the carrier backwards
Byats grabbed with Heavy Lifting sometimes get stuck in walls
Crash upon casting overloaded Wizard Throw

New Stuff
New Humanoid AI
Enemies will now pathfind to their goals
[to the player, to allies, to water when on fire, etc]
Other tweaks to minimize their dying in idiotic ways
It's not perfect!
New STR Boon -- Grapple
Headgear now shows in character portraits!

Changes
Floor spikes are more forgiving when landing at low speeds; can be safely stepped on from corpses
Revised STR Boons:
Removed Overwhelming and Duelist
Pounce is a tier 1 STR boon rather than part of the default moveset
Focus Strike is a tier 2 STR boon, and more attacks can be focused
Can no longer shield-bash 0-hp enemies
Fixes and modifications to Heavy Lifting
Can climb while heavy lifting enemies
Much more maneuverable when holding small enemies
Descend while holding byats by holding down
Creatures hastened by taunt no longer gain Haste's evasion bonus
F1-F3 now toggle different information
If weird non-crash stuff happens you can turn on these layers to provide more info to help me fix things!
But don't be a cheater
'Overcharge' renamed to 'Energized' to be more different from Overload

Next Build TO-DO
More Traits and Meals


[ 2015-11-23 00:03:15 CET ] [ Original post ]