H'okay!
Unfortunately still no Anticropolis yet, but it's getting close. Co-op is very nearly done, so regardless of whether or not The Anticropolis comes out with the next update, co-op will likely be in for sure.
In the meantime, this build introduces many balance changes, including some alterations to the damage calculation formula to make both enemies and players: less likely to deal 0s and less likely to wham for 8-10+ damage in a single hit. I've also consolidated the Heal and regenerate spells into a single, less healing-oriented (but hopefully more interesting to use) Cure spell, with Heal and Regenerate being made its Overload and Trance, respectively. Overall, the result should be that being struck is less of an immediate death sentence but bears more of a long-term cost, with damage numbers being more consistent and healing being rarer.
Additionally, where before your maximum spell charges would increase by simply leveling up MAG, they now only increase once at MAG level 3, and apply to all spells both known and yet-unknown. Some changes to the way charge stars work for Overload and Trance should hopefully make those abilities a bit more fun to use as well.
In any case, there's a bunch of other changes, and some bug fixes that should make this build a bit less volatile. Guess you'll just have to read the changelog or play to find them out!
Fixes
Changing window focus while looting doesn't pause the game
Fixed(?) crash from humanoids attacking with missing weapons
Roll sound plays continuously when looking down with lanterns
Unarmed kick (dagger skill 1) doesn't work properly
Soul- weapons' dark bolt strikes miss frequently
First attack after Taunt doesn't always activate the power strike
Salting food doesn't actually do anything
Sticks continue to burn even in water
Fixed(?) Impossible trap rooms
Fixed several memory leaks
Some optimizations
Fixed wall-grumbuls
Bottles filled with water while held are drawn incorrectly
Voices of humanoid enemies wrongly positioned upon death
New Stuff
New Wizard Throw overload
Added unstable effects for:
Wizard Throw
Haste
Slow
Frost Bolt
Vampirism
Poison Blob
New Spell:
Cure
Removed Heal and Regenerate as individual spells
Changes
Changed how Charge Stars work for Overload and Trance
Stars are now shared among all overloads/trances,
rather than being spent per-spell
Changed how damage and defense are calculated
Fewer 0s and fewer unexpectedly high hits
Changed ladder sprites
Added focus strike abilities to Pounce, Downward Thrust, and Rolling Blade
+1 MIN STR instead of +1 STR at level 3
Max spell charges are now gained only at MAG level 3
Max spell charge increase applies to all spells, known and unknown
Unstable teleport is more consistently unstable
Taunt and Focus strike attacks win weapon clashes
Added different effects when pouncing with different slime balls
Changed rules of Soul-weapons
Increased range of unstable shadow cloak
Made Health and Regeneration potions rarer
Enemies use potions sooner in fights
Boiling Potions can be carried for longer before boiling away
Critical strikes made visible with a green streak
Poison damage now stacks when applied multiple times
Changed the Grumbul meal effect
Changed input of Flourish to match Heavy Bat and Dagger Storm
Improved range, knockback, and stun of Heavy Bat
Changed input for tier 3 Axe / Hammer neutral air to double-tap attack
Increased knockback on focus strike uppersmash
Removed Flourish from spears
Made byat spawn holes more visible
Soups now heal for 1 by default
Added two more ways to cook food
Smoldering foods char much faster
Shopkeepers now have classes and are smarter about catching thieves
Reduced default charge amount for several spells
Increased delay on enemies using weapon skills
Pursuing foes lose you slightly more easily
Next Build TO-DO
Leaderboards, Co-op, Anticropolis???
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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