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Co-op is finally here!
In Co-op, players still only share a single orb of leveling (I figure having two players alone is a pretty big advantage even without them both being properly leveled). I may change this in the future but I wanted to see how it would feel for a first pass.
When a player dies they become a ghost, able to fly around and absorb the corpses of enemies in order to return to life. The higher your level was when you died, the more corpses you'll need to absorb before reviving. As a ghost, you can also spend some of your absorbed corpses to pick up and drag around items, lending a helping hand to your still-living partner.
There may need to be some performance improvements but for now it should be (fingers crossed) pretty functional!
Anticropolis still isn't quite done yet but I've finally managed to work myself out of the slump I was in, so it should be coming along without much further delay after this.
Also in this build are barrels, which can hold items (and enemies), and pipes that you can use to send items to a later floor for collecting.
Full changelog below:
Fixes
Enemies never pick up weapons
Making undead followers pick up weapons rarely works
"Loot" menu can be brought up for gorhound corpses
Using lanterns interrupts rolls
Kicking locked doors spams the failure message
Other stuff too, I'm sure
New Stuff
Co-Op!
New Main Menu
Pipes for sending items between floors
Barrels
Corn Kernels
One new meal effect
Changes
Significantly decreased steal-range of reciprocity
Can force a pilfer by manually grabbing while rolling past enemies, even if the chosen equipment slot is already taken
Can plant objects in enemies' pockets with manual pilfer
Replaced Heal with Air Dash for grumbul assassins
Removed Air Dash from skeletal spearmen
Reduced Haste charges for Undead Warriors
Changes to Versus Mode menu
Replaced Heal and Regenerate in Versus mode with Cure and Raise Dead
Added pathfinding to Versus Mode AI
Changed how potatoes are cooked
Next Build TO-DO
Leaderboards, Anticropolis???
PS: Ignore the "0.0.16 (DEV)" business in the versioning. It doesn't mean anything except that neither Stevie nor I could be bothered to spend another 5+ hours rebuilding the game to fix what's essentially a typo after we noticed it.
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