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.
Ahh! Sorry! This build is kinda way overdue! I know the last build was pretty buggy and crashy, and this should hopefully fix a lot of that. It's only available on Windows for the time being, with Mac and Linux following sometime this weekend, hopefully.
There isn't too much new stuff to play around with yet, but I'm making very good progress on the upcoming Tinkerer class, as well as implementing a currency to be spent between runs.
[code]New
	New Reaper Spell!
	New Amulet!
Changes
	Can now aim Chain Lightning's trance downward
	Reaper spells are now considered "Dark" for charge types
	Fully realized Amulets now have a (Realized) tag
	Push and Push trance now affect crush traps and falling icicles
	Amulet of [Void] no longer drains energy
	Absorbing magic with the Amulet of [Void] now restores energy to the bearer
	Amulet of [Void] no longer disables the Orb of Leveling
	Amulet of [Hunger] now has a fully realized version
	Enemy amulet abilities now tied to enemy INT
	Enemy amulet effects are now invisible unless you already know said amulet
	Can skip logo intro on main menu
	Blink trance now protects from projectiles and being crushed by the Grumbul Tank
	
Fixes
	Pouncing with Chain Lightning's trance expends all minibolts at once
	Crash when trying to display context button prompts for nonexistent objects
	Tomed spellbooks sometimes the visual of being used when using another object
	Spellwright shopkeepers crash when casting an aimable spell
	Looting menu shows stats for last selected item when selecting Amulets
	Sometimes the same amulet type will appear and identify as two separate ones
	Sometimes two different amulet types will have the same appearance
	Plague poisons allies
	Plagued flame bodies are excessively explosive
	INT requirement for identifying amulets was wrong
	Another crash related to Reaper arena blocks spawning in
	Get stuck in ceiling while standing on grumbul tank with extra tough while it jumps
	The bottom row of tiles in a level is often cut off or misgenerated
	Running Water Anticropolis transition freezes during generation
	Thermal indicator shows during level generation
Near Future TO-DO
	Next Class
	Metacoin Currency
	Flesh out Encyclopedia[/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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