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Yo! It's update time!
This one might not seem too big at first but there are quite a few changes of note beyond just bug fixes:
Firstly, I've finally moved development fully over to Game Maker Studio 2. This is a much more friendly development environment from my end, and in addition to a number of improvements to the IDE that will make the game much easier to work on it also addresses issues that were a result of using GMS1.4, such as the black fullscreen on windows 10.
Secondly, I've started implementing shaders! I'm still learning about them so don't expect anything too fancy just yet, but with the first couple effects implemented -- heatwaves over lava, distortion to things under water, and a much improved "loud noise" effect -- the way is being paved for implementing much cooler visuals and replacing old ones with more computationally economical effects, which should ultimately help with the game's performance.
However! I am! Aware! That this build does have a few visual oddities as a result of both of the above facts! For instance, the shaders will occasionally render on top of UI elements, and the scrolling text that shows up when you level up or learn a spell might come with some strange side effects. These are all things that I'll be working through in the coming builds, but they tend to be relatively minor (as far as I know!) and don't impact the game too much aside from very occasionally looking pretty silly.
And of course, if you don't like or have technical issues with the shaders, you can disable them in the Options menu to go back to the way it was before!
Lastly! After much ado we've finally got Windows and Mac versions building in the new dev environment, but unfortunately Linux users will have to wait a wee bit longer! We literally (literally literally, not figuratively literally) only just got the Mac build working late last night after hours of trying, and, fingers crossed, the linux version will be coming sometime later this week.
New
Game is now being developed in Game Maker Studio 2!
Added 3 new meals and meal effects
Added new environmental hazard to upper dungeon
Added shaders!
Changes
Can now track entrance/exit doors, boulders, and teleport traps
Tracked objects now have arrows pointing to off-screen instances of them
Increased Catacoin value for depth
Invisible byats' eyes are no longer visible unless they're attacking
Removed hold-to-aim for spellwright to avoid conflict with trance and overload
Can now see the exact health of undead followers
Changed the behavior of teleport:
It now can either warp immediately or leave a waypoint
After leaving a waypoint, casting teleport again will bring you to it
Can now cancel teleport aim by jumping or attacking
Mushrooms now lose their poison regardless of how they're cooked
Cooked mushrooms no longer poison water forever; only when they're first cooked
Improved Anticropolis ruins
Fixes
Black fullscreen in Windows 10
Crash when tinker-bot picks up chests
Unable to cast spells when stuck in a wall
Teleporting into a wall with your last charge of teleport doesn't kill you
Incorrect description text for clothiers enchanting headgear with +Light
Fishanha meal does't work
Tracking light-emitting objects as a pathfinder lights all such objects
Owl-men corpse and zombie heads don't change color to match the rest of them
Potions of might, regeneration, and haste last for 660 ticks with resourceful
Tank door spawns on floor 10 in anticropolis
Tank still spawns in place of the twins
Amulets are equipped to missing arms when looted from corpses
Looting corpses behaves strangely with hates/likes weapons
Weapons near explosions and fire sometimes burn forever (behaving infernally)
Weapons thrown with deft throw and trajectory don't deal any damage
Shops sometimes don't upgrade your equipment (fixed?)
Arrow ammo draws incorrectly in co-op
Crash when attempting to loot the other player in VS mode
Cold burst has no name when casting
Near Future TO-DO
Leaderboards (for serious this time)
Flesh out Encyclopedia
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