0.2.0b Patch Notes
[ 2019-05-26 20:15:08 CET ] [ Original post ]
A quick bugfix build plus some changes! The new rewards are much rarer in this build than in the last build - which is intentional - but they might be a little too rare now. I'm still tweaking the balance of their spawn frequency so just keep that in mind! I want them to be not littering the first floor but also not once-every-ten runs, and I haven't hit that sweet spot yet. Anyway here's them notes: Changes
- Heavenly weapons are no longer indestructible, now degrading to excellent after use
- Very slightly reduced quality of items from soul chests
- No longer alerted to lava by dangersense when immune to fire
- Changed appearance of stone platforms in the Upper Dungeon
- Reduced range of sound from killing humanoid enemies
- Soul chests combine their total soul count when they touch one another
- Slightly increased range of soul-gathering on soul-chests
- Soul-chests now must be touched before they start absorbing souls
- Made device more durable - no longer destroyed by fire or water
- Added unstable cold burst effect
- Can now pounce onto climbing ladders and ledges again
- Reward type items spawn far too frequently, too numerously, and in the wrong places
- Certain premade rooms that disallow verticality spawning break level progression
- Disappearing blocks disallow nearby ladders even when they're behind walls
- Shifting barriers can spawn in places that block off adjacent passages when flipped
- Shifting barriers in premade rooms spawn in the wrong place when the room is mirrored
- Unaligned text in death summary screen
- Crash when selling or piping potions partially identified with square bracketed tag items in their name
- Powered arm spams messages when carrying a full battery while still having charges left in the arm
- Crash with obj_goo_bottle_Destroy_0
- 1-height corridors sometimes force humanoids to crouch when climbing down from a ladder
- Climbing down into spikes as a pathfinder or cartographer deals damage as though falling into them
- Can use Breakthrough to jump outside of the level's bounds
- Prosthetic arms don't draw as the correct color on the in-game sprite
- Slimes kinda spaz out on corpses in spikes
- Lava drips can spawn on death blades, freezing them
- Blessings and certain amulet abilities block energy when active like trances
- Stowing an item while a hated dagger is already stown makes the dagger stop existing
- Crash when eating things while the statistic for number of things eaten is uninitialized
- Gills from fishanha meal do nothing
- Horizontal moving blocks get stuck over solid tiles
- CPU players in vs mode spawn in weeeeird places
- Going directly from one transition stage to another from shops still increments the floor count
- Cold descent transition stage doesn't have its frozen door or fog of war style transition
- Empty bottles have no name when being sold
- Crash when blinking in versus mode
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.
MINIMAL 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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