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Happy New Year FranknPeeps! We’ve got a little (late) festive present for you all, the Furnace of Anger has finally opened its gates to let FranknJohn and Mary Anne continue their journey into the depths of Dr Harmin’s lair. What horrors await? Who knows, but you can be sure that they’re tougher than those sissy little garden twerps! We’ve made a few little tweaks to the game also, adding a quick tutorial (still a work in progress!), and combining the skill trees into one single one. We’re getting there – it’s been slower than we’d hoped, and we hope you can forgive us for that, but sometimes life (and emigration!) get in the way. We’re one step closer to exiting Early Access – for those of you that are on board with that we would love to hear your opinion on the things you like in the game, as well as the things you don’t. For those of you that would rather wait until the final release (it’s OK, we understand!) we look forward to seeing you on the other side. Let’s all have a fantastic 2016! The bitSmiths Edit. Patch Notes Version 0.5 Added - added the furnace area ( with new enemies, traps, props, audio etc) - added save version number to profile - added a temporary boss room for furnace - added a little ooze number pop in UI on collection - added Ooze Containment upgrade (saves some ooze when leaving Hub) - added game brightness slider - randomised piston animation (speed and start time) - added secrets in garden - added basic tutorial with story/lore - added water plane below garden room - New garden rooms with secrets in them - created a new boss room for the garden for the bossified furnace enemies - enemies can be bossified - added some text in TutorialManager stating that the tutorial is isn't finished - alternate attacks (slam and swipe) - Furnace area entrance unlocked after getting to end of furnace (temporary) Bug fixes - fixed loads of bugs in enemy spawning - bug fix in level gen script when creating branches (level generation would never finish) - bug fix where fnj is still red from hurt in surgical table fixed - fixes to furnace and garden enemies - fix where enemy hurt pause gets stuck - small bug fix for traps when enemies die in trap - Turtle skullcap bug fix kept decreasing players defences - fix for the damage particles playing at the wrong position - crash where enemy dying in rake trap fixed - Boss Room bug fix (end not triggered) - fix for not all skullcaps spawning - implemented a workaround for a weird Unity bug with triggers - rare level generation bug fixed - fix bug where upgrades lead to player gaining health when Hit - fix for camera after fall - fixed a mimic bug - fixes to props - animator transition fixes for furnace enemies - idle anims playing on doors in levels - Fixed no audio on head after load bug - Enemy line of sight bug fixed - various bug fixes Changes - games is a little easier on first playthrough - rake resetting better - gave rocks "health" so they get destroyed quicker when damage upgraded - garden sprinkler spurts 6 rounds of projectiles then pauses for a bit - marbles changes to ooze - upgrade tree trimmed and merged into one tree - tweaks to slam and swipe attack - reworked area loading - tweaked level generation - tweaks to furnace and garden enemies - tweak to projectile shoot follow script - tweaked enemy spawning - tweaked some of the platforms in garden as they were interfering with pathfinding - removed/moved some enemy spawners that were inside geometry in furnace rooms - tweaked the boss room to pick two of the next levels enemies and bossify them - demon horns fire ability does a little more damage - if picking up two health pickups and only one is needed. One of them doesn't get used, just falls back down - enemies aggro others when they get aggroed themselves (used to be just on hurt) - little less health spawned per level - few tweaks to some skullcaps - Optimization for the outline shader - made crit damage red - enemies don't pause when being attack (thought this was already in...) - made the colliders on the treerock group smaller because they were making the rocks hard to Hit - point light shadows get turned off at distances greater than 20 to improve performance - re worked the projectiles, same functionality but more modular - changes to how passable objects animation are played - pathfinding optimisations - various tweaks/optimisations - performance tweaks
Happy New Year FranknPeeps! Weve got a little (late) festive present for you all, the Furnace of Anger has finally opened its gates to let FranknJohn and Mary Anne continue their journey into the depths of Dr Harmins lair. What horrors await? Who knows, but you can be sure that theyre tougher than those sissy little garden twerps! Weve made a few little tweaks to the game also, adding a quick tutorial (still a work in progress!), and combining the skill trees into one single one. Were getting there its been slower than wed hoped, and we hope you can forgive us for that, but sometimes life (and emigration!) get in the way. Were one step closer to exiting Early Access for those of you that are on board with that we would love to hear your opinion on the things you like in the game, as well as the things you dont. For those of you that would rather wait until the final release (its OK, we understand!) we look forward to seeing you on the other side. Lets all have a fantastic 2016! The bitSmiths Edit. Patch Notes Version 0.5 Added - added the furnace area ( with new enemies, traps, props, audio etc) - added save version number to profile - added a temporary boss room for furnace - added a little ooze number pop in UI on collection - added Ooze Containment upgrade (saves some ooze when leaving Hub) - added game brightness slider - randomised piston animation (speed and start time) - added secrets in garden - added basic tutorial with story/lore - added water plane below garden room - New garden rooms with secrets in them - created a new boss room for the garden for the bossified furnace enemies - enemies can be bossified - added some text in TutorialManager stating that the tutorial is isn't finished - alternate attacks (slam and swipe) - Furnace area entrance unlocked after getting to end of furnace (temporary) Bug fixes - fixed loads of bugs in enemy spawning - bug fix in level gen script when creating branches (level generation would never finish) - bug fix where fnj is still red from hurt in surgical table fixed - fixes to furnace and garden enemies - fix where enemy hurt pause gets stuck - small bug fix for traps when enemies die in trap - Turtle skullcap bug fix kept decreasing players defences - fix for the damage particles playing at the wrong position - crash where enemy dying in rake trap fixed - Boss Room bug fix (end not triggered) - fix for not all skullcaps spawning - implemented a workaround for a weird Unity bug with triggers - rare level generation bug fixed - fix bug where upgrades lead to player gaining health when Hit - fix for camera after fall - fixed a mimic bug - fixes to props - animator transition fixes for furnace enemies - idle anims playing on doors in levels - Fixed no audio on head after load bug - Enemy line of sight bug fixed - various bug fixes Changes - games is a little easier on first playthrough - rake resetting better - gave rocks "health" so they get destroyed quicker when damage upgraded - garden sprinkler spurts 6 rounds of projectiles then pauses for a bit - marbles changes to ooze - upgrade tree trimmed and merged into one tree - tweaks to slam and swipe attack - reworked area loading - tweaked level generation - tweaks to furnace and garden enemies - tweak to projectile shoot follow script - tweaked enemy spawning - tweaked some of the platforms in garden as they were interfering with pathfinding - removed/moved some enemy spawners that were inside geometry in furnace rooms - tweaked the boss room to pick two of the next levels enemies and bossify them - demon horns fire ability does a little more damage - if picking up two health pickups and only one is needed. One of them doesn't get used, just falls back down - enemies aggro others when they get aggroed themselves (used to be just on hurt) - little less health spawned per level - few tweaks to some skullcaps - Optimization for the outline shader - made crit damage red - enemies don't pause when being attack (thought this was already in...) - made the colliders on the treerock group smaller because they were making the rocks hard to Hit - point light shadows get turned off at distances greater than 20 to improve performance - re worked the projectiles, same functionality but more modular - changes to how passable objects animation are played - pathfinding optimisations - various tweaks/optimisations - performance tweaks
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