Tower of Destiny room changes:
- High Security: Added signpost explaining wire inspection
- Toggle switches now hold pressure plates if dropped onto them
- Same-room waypoint travel is now permitted to locations where a monster is carrying statue rubble
- Added Marks and Notes section to pause menu, allowing notetaking for the current room, and a mechanism for marking a monster or tile with a persistent colored icon
- Added alphabetical identifiers to statue rubble, toggle switches, and keys
- Added "Set Checkpoint" option in pause menu; when used, room reset will return to the checkpoint state before returning to the room's initial state
- Game-end summary screen now keeps the same room highlighted when changing graph types
- Clicking to change graph type or shown room in game-end summary graph now sets keyboard focus to that item
- Increased width of room time graph
- Added logarithmic scale option to room time graph
- Rooms with keys now show only the corresponding key color on their minimap icon, cycling colors if multiple key types are present
- Rooms with locked doors now show a lock icon on the minimap in the appropriate color(s)
- Minimap now shows an icon for rooms with inactive waypoints
- Inspecting a tile with a one-way ladder target shadow on it now shows the ladder shadow in the tooltip
- Waypoint menu now shows slightly different colors for waypoints in other rooms when cross-room travel is not possible
- When a replay exits the room unexpectedly, instead of exiting replay mode entirely, playback halts and a message is shown
- When showing room initial state in the current room, if Leaf's entry point is show, waypoints are now drawn in the activation state they were in at room entry
- Stacks are now shown on the minimap as the color of their top item
- Fixed alphabetical monster identifiers to be able to count past ZZ
- Fixed edge case that caused statues not to remove poison trail if they die to an explosion on the turn they walk into poison
- Fixed memory error that could occasionally cause crashes when moving a selection in the editor
- Fixed room replay rapidly skipping turns in some cases when switching from real time to constant speed playback
- Fixed being able to repeatedly activate goal star by holding a wait input
- Previewing a room no longer causes the sidebar move count to show a value of 0
- Fixed several incorrectly handled edge cases when previewing rooms or interacting with the replay system while viewing the game-end summary screen
- Fixed possible save data inconsistency when exiting single room mode via waypoint travel
- Fixed an edge case causing incorrect sorting of rooms by clear order on game-end summary screen
- Fixed inconsistent mouse click detection on game-end summary screen
- Fixed room initial state not drawing Leaf's entry position in a newly-cleared-but-not-exited room
- Added bomb bug fleeing animation
- Changed wiring highlight colors. Lines from affected mechanisms to the switches that controls them are now a more distinct color from lines going in the other direction.
- Mechanisms wired to their own tile now show a unique symbol when moused over
- Fixed off-by-one-pixel issues with wiring overlays
- Fixed incorrect auto-tile priority for hot coals northward protrusion, which caused it to show up on top of walls
- Added auto-tile rounded corner transitions between space and other tiles
- Fixed some incomplete auto-tile corner transitions between sky/cloud and other tiles
- Added animations for toggle doors/floors that both open and close on the same turn
- Reverted a change from 1.0.10 that made keys invisible while over pits, despite still existing; keys now remain visible and floating
- Added an animation for attempting to travel to a blocked waypoint
- Added highlight to waypoint menu to show the exact location being traveled to, in case of multiple waypoints close to each other making the center hard to distinguish
- Added extra highlight around the current item in game-end summary room time graph
- Mechanism wiring overlays are now drawn on top of all target tile highlights, instead of being inconsistently intermixed
- Fixed reset sound playing at double volume when using the room reset button during replay playback
- Fixed win game sound playing at very high volume when restoring to the end of a replay that steps on the goal star
- Fixed incorrect displayed player elevation when choosing a start position on top of a tile stack
- Fixed being able to place the player start position out of bounds when testing a room with sidebar layout set to put room title on the bottom
- When placing pit trapdoors, the surrounding floor tiles are examined for an appropriate pit type to put underneath instead of always defaulting to pit
- Added entry for angry eye dying on poison
- Adjusted gamepad analog trigger sensitivity, requiring much more pressure on triggers to activate actions, in order to reduce accidental presses
Tower of Destiny room tweaks:
- Stand Your Ground: Added two more monsters to act as a hint for the following room without affecting the solution
- Waypoint travel out of uncleared rooms is now permitted on turn 0
- Fixed poison trail getting removed when a flying snake carries a push block above it
- Fixed an edge case where a push block could float on top of an angry eye beam for a turn
- Player attacks can now only destroy one thing at a time. If multiple attackables would have overlapped at the attacked position, everything beyond the first one is ignored.
- Monster stacking is now officially supported behavior, with several edge cases cleaned up; most notably, bomb bugs, flying snakes, and slugs will no longer phase through each other vertically.
- Toggle switch now erases poison trail (may have been impossible to intersect previously, but is now possible with stacking)
- Overlapping entity carry limit increased from 8 to 100
- Fixed "Rooms by clear order" graph on win game screen showing the wrong set of rooms sometimes
- Fixed incorrect window size at startup on some displays with an aspect ratio narrower than 16:9
- Restarting a replay no longer resets playback speed
- Fixed a crash that occurred when interacting with file dialogs on Linux
- Added an indicator on the world map for rooms that have been modified after having been solved, to mark potentially-changed puzzles for easy revisiting
- The world map can now be opened from within the waypoint menu, and selecting a room with a waypoint on the map will scroll to that location in the waypoint menu
- For rooms with multiple waypoints, waypoint menu now shows only one row per room, with a horizontally-scrolling selection for waypoints at different positions
- Waypoint menu now shows coordinates of the waypoint within the room
- Waypoint menu now shows a one-way warning for waypoints that can't be immediately returned from
- Ladders that can't be immediately returned from in the corresponding room now show a warning icon
- When opening the journal, if a top-level category has a new entry, that category will now be selected by default
- Adjacent rooms separated by pit/sky/space are now made visible on the map
- The pause button (default P on keyboard) can now be used to open the pause menu while previewing a room, allowing easier access to the restore/replay menu without having to go through "Choose room on map" every time
- Added constant-speed replay playback mode
- Fixed glowing hot coals incorrectly showing up over some rounded tile corners
- Fixed incorrect visual state of objects on top of monster gates in cleared rooms, during room preview and momentarily during room transition
- Added transitional tile graphics between pit and space, similar to existing fade from pit to sky
- Cattails now have their own overlay sprite instead of sharing one with tall grass
- Overlays for cattails, tall grass, and curtains are now anchored to their tiles instead of moving with the entities under them, and now exist both while entering and exiting the tile with the overlay
- Ladders and toggle switches now show grass/cattails/curtains overlays
- Signpost unread notification is now visible when signpost is inside curtains
- Fixed multiple sprite layering issues, particularly around opening and closing toggle doors or monsters gates
- All visual effects and ongoing animations are now interrupted on undo and redo
- Mouseover wire highlights now show the same route for both ends of the mechanism
- Tweaked replay playback control button graphics; the play/pause button (now play/pause/constant speed) now shows what the next mode will be when clicked instead of the current mode
- Reduced volume of trapdoor over ice drop sound
- Reverted to previous audio latency settings on Linux to fix playback issues
- Added stack editor tool, allowing arbitrary stacks of stackable entities to be pre-placed in a room. Note: Worlds using this feature will not function correctly in earlier versions of the game.
- Edit tools now show the key shortcut that switches to them in their tooltips
- Ladders that point toward nonexistent rooms now show a warning icon
- Fixed draw order issues
- Added an option to test inventory menu (now named "Set Test Parameters") to automatically activate all waypoints in the current room or in the world during room testing
- Player start position preview when preparing to test a room now respects elevation and draw order
- Toggle switch can now coexist with tall grass, cattails, and curtains
- Appearance of objects inside tall grass, cattails, and curtains in the editor now matches in-game appearance
- Disallowed overlaps with player start position can no longer be created by moving selected tiles
Tower of Destiny room changes:
- Parallel Roads: Reworked puzzle to reduce trial and error, and focus on the core concept
- Fixed a rare bug that could cause room state corruption on undo
- Fixed an edge case where a multipush block could end up inside a toggle door when sliding on ice
- Fixed an edge case that allowed traveling to a blocked waypoint
- Fixed an edge case where waypoints would be blocked by statue rubble inside a push block, or monsters with a push block on top of them
- Fixed multipush blocks being able to overlap toggle switches when pushed onto them from above
- Fixed multipush blocks being unable to be pushed onto a push block overlapped with statue rubble
- Fixed an edge case where an inability to push a push block would short circuit an attack and not kill an entity it otherwise should have
- Fixed incorrect turn processing order that resulted in an inability to kill some monsters while waypoint traveling in the current room
- Fixed an edge case where a slug could leave a poison trail at an incorrect position
- Fixed an edge case where a slug could die without removing poison under it
- Fixed same-room waypoints losing their numbering when reloading the game
- Fixed replay restore not running room entry logic, resulting in things such as cracked walls at Leaf's room entry point not getting broken
- Fixed inconsistent behavior when a room is cleared on turn 0 by erasing a monster on room entry
- Quitting the game while in single room mode now saves game progress as if single room mode had ended, instead of saving it as if you had restored to that room without entering single room mode
- Pacification now prevents walking to an adjacent room where an enemy would have been erased on room entry
- Pressure plates and sacrifice altars can now coexist with cracked walls and tall grass/cattails/curtains
- Ladders and goal stars can now coexist with cracked walls, toggle doors, monster gates, and tall grass/cattails/curtains
- Keys can now coexist with tall grass/cattails/curtains
- Pillars and walls can no longer coexist
- Newly-imported worlds are no longer set as the current editing world
- Attempting to edit a world now checks if the world was created by the current player, and offers to create an editable copy if not. If a player profile matching the world's owner exists, the option is also given to switch to it.
- Creating a new world now immediately opens the editor
- When inspected, monsters and push blocks now have unique alphabetical identifiers that remain consistent as the room state changes
- When inspected, statue rubble and stepping stones that were created as part of the solving process now name the entity that created them
- When holding undo or redo for more than 10 actions, repeat speed now doubles
- Added "Toggle Grid" key binding (default G)
- Ladders with no corresponding room on the other end now show a visual effect and play a sound when attempting to use one instead of silently doing nothing
- When previewing a room, the right mouse button now always inspects tiles instead of canceling room preview, even with the "Mouse click exits room preview" advanced setting active
- Added wording to clarify what happens to player progress when overwriting a world on import
- Highlighted mechanisms now draw wiring lines showing their connections more clearly
- Added optional tile mouseover crosshair effect, which can be enabled in advanced settings
- Bomb bugs now show a bump animation to make a clearer distinction between movement blockage and line of sight blockage
- Monsters that wouldn't normally show a bump animation now do so in situations where they perform an attack without moving
- Rough stone now casts shadows like other walls
- Fixed some sprite layering inconsistencies
- Fixed incorrect auto-tiling of hot coals diagonally separated by water
- Fixed overlapping text on world import replacement confirmation menu screen
- Fixed room-edge sprite layering inconsistencies during room transitions
- Font kerning tweaks
- Messages and prompts in menu screens now use a darker background for better text legibility
- Player death sound is now slightly quieter
- Question prompts in menus now play their own unique sound effect instead of the standard menu accept sound
Tower of Destiny room changes:
- Colosseum: Adjusted layout to reduce dead end solution paths
- High Ground: Replaced flying snake with bomb bug
- Fixed a crash when a multipush block slides into an exploding bomb bug
- Fixed bomb bug mysteriously reorienting after moving in some circumstances
- Fixed monster gate leaving things on top of it floating in the air under some circumstances
- Fixed monster block incorrectly preventing ladder/waypoint travel while pacified
- Fixed a bug where a key shadow could be picked up and carried by Leaf under specific circumstances
- Fixed display and performance issues in waypoint menu when a very large number of waypoints are active
- Fixed inability to preview rooms visited on a previous playthrough but not the current one
- Fixed minor graphical oddities when traveling to a waypoint in the same room
- Fixed possibility of objects being left floating when traveling to a waypoint in the same room
- Fixed end-of-game summary showing unvisited rooms in clear order graph sort
- Keys can no longer be collected on turn 0
- Waypoints can no longer be activated on turn 0
- Leaf can now travel to the waypoint he's currently standing on when doing so would affect the room state
- Pacific floor effect now plays when ladder travel is blocked due to being pacified
- Using keyboard or gamepad input to change floors in the map view no longer repeats the action while held
- Using keyboard or gamepad input to navigate between rooms in preview mode no longer repeats the action while held
- Uncleared rooms are now shown in a different color on the win game screen graph
- Rooms cleared in single room mode now save a replay automatically
- Replays saved when stepping on the goal tile now use a different default name than replays saved on room exit
- Select World screen now ensures that the selected world is visible when the menu is opened if the list is long enough to scroll
- When the journal has new entries, the first new entry is now selected when its category is opened
- Room previews can now be opened from the end-of-game summary
- When the player is completely idle in a room for more than one minute, Leaf goes to sleep and timekeeping measurements pause until another input is made
- Replays now pause for a maximum of 5 seconds per input during playback, regardless of how long the player paused before making an input on that turn
- Reduced audio latency on Linux
- Added shadows to walls and cliffs
- Adjusted wooden fence southern vertical boundary to be in the correct perspective
- Adjusted terra key sprite to look less square
- Minor sprite layer order fixes (ladder + signpost, toggle floor + hot coals)
- Push blocks can now be placed on top of block barriers
- Player start position can no longer coexist with walls, obstacles, monsters, and other solid or dangerous things
- Starting a room test with Leaf inside a monster now erases that monster, using the same logic as entering at a room edge containing a monster. (Note that this does not apply to statues, which block room entry entirely while alive)
Version 1.0.7 brings the much-requested grid view feature, which you can activate on the pause screen and customize in the settings screen, as well as several bugfixes and quality of life updates:
Tower of Destiny room changes:
- Under Fire: Added a pit tile and a wall tile to reduce dead end possibility space
- Added grid view. Toggle in the pause menu during gameplay, and adjust the style and opacity in the settings screen.
- Changed audio APIs on Windows from WaveOut to XAudio, if available; audio playback should be more consistent as a result. In the event of audio issues caused by this, you can use the new "--force-waveout" launch option.
- Hot coals now glow brighter when something on them is in danger of getting burned
- Exiting an uncleared room now requires a deliberate input; repeated inputs will halt at the room boundary to prevent accidental exit
- Added an option to the Select World screen to open the world download page in your default web browser
- World revision number is now shown on select world screen
- Minimap icons for rooms that have been visited on a previous playthrough but not the current one are now more faded
- One-way ladder destinations are now shown in the target room with a shadowy ladder graphic
- Tall grass, cattails, and curtains can now coexist with trapdoors and toggle floors
- Toggle doors can now coexist with trapdoors
- Testing a room or world now anchors the current floating selection, if any
- Fixed a crash on Windows 11 that occurred after importing multiple replays
- Fixed memory errors and possible crashes in some edge cases when using single-room replay mode or restoring to the end of a replay
- Fixed mouseover not being hidden when climbing a ladder
- Fixed an incorrect visual effect being shown when Leaf bumps into statue rubble
- Fixed tile inspection pop-up appearing at the wrong time
- Fixed incorrect game state (potentially resulting in a crash) when playing a replay while in single room mode
- Fixed a bug allowing keys to be picked up while Leaf is at a different elevation than the key
- Fixed closing monster gate not clearing poison trail
- Fixed ladder travel being able to place the player inside solid objects or monsters
- Fixed waypoint travel being able to place the player inside monsters
- Locked doors now block waypoint travel while closed
- Selecting a world with the "Select" option on the Select World screen now sets it as the current world for editing (if editable), not just for play
Quality of life:
- Added a "Play This Room Again" option on the restore/replay menu, allowing a single room to be revisited in an unsolved state without affecting current progress
- Added onscreen buttons for controlling replay playback
- Added an option to restore to the end of a replay
- Clicking in the game area no longer cancels replay playback
- Tile mouseover is no longer hidden whenever a replay automatically advances
- Dragging the mouse during gameplay now inspects each tile as the mouse drags over it
- Restore/Replay menu now displays a warning if a replay was recorded on an different room revision (note: room revision info wasn't saved in replays recorded in game versions prior to 1.0.6, so older replays won't be able to show this warning)
- Fixed a crash when making specific inputs in the journal with an enemy having been seen but nothing known about it yet
- Fixed a crash in the editor when switching tile groups with the keyboard under certain circumstances
- Fixed invalid game state when viewing a replay that exits the room by climbing a ladder
- Fixed infinite loop when double clicking an empty text field
- Fixed issues with some keyboards disconnecting or having poor response on Windows
Tower of Destiny room changes:
- Boiler Room: Added one more pit tile to fix discontinuous walking space with the room to the west
- Journal observations can now be made when leaving an uncleared room
- Mouseover now marks journal entries as read
- Adjusted menu item colors
- "Reset window now" changes fullscreen preference to windowed mode
- Added keyboard debouncing on Linux to prevent extra phantom keypresses when releasing a key
- When viewing room initial state, Leaf's entry position is now only shown if the previewed room clear state matches the current room clear state
- Reduced gamepad detection poll rate to alleviate an issue causing keyboards to become disconnected
- Fixed crash on startup on some Windows computers
- Fixed game window not appearing on startup when using a pixel scale setting too large for the current display
- Added safeguard against a rare form of room state corruption
- Fixed mouseover regions being offset in gamepad controls menu
- Fixed certain editor changes not showing up immediately in play mode
- Fixed application icon not displaying correctly on Windows
Tower of Destiny room changes:
- Three Lanes: Changed some water tiles to pit tiles to fix accidental misdirection
- Chain: Added hot coals to discourage trying an unpleasant solution
- Fixed a bug allowing duplication of player start position
- Fixed a crash when undoing room deletion or reverting changes
- Poison trail can no longer be placed in the same tile as walls or other permanent obstacles
- Winning the game while testing a world now gives the option to return to the editor rather than returning to the main menu
- Fixed directional controls being displayed with a mix of both WASD and arrow keys in some circumstances
- Fixed room reset undo behavior preference applying only to undo; redo now behaves the same way
- Fixed an incorrect edge case in bomb bug fleeing behavior
- Fixed incorrect display of uncleared room count on game ending screen
- Fixed an edge case where a key could be picked up and carried by a monster under specific circumstances
- If the keyboard is disconnected during play, currently held keys no longer continue repeating
Fixed incorrect audio playback when reenabling music after changing zones while music was disabled Fixed inverted joystick vertical directions on Steam Deck Fixed incorrect game resume state (potentially resulting in a crash) after deleting a player profile Fixed incorrect fullscreen state at startup on some Linux distributions Fixed journal control getting unbound under some circumstances Fixed stale information being shown when advancing turns with a mouseover active, and mouse cursor set not to hide on input Fixed being able to input moves while showing room initial state Fixed minor sprite layering errors with the north edges of walls Fixed incorrect traversibility behavior on some elevated surfaces Fixed edge cases where statues would not correctly leave rubble when killed Fixed edge cases where music would not correctly resume playing "Player Start Position" is no longer shown when inspecting the start tile in a world Monster sightlines are now drawn in a different color if the monster is at a different elevation than the player Added a small marker to the corner of the journal showing where to click to go back to the top-level monster list Added a journal entry for statue becoming a stepping stone in water Tower of Destiny room changes: - Watering Hole: Exchanged position of toggle door and trapdoor to enforce solution - Remains: Added an extra obstacle to prevent a dead-end solution path
Leaf's Odyssey
ludobloom
ludobloom
2024-05-17
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 9
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(76 reviews)
https://store.steampowered.com/app/2880750 
[0 B]
- A rich set of mechanics with many subtle interactions
- Over 100 carefully crafted puzzles in the main campaign
- Soundtrack with over 30 minutes of original music
- Full-featured level editor
- Play as a ferret
- Memory: 512 MB RAM
- Graphics: OpenGL version 3.2
- Storage: 8 MB available space
- Memory: 512 MB RAM
- Graphics: OpenGL version 3.2 or later
- Storage: 8 MB available space
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