Din's Champion patch 0.800
[ 2024-09-23 22:36:41 CET ] [ Original post ]
This is kind of an experiment since at this point in time Din's Champion isn't even in Early Access yet. Since I'm already putting together a changelist for our weekly builds for the testers, I thought this might be interesting to some people who want to follow the progress of the game more. 0.800 change list:
- now if transitioned town doesn't fit in new area it will shift it around to fit
- now if transitioned town doesn't fit in new area after shifting it will create a larger area
- fixed a possible crash in Level::addBackgroundBlocks
- fixed adding a larger than 1x1 level on world edge breaking things (crash in addBackgroundBlocks)
- fixed a problem with fake border levels going beyond the max edges
- can no longer attack through blocks and closed doors
- now carried over entities if their corrected position isn't valid, it finds a good one
- fixed a couple places spawn item could fail when loading an item and the loading position when then be wrong (Delilah)
- fixed losing npcs if asked them to join party and then kicked them out of party
- fixed some entities not settling on ground properly the first time they apply gravity
- now reduce damage from monsters in low levels if the monster is a higher level than area
- now blocks only try updateBlockShape in applySlowInteraction 20% of the time to use less cpu
- sped up ResourceSystem::findResource a little
- gates, house deeds, crafting objects, furniture, and player chests no longer go on active list - dropped test case from 150 to 50 active entities
- items should now go inactive when done falling correctly
- items now use timer for deleting if on ground too long instead of using event system (test case has over 2200 delete events posted, now 4)
- changed GraphicsSystem::useModelCache to use insert instead of resize/memcpy
- optimized LightingSystem::getBlockVertLightIntensity a little
- changed ObjectSent stuff on server & client to array instead of linked list
- made it so caves no longer spawn too close to start location
- added in new logo
- hooked up new logo on loading screen
- hooked up new theme music
- no longer try to spawn an area block if too close to a player
- no longer try to spawn monsters, chests, traps, and objects during area block spawn if too close to a player
- added a build workbench quest
- added a build modification table quest
- added a build house quest
- now starting quests auto select
- now show an icon on main game screen for current selected quest - highlight text will tell quest title/text, left click will open quests menu, and right click will go to map location
- now save current selected quest
- fixed explosion barrels sometimes not exploding (TriggerDistanceZ breaking TrapInstantBase)
- now server sends keep alive messages to client when generating a new world so client doesn't timeout
- area blocks set to always have chest is not literal anymore
- made dungeons have more rooms and hallways
- now check monster spawn position against house deeds better
- made spiders and scorpions have slightly smaller x axis bounds
- doubled NewPlantPerSurfaceLevelChance
- increased DamagePercentPhysical/DamagePercentPoison for ArchetypeDarkOrcShaman/ArchetypeDarkOrcWarlock from 0.3/0.3 to 0.7/0.7
- traps and objects can no longer be guards (at least for now)
- now liquid damage has some resistance piercing
- can no longer use a non-player placed chest from too far away
- no longer highlight tree leaves when damaged since it doesn't use alpha and looks blocky (noHighlight in skn)
- increased amorph Weight from 1.25 to 2.0
- hulks now knockback others 50% more
- decreased Obsidian ValueMult from 0.5 to 0.33
- now linked skills all automatically get added to hotbar
- skills put into hotkey bar automatically now set up select/instant use correctly
- harmful liquids, harmful gases, and blight will now eventually destroy plants in/on them
- can no longer place torches out of sight
- no longer lock on to entities marked as CanOnlyTargetDirectly when move cursor off of them
- client no longer sends as many packets to server if last server message is an alive message (generating a new world)
- changed getSightFromPosition from using ReservedPosition to normal position
- halved ObjectTriggerLeverRandom/ObjectTriggerSwitchRandom chances
- set lots of projectile skills to repeat
- increased PowerRegenPerInt from 0.08 to 0.15
- increased PowerRegenPerSpr from 0.08 to 0.1
- increased CombatPowerRegenMultiplier from 0.25 to 0.5
- now don't check if platform blocks things when placed
- now doesn't matter if critters are blocked by placed blocks (Delilah)
- now doesn't matter if entities that can't move, can't be hurt, or can't be attacked are blocked by placed blocks (Delilah)
- fixed a skill immunity problem - which fixes killing critters with pickaxe (Delilah)
- now update screen/clients more when smoothing blocks, settling loose solids, and settling liquids (mostly so clients don't time out when server is transitioning to a new area)
- hooked up tailoring station model
- now ambushes have a MinLevel of 5
- fixed liquid rendering - broke something while optimizing :( (probably fixed editor issue also)
- increased FallingDamageMinSpeedMult for chest from 0.25 to 0.4
- moved lifestone/main gate up a little to prevent getting spawned underground
- added a MinPlayerLevel of 5 to a few darkness level modifiers
- ObjectTriggerLeverBlast & ObjectTriggerSwitchBlast now have a min level of 8 & 10 respectively
- made Game::getEntitiesInRange only add to list if not already in the list
- now dungeons can only spawn deeper down
- now when highlighting an item block tells you GroundMaxSpeedMult, GroundAccelerationMult, GroundDecelerationMult, and GroundJumpImpulseMult if not 1.0
- added oil effect
- added description to guard items to let player know when used they become a temporary party member
- fixed anvilAdamantium.tga typo
- fixed potionsStaminaNormalFlask.tga typo (not using stamina potions though)
- fixed Shaman_orange.skn
- fixed Warlock_orange.skn
- no longer send client data messages to external server when only in fake game
- now don't get Damage help topic until below 67% health (was <100%)
- now don't get LowHeatlh help topic until below 50% health (was 75%)
- turned off "Items on the ground" help topic
- no longer get ObjectInteraction when near player lifestone/gate
- moved WorldCarryOver help topic to pop up on win, lose, or lifestone takes damage (or level up as a backup)
- fixed Base Gate help topic
- fixed a couple foundation issues on houses
- fixed a couple random torches in houses
- fixed weird issues with 2 blocks in same block and one of them has custom slope blending
- now correctly show block outline when highlighting a block that has a slope (because can place in deposit layer)
- fixed missing Effects/brazierfire02.eff
- fixed missing Effects/braizerfire.eff
- fixed missing Sounds/Objects/torch.wav
- fixed test_checkDatabase trying to find Explosion mdl in some database entries when they are projectile entries not models
- fixed Skills/Mutations_Venomous.tga typo
- fixed missing Models/Players/maleHuman/male_platearmorGold.tga
- made other metal versions of Leatherworking station
- now highlighting class choices shows class icon in highlight text
- now highlighting class choices for 2nd/3rd class choice shows class description
- removed a few platforms from houses
- fixed cheat_winGame - not available in public builds :)
- changed save version to 300
- made rock bounds a bit narrower so doesn't get stuck on edges so much
- changed MapVersion to 9 (older maps should still work perfectly fine)
- split loading screen into 2 textures
- added some purpose text to starting quests
- fixed a few item status effects that were trying to change player skin
Din's Champion
Soldak Entertainment
Soldak Entertainment
Coming soon
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 18
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(45 reviews)
https://store.steampowered.com/app/2880010 
[0 B]
Din's Champion is a side scrolling, action RPG set in a dynamic, evolving, fantasy world.
Can you be the Champion needed to save Aleria? Can you even survive?
Dynamic world
The ever devious goddess, Valta, has declared war! She is going to raze the world to the ground and build a new civilization in her dark image. Your choices and actions, or lack of, have real consequences in this dynamic, evolving, living world. This makes the world of Aleria a very dangerous place. Monsters can form uprisings, start wars, set up ambushes, and attack your town. Town NPCs can get plagues, curses, and be killed. Explosions destroy terrain. Liquids flow. Poisonous and explosive gases can build up. Sand, mud, and other loose solids can collapse. The evil gods can even unleash massive area wide cataclysms if they build up enough power!Survival
To survive this dangerous world, you need to explore carefully, collect resources through mining, gathering, and looting, slay hundreds of types of dangerous monsters, build a town for protection, improve your character, craft cool items, dodge deadly traps, quell uprisings, flush out traitors, kill assassins, cure plagues, purge curses, end wars, and complete other dangerous quests or the danger WILL escalate. Every game is unique with different bosses, biomes, monsters, items, traps, objects, and quests.Building
Build and defend your town from active threats trying to destroy you. The monsters ARE out to get you. They will attack. What you build to defend yourself is up to you. It can be anything from a small house to protect just your belongings, to giant towns populated by 100s of NPCs that you've rescued and equipped.Character building
Build your character as you see fit. Choose specialties on character creation and higher levels for over 50,000 combinations! Distribute attribute and skill points as you level up. Craft armor, weapons, tools, potions, and materials to equip or use to survive.Can you be the Champion needed to save Aleria? Can you even survive?
Features
- Explore a dynamic, evolving, living world where your choices truly impact the game
- Build your character as you see fit (attributes, specialties/classes, skills, and items)
- Explore a unique area of Aleria in every game, with different bosses, biomes, monsters, items, and quests, giving the player a new experience every time
- Craft armor, weapons, tools, potions, materials, and town objects
- Build and defend your town from active threats trying to destroy you
- Shape the world through mining, building, and destruction
- Battle hundreds of different monster types
- Fight in the world war between the gods
- Survive Cataclysms, massive area wide events
- Adventure with your friends with co-op multiplayer
MINIMAL SETUP
- Processor: 3.0 GHz or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GTX 970 or better
- Storage: 1 GB available space
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