I've released a new game on Steam!
Thy Kingdom Crumble
Owners of In Celebration of Violence can use this bundle to get a discount. I hope you get a chance to play :)
[ 2019-09-26 18:50:06 CET ] [ Original post ]
Dolores Entertainment is working on porting ICoV to the Switch and PS4, and maybe XBone and Vita. It's still pretty early so there aren't a lot of details. They will also be handling translation to Spanish, Italian, French, Japanese, and Chinese. And some bug-fixing. Publisher stuff. They emailed me and I had already played a couple of the games in their library so why not. Their timeframe would put the release around late 2019, early 2020. The PC version will receive any updates, such as localization. I'm excited for it because they do all the hard work at basically no risk to me. As much as I love ICoV, the code is a mess. I'm afraid to change the map system in case boars start shooting arrows. My dream for the future is to make a well organized sequel with mods and blackjack. I don't envy the work they've got coming :P Ask any questions you may have. If I don't know the answer (I'm pretty hands off on this) then I'll ask Dolores. brearg
[ 2019-08-04 00:14:15 CET ] [ Original post ]
Additions
- Added local co-op. Up to four controllers may be used to play as various player-controlled NPCs. It's something!
- Added an option in the controls menu to explicitly use a gamepad. When unchecked, the player will be mostly limited to keyboard/mouse and any controllers will be dedicated to co-op.
- The Captain of the Guard collects the bodies of killed civilians.
Adjustments
- NPCs will make a stronger effort to jump away from spike traps.
- Flies are smaller.
- Small particle system adjustments.
Bugfixes
- Fixed a bug that could reduce performance when not connected to Steam.
****** Also! ******
I'm working on a new game called Jousting Off. It's free right now and coming to Steam soon so try it out and let me know what you think :)
[ 2019-06-01 22:46:12 CET ] [ Original post ]
A little patch to fix a couple issues that players brought to my attention.
Adjustments
- The Defensive achievement is a little easier to accomplish.
Bugfixes
- When playing through Steam, Steam achievements should always update the in game achievements.
[ 2018-10-11 21:24:35 CET ] [ Original post ]
Just a wee patch to fix some bugs. Have a nice day :D
Bugfixes
- Removed some obsolete lines of code that hindered performance a bit.
- The insanity effect noise that plays while looking at horrors is correctly affected by the sound slider.
- Fixed some minor map generation bugs.
- Adjusted some objects to prevent bad map generation.
[ 2018-08-20 22:47:33 CET ] [ Original post ]
His name is Chernobog and we think he's a shepherd/corgi/pit mix and he's the best.
You may not have noticed this, but he's super fucking cute.
BONUS: His big sister stoked that he stole her crate.
Apologies for being slow to respond on social media and such but this is my excuse.
[ 2018-06-19 19:29:50 CET ] [ Original post ]
Adjustments
- Most enemies now have a maximum number of experience they can drop. It's still absurdly high.
- The player can no longer pick up surges on the ground if they are both surging and at maximum surges.
Bugfixes
- Destroying a wall will correctly remove the fog above it.
- The player's fortitude is no longer reset after taking the clock at the end of a run.
- Experience will no longer be added to a player's total if any spells still need recharging.
- The cost of a spell when The Quill memento is in effect will now correctly adjust for a player's Intelligence.
- Spells will spawn with the appropriate sound effect.
- Fixed an issue that could cause The Daughter of Sow to disappear.
- Fixed some rogue old font.
[ 2018-03-26 02:45:46 CET ] [ Original post ]
Adjustments
- Most enemies now have a maximum number of experience they can drop. It's still absurdly high.
- The player can no longer pick up surges on the ground if they are both surging and at maximum surges.
Bugfixes
- Destroying a wall will correctly remove the fog above it.
- The player's resistances are no longer reset after taking the clock at the end of a run.
- Experience will no longer be added to a player's total if any spells still need recharging.
- The cost of a spell when The Quill memento is in effect will now correctly adjust for a player's Intelligence.
- Spells will spawn with the appropriate sound effect.
- Fixed an issue that could cause The Daughter of Sow to disappear.
- Fixed some rogue old font.
[ 2018-03-26 02:45:46 CET ] [ Original post ]
It was brought to my attention that I never reset the leaderboards when the game officially left Early Access. It completely slipped my mind, so I'm doing it now. The score and largest enemy leaderboards have been reset. I'm sorry if that is an issue for anyone; your old scores are frozen in time and still visible on the leaderboards page. Happy slaying.
[ 2018-03-02 02:42:55 CET ] [ Original post ]
It was brought to my attention that I never reset the leaderboards when the game officially left Early Access. It completely slipped my mind, so I'm doing it now. The score and largest enemy leaderboards have been reset. I'm sorry if that is an issue for anyone; your old scores are frozen in time and still visible on the leaderboards page. Happy slaying.
[ 2018-03-02 02:42:55 CET ] [ Original post ]
This is a big one.
Adjustments
- Changed the version to 1.0.
[ 2018-02-15 03:49:03 CET ] [ Original post ]
This is a big one.
Adjustments
- Changed the version to 1.0.
[ 2018-02-15 03:49:03 CET ] [ Original post ]
The official In Celebration of Violence Wiki, hosted by Gamepedia. As a brand new wiki, it is woefully incomplete and in need of editors. Even if it's a small contribution, please consider adding any information you can. Anyone who has played this game and thought "I don't understand" (so, everybody) would greatly appreciate it. Thank you in advance to any and all contributors :)
[ 2018-02-13 18:16:24 CET ] [ Original post ]
The official In Celebration of Violence Wiki, hosted by Gamepedia. As a brand new wiki, it is woefully incomplete and in need of editors. Even if it's a small contribution, please consider adding any information you can. Anyone who has played this game and thought "I don't understand" (so, everybody) would greatly appreciate it. Thank you in advance to any and all contributors :)
[ 2018-02-13 18:16:24 CET ] [ Original post ]
One more week!
Adjustments
- Some small performance improvements.
- Minor AI improvements.
Bugfixes
- Fixed a bug that would cause an infinite loading screen when continuing a run when bald.
- The sound when gaining a surge will now properly adjust for your volume setting.
- Fixed some skewed text in the Sanctuary.
- The achievement announcement uses the correct font.
- The cutlass' secondary attack deals slashing damage instead of piercing.
[ 2018-02-07 21:21:32 CET ] [ Original post ]
One more week!
Adjustments
- Some small performance improvements.
- Minor AI improvements.
Bugfixes
- Fixed a bug that would cause an infinite loading screen when continuing a run when bald.
- The sound when gaining a surge will now properly adjust for your volume setting.
- Fixed some skewed text in the Sanctuary.
- The achievement announcement uses the correct font.
- The cutlass' secondary attack deals slashing damage instead of piercing.
[ 2018-02-07 21:21:32 CET ] [ Original post ]
Additions
- Additions to the thank you screen.
Adjustments
- Damage dealt during the Thousandfold boss fight scales with the player's health.
- Improved the names of controller buttons in the controls menu.
- Enemies with no corpses will spray experience in a staggered manner on death instead of dropping it all at once.
- The History Book memento increases experience additively instead of multiplicatively.
- Spiders spawned with the Hundred Spider Eggs memento will immediately become allies if close enough to the player.
- Minor adjustments to the positioning of some Sanctuary objects.
- Increased the maximum amount of banked experience.
Bugfixes
- Potentially maybe probably fixed a bug that could cause the player's sprite to appear blurry when continuing a run.
- Suspended run saves are properly removed after using a hole of death.
- A stunned enemy will correctly end their parry stance.
- Controllers can properly navigate the character stats pause menu screen.
- Dodging an humanoid's attack will play the little sweat animation again.
- Fixed the edges of some areas opening into an empty void.
[ 2018-01-25 20:14:26 CET ] [ Original post ]
Heads up y'all, Tomorrow at around noon I'll release update 0.9.11 (The truth comes out: I did 0.9.11). It's a small update but any saved runs from 0.9.10 will be deleted as they are no longer compatible with the 0.9.11 format. Shouldn't be a big deal. If you're in the middle of a good run you can finish it offline before updating. Nothing else should be affected. If in 0.9.11 you have an old playthrough from 0.9.10 or before that wasn't removed, don't hit Continue because it won't work.
[ 2018-01-24 22:14:41 CET ] [ Original post ]
I made a little stealth update (and then ruined it with this announcement) that just fixed a couple bugs. Mostly focused on a new bug that allowed you to continue a run immediately after finishing it. I normally wouldn't say anything for something so small, but I also increased the difficulty of looping after +1 so I felt I should let you know. Anyway, carry on. Onedle plus onedle.
[ 2018-01-22 23:31:28 CET ] [ Original post ]
Additions
- A thank you list has been added to the title screen. If I missed you please let me know and I'll correct it right away.
- Three new characters, including two suggested by Sheesh and lordvahk97 in a character competition.
- Six new in game achievements.
- Three new weapons and one new kinda secret weapon.
- One new kinda secret equipment.
- Three new mementos and one memento unique to one of the new characters.
- Two new spells.
- One new leaderboard for those who loop.
Adjustments
- You thought those additions were good?
- Those were nothing.
- Because now...
- The Criminal has a little red bandanna.
- He looks like Rambo.
- The Priest finally starts with good initial favorability amongst all the gods.
- The Blacksmith now carries a machete instead of a cutlass as his unlockable weapon.
- Small adjustments to some weapon attacks.
- Upgrading weapons that deal bleed damage now increases the bleed damage as well.
- Damage when a pushed enemy hits another increases with the player's Strength stat.
- Improved fisting.
- The magic quiver has been improved.
- Mementos can no longer reduce a weapon's damage below -80%.
- Slimes and spider allies will properly follow the player.
- Slimes and spider allies will respect the Halt Allies command.
- A brief particle effect will play when activating a switch that affects the dungeon's sealed door.
- The clock in the map screen actually looks like a clock.
- Healing text will no longer display past the player's maximum health.
- The poison left behind by allied acidic oozes will no longer hurt the player or other allies.
- Minor GUI adjustments.
- Minor change to secret thing.
Bugfixes
- Fist attacks no longer deal no damage to enemies during their attacks.
- The Sanctuary's Veil shrine should be back far enough to avoid dropping mementos in the nearby hole of death.
- Mirrors should no longer be able to spawn at the very edge of an area.
- Fixed a bug that could cause the ghostly particles from a skull lantern to remain on a dropped weapon.
- Fixed a bug that could cause some delay when using the scroll wheel on the achievements screen.
- Fixed some typos.
[ 2018-01-19 19:39:25 CET ] [ Original post ]
I have chosen Sheesh's Miasma and lordvahk97's Martyr as the winners of the recent character competition. The Martyr also resembles Watermelon's Gladiator character.
The Miasma has been renamed to Doctor. He has a memento unique to him that causes all healing to build up the poison meter instead, and health is slowly restored when actually afflicted with poison. He can also convert blood slimes into allied acidic oozes.
The Martyr has generally poor stats, but excels when at low health. He carries everyone's favorite memento (Rat Tail) as well as two new mementos that significantly slow the time to bleed out and greatly increase damage, dexterity, and speed while bleeding.
These characters will be included in Update 0.9.10 which is set to release this week (probably Friday).
I went through each suggestion multiple times, weighed the pros and cons, and tweaked possibilities. Thank you so much Watermelon, Sheesh, Gun_Shy, lordvahk97, redlid, stupidyou3, King, Nebu, TuneCat, RainyLime, and Sir Pib for participating :)
[ 2018-01-17 21:49:24 CET ] [ Original post ]
Additions
- Added two objects to dispense mementos and items.
- Little waterfalls appear in the Sewers that greatly decrease your poison build up.
- Inspecting weapons gives a lot more information now.
- Some extra missing pages have been added.
Adjustments
- Weapons become enchanted by politely interacting with the enchantment crystal instead of just hitting it.
- You can move at half speed while casting a spell. Leaving the casting circle will still cancel the spell.
- Dodging into a wall or any object that halts your movement will end the dodge.
- Shrines increase their costs a bit more gradually.
- Shrines grant rewards more often and each tier of reward is checked separately instead of all at once.
- Shrines to Shield require metal now.
- Shrines to Brearg require stone now.
- Adjusted the numbers on most stat-boosting effects.
- The experience cost to level up doesn't increase quite as sharply.
- The experience cost to level up has been capped at a paltry 20,160.
- Perception has a smaller effect when increasing experience drops.
- Enemies picking up experience now grow at a linear rate instead of exponential.
- Some rock crabs hide under obsidian rocks.
- Traps deal more damage with each loop iteration (Dungeons +1, +2, etc).
- Most objects with fixed costs (such as petrified mementos or spell books) have their cost increased with each loop iteration.
- Each loop iteration scales the difficulty a little steeper.
- Shops will display the names of items for sale.
- Improved the visual cue for becoming hungry or starving.
- The shovel works on ice now.
- Players entering the Thousandfold boss fight now lose their armor.
- Spell books inside libraries are no longer crowded by bookshelves to their immediate left and right.
- Options in the radial menu are much easier to select when using a controller.
- Notes are now only saved when transitioning to a new area, to avoid certain issues that could corrupt the save file.
- If your game crashes (which obviously never happens, psh) it will try to use a backup save to let you continue your run.
- Minor adjustments to some mementos.
- Minor adjustments to some spells.
- Minor graphical GUI adjustments.
- Minor adjustments to some audio effects.
Bugfixes
- Fixed a bug that occasionally removed cracks in walls that led to secret rooms.
- Fixed a crash that could happen at the start of some god fights if communication with Steam gets dicey.
- The Return to Start button in the options menu correctly works in boss fights.
- The player character no longer "floats" in place for a while after dodging with high Mobility.
- The mirror leading to Winter correctly says "Winter" instead of "Tundra".
- Text over a mirror is no longer obscured by ceiling tiles.
- The Thunderstorm spell will no longer short circuit if one of its targets becomes unavailable.
- Options in the radial menu show their text when highlighted using a controller.
- Players can use a controller to inspect now.
- Fixed a bug that could cause river generation to short circuit before the river is complete.
- Fixed a bug causing some previous mementos to not show on the pause screen's current mementos list when continuing a run.
- Fixed a rare bug that could cause some enemies to remain unresponsive when raised by the Raise Dead spell.
- Fixed a bug where enemies who were turned into allies during a fight could still be targeted by previous allies.
- Fixed a bug that caused the glowing eyes of some enemies to update incorrectly.
- Fixed a bug where enemy mages had trouble redirecting their firewave attack if they lost their original target.
- Fixed a bug that stopped the floating effect from a levitation potion from properly finishing on certain enemies.
- Fixed a bug that could cause minor performance issues when using a Cursed weapon.
- Fixed some typos.
- Certain boss fights will no longer internally provide a bunch of useless error messages.
[ 2018-01-08 21:55:58 CET ] [ Original post ]
Hi, thanks for coming by :D If you have any questions or comments before your purchase (One of us! One of us!) feel free to drop by the discussion forums or the discord server. If you're shy you can also email me at jujaedison@gmail.com. I'm generally pretty responsive and the players are all friendly and helpful. And a happy non-denominational Yuletide season to you all!
[ 2017-12-21 19:13:25 CET ] [ Original post ]
(There was an issue where I mixed up the difficulty and everything was suuuper hard but that should be all fixed now. Crisis averted kinda!)
Adjustments
- The difficulty increase while looping is more significant after +1.
- The Faulty Timepiece memento will not slow down time when casting magic or stunned.
- Finally finished Christmas shopping.
- Minor sprite changes.
Bugfixes
- Fixed a map generation bug that could cause an endless loading screen.
- Fixed a bug where the fist would cease to work correctly if it was the first weapon used.
- The grindstone no longer shows a bunch of colorful zeroes when the player has no weapons.
- When selling goods, excess experience gained after charging a spell will correctly enter the player's experience pool.
- Dying in the Sanctuary+ no longer causes the player to lose their banked experience.
- Fixed some GUI rendering order issues.
[ 2017-12-18 20:30:57 CET ] [ Original post ]
It's been almost a month since my last update :( sorry for being lazy!
Additions
- By popular demand: after certain boss fights you now have the option to restart back at the Sanctuary with your current character and a significant difficulty increase. This is an optional and experimental mechanic and I definitely want your feedback on it.
- Stuff comes out of the Sanctuary graveyard now. Where it goes nobody knows.
- Mirrors to another area will display the area's name.
Adjustments
- Players under level 10 who have not killed Shield recently will begin the game in the Sanctuary's training area.
- The controls written in the Sanctuary's training area are more clear.
- Hitting a wall will now only interrupt the attack and deal stamina damage based on the weapon's power. It won't stun you unless you're under 0 stamina.
- Negative stamina reaches to a static -50 now.
- Dropping below 0 stamina makes you move and attack slightly slower again.
- The player will briefly pause after dodging now.
- You can no longer even try to absorb experience when under 0 stamina.
- Brearg has a new spell.
- Bosses scale now, though at a slower rate than normal enemies.
- Enemy magic scales now.
- Rats only attack the player.
- Prisoners in the Prison are hostile to everything.
- Your health and stamina bars will shake when below 0, and the hunger meter will shake briefly when passing certain thresholds.
- Treasure maps have some graininess to help distinguish tiles.
- Permanent fires around fire enchantment crystals or Brearg's shrine aren't as strong.
- The thunderstorm spell seeks out enemies to zap instead of just dropping lightning randomly.
- The fog of war effect is now dark gray instead of black.
- Secret adjustment!
- Minor adjustments to enemy scaling.
- Added and adjusted some sound effects.
- Minor GUI visual adjustments.
- Minor adjustments to some sprites.
Bugfixes
- Fixed a bug that could cause potions to remain solid, thus blocking the player, when continuing a run.
- Your sheathed weapon's enchantment will no longer show immediately upon continuing a run.
- The Experience-Addled Madman correctly has a phantom weapon again.
- Enemy weapons will no longer occasionally become stuck in the parry state.
- The character select screen will no longer be partially off screen if playing at a very low resolution.
- Fixed the red X in treasure maps being sometimes way too far off the mark.
- The Crystal memento will no longer activate on temporary magic.
- Fixed some mementos appearing to activate twice.
- Fixed some typos.
[ 2017-12-10 21:39:09 CET ] [ Original post ]
This is a pretty boring update, but it organized some mechanics under the hood so I like it.
Adjustments
- Memento crystals won't block doorways.
- Small GUI adjustments.
Bugfixes
- Lightning works again. Sorry about that!
- Missing pages, schematics, and treasure maps can no longer spawn in walls.
- Small fixes to the dungeon algorithm to stop some doors from being blocked by walls.
- Fixed some enemy sprites not updating their sorting order.
- Fixed certain switches not activating correctly.
- You will now correctly build up poison when stunned on sewer water.
- Fixed some errant particle effects in certain boss fights.
- Fixed some typos.
[ 2017-11-14 23:59:41 CET ] [ Original post ]
Additions
- Various names added the list of potential enemy names.
- A "?" icon appears above the player when a spell fails to work (for example, casting Animate Plants with no plants in the vicinity)
- Titles added to the Achievements and Lore screens.
- Additional inspect descriptions to some allies, elementals, and objects.
Adjustments
- Weapon hitboxes are less punishing at low frames per second.
- The player will reach their maximum sprint speed a little sooner.
- Thrown weapons will no longer pass through closed doors.
- Adjusted the bordered font a little.
- The radial menu and enemy damage numbers use the borderered font.
- A bin that will buy goods from the player using an actual arrow to show the conversion instead of "->".
- When the player has no more schematics or missing pages to discover, those items will be replaced with treasure maps.
- Minor adjustments to some sprites.
Bugfixes
- Allies will no longer have attacking targetting certain large bosses.
- Fixed a bug that caused certain enchantment crystals to not spawn.
- The Charge spell will correctly break colliding objects above the player.
- Fixed poison, death, and water elementals causing slowdown when their target ran away.
- Minor fixes to some rogue memento icons popping up when they shouldn't.
- Minor fixes to some objects in the Sanctuary being deleted.
[ 2017-10-31 23:23:37 CET ] [ Original post ]
Adjustments
- Fire on tree tops won't show through the fog of war effect.
- Lightning isn't quite as blinding.
- Sow isn't quite as easily angered.
- Minor adjustments to some mementos.
Bugfixes
- Veilmarked weapons correctly have 0 power.
- Veilmarked weapons correctly double damage.
- The levitation effect provided by the Propellor memento will stack.
- Selling goods no longer grants experience if there's a spell recharging.
- The radius indication circle for the Shockwave spell is no longer huge and off center.
- Fixed certain ceiling tiles appearing without walls beneath them.
- Fixed some fog of war effects appearing where they shouldn't.
- Destroying certain smelters will no longer also destroy nearby goods.
- Rocks can no longer appear in doorways.
- Enchantment crystals should no longer overlap each other in locked dungeon rooms.
- Trees in the Sanctuary no longer drop wood.
- Gender options in the character select screen no longer blocked.
- Recharge meter effect on spells no longer incorrectly offset.
- Fixed some minor text bugs.
[ 2017-10-18 23:33:44 CET ] [ Original post ]
My city has been on fire. I'll be back to work in probably a few days but until then responses and patches will be slow or non-existent. Thanks for your patience :)
[ 2017-10-12 03:43:59 CET ] [ Original post ]
Additions
- Bandits have marshmallows over their campfires now. And my teachers said I would never do anything important.
- Killing Obelisk now grants a charge to a new object in the Sanctuary that will let you redistribute your stats.
- Added some player's names to the human name list. Let me know if you wanna be on there too.
Adjustments
- Tweaked enemy scaling a little.
- The player has a little bit of knockback resistance by default.
- A certain achievement completely removes the cap on violence instead of just increasing it to 200%.
- Absorbing experience now absorbs all nearby xp over its lifetime, not just what was nearby when it was first activated.
- Absorbing experience can be turned off early by activating it again.
- Mementos can only be picked up after their pop-up animation.
- All new weapons, not just those from chests, will be automatically upgraded depending on the area's difficulty.
- Weapons, equipment, and mementos pop up a little slower.
- Weapons in the Sanctuary no longer drop goods, consistent with everything else.
- Before you hate me, bins in the Sanctuary start with more goods.
- Minor adjustments to some weapon stats.
- Rain and snow appear above the fog of war.
- Fire from trees will appear above the fog of war.
- Trees will appear above the fog of war when appropriate.
- Trees and bookcases fade a little quicker when the player gets behind them.
- The AI does dodge quite as far away from slimes.
- Improved enemy parrying AI. They'll end their defensive stance if their opponent flees or is stunned.
- Hallucinations will no longer parry or use shields.
- Water, poison, and death elementals are no longer affected by most on hit effects.
- Water, poison, and death elementals will no longer make the player fail the Ghost achievement.
- Rats deal poison damage.
- Falling boulders leave some stone behind.
- Adjusted the stats on some traps.
- Slightly reduced the volume of spike traps.
- Certain GUI selectable elements no longer start selected by default.
- The menu, achievements board, and bookcase scale a little better with lower resolutions.
- Minor adjustments to some GUI elements.
- Minor adjustments to some sprites.
- Minor adjustments to the Sanctuary.
- Minor adjustments to some mementos.
- Minor adjustments to some particle systems.
Bugfixes
- Fixed a bug that could stop electricity from correctly jumping to the next target.
- Spike traps being activated by a corpse can dug up.
- Spike traps will correctly hurt small enemies even if the enemy isn't able to trigger it.
- The black chest will no longer uselessly appear in the Sewers or Grotto.
- Dead adventurers shouldn't appear in walls anymore.
- Enchantment crystals shouldn't appear in walls or doorways anymore.
- Phantoms, the Experience-Addled Madman, and Veil have correctly colored weapons again.
- Hallucinations of Avatars of Pride and Shame will no longer drop stone and leave a corpse behind if killed.
- Fixed a bug that would allow enemy magic projectiles to pass through walls.
- Thrown weapons get their vertical indicator line until after the throw is complete.
- The Empty Vial memento will no longer spawn two potions.
- Fixed a bug that would leave a bright yellow door behind if the player blinked inside a house while selecting the door.
- The character's god kills will properly display as empty if they haven't accomplished anything yet.
- Quitting from the menu will close the menu immediately instead of leaving it up for a moment while the screen behind goes black.
- Fixed an issue with treasure map displays being incorrectly offset.
- Fixed a text wrapping issue with long spell names displayed above a spellbook.
- Minor visual GUI fixes.
[ 2017-09-29 19:43:37 CET ] [ Original post ]
This and more hard hitting social commentary coming soon.
[ 2017-09-26 23:32:14 CET ] [ Original post ]
Additions
- There's a new font. It's possible that the old one is still hiding in some obscure corner so let me know if you see it anywhere.
- Weapons can have a "counter modifier" stat that increases damage if hitting an enemy who is in the middle of their attack. Precision weapons like the shiv and rapier have the highest bonuses but other curved weapons such as the scythe and war pick benefit as well while some unwieldy hammers have a small disadvantage. Yes I stole this from Dark Souls, what else is new.
- Humans have names now, seen when you inspect them.
- The options menu has a checkbox to turn off atmospheric particles.
Adjustments
- The menu has been redone. It's larger and includes more information as well as tooltips.
- The achievement board and bookcase in the Sanctuary are also larger now.
- Small adjustments to the wording of some achievements on the board in the Sanctuary.
- Selected spells have a highlighted border.
- The GUI scales linearly with resolution. This could make text at very low resolutions difficult to read, let me know if that's the case.
- Small adjustments to enemy scaling.
- Plants animated by the player will immediately follow instead of waiting for you to round them up.
- Enemies have a slightly smaller radius to warn their allies.
- Minor adjustments to some weapon stats.
Bugfixes
- Fixed a map generation bug that could cause an endless loading screen.
- Enemies will properly account for Nail of a Giant when dodging attacks.
- Fixed some typos.
[ 2017-09-25 02:00:15 CET ] [ Original post ]
Just a little update, mostly focused on adjusting the difficulty curve.
Adjustments
Bugfixes
- Fixed a bug that allowed traps under doors to be activated just by stepping near them instead of opening the door.
- All spike traps can be correctly broken with the shovel.
[ 2017-09-22 03:10:43 CET ] [ Original post ]
And the person responsible for it has been sacked. And I'm sure it still needs work. Please continue to give me feedback, I take it all under consideration. Thank you :) Also wik.
[ 2017-09-20 21:41:08 CET ] [ Original post ]
Additions
- Some enemies can enter a parry stance.
- Some enemies use shields.
- One new potion. Actually it's an old potion that I forgot to add and only now realized.
- There's a little meter in the Notes section of the menu that tracks your total discoveries.
- Keyboard shortcuts for radial menu actions can be set in the Controls section of the menu.
Adjustments
- Most enemy stats now scale based on player level and area, with scaling beginning at level 50 and areas increasing in difficultly. Health, stamina, speed, experience dropped, it's all on the table now. Let me know how this effects you because I'm scared of overdoing it. And spiders.
- Scaling the number of enemies spawned is toned down.
- A successful parry keeps your weapon out for a potential follow-up swing.
- Increased the speed of follow-up swings.
- [strike]You can now dodge at any point during an attack.[/strike] So that broke the game and has been reverted. Sorry for getting your hopes up :(
- The peasant's torch will cook raw meat and light braziers when the player touches them.
- The Skull Lantern no longer stops enemies from dodging.
- Adjusted the stats of some weapons.
- Upgrading weapons provides less of a speed increase.
- Meat can be pushed around.
- Raw meat will pop up when cooked.
- Surge potions break stuff as a surge would.
- All entities have a separate statistic for resisting pushback.
- The Daughter of Sow will no longer spawn enemies immediately upon entering the fight.
- The player won't pick up a good if they already have 99.
- Adjusted the power threshold needed to break some objects.
- Certain fences can no longer appear on stone floors.
- Groups of memento crystals can be incomplete. So what would normally be a group of four may only have three.
- Shrines that spawn enemies will no longer spawn them on the other side of walls.
- The Castle is less empty.
- Increased the minimum size of rooms in dungeons.
- Shrines in dungeons won't be placed directly against the wall.
- Only one, if any, diary will appear through locked doors in dungeons.
- Rain from storm enchantment lasts longer and the sound fades out when finished.
- Electricity has a short delay before jumping to the next person.
- Small changes to some NPC dialogue.
- The table holding goods in the Sanctuary can be pushed around.
- Adjustments to some mementos. Mostly small numerical changes, but the Doorknob will no longer aim for allies.
- Adjustments to some particle effects.
- Adjustments to some sprites.
Bugfixes
- Fixed a bug that could cause dropped items to disappear when the player is stunned.
- The Scabbard no longer affects ghost weapons.
- Enemies and allies will correctly attempt to dodge each other.
- Certain memento crystals should be much less likely to block doorways.
- The Faded Mittens memento won't effect corpses.
- Moved the Veil shrine in the Sanctuary back so that his rewards aren't swallowed by the nearby hole.
- Objects in the Labyrinth and Hedge Maze should no longer overlap each other.
- Ladders in dungeons should no longer be able to appear inside hallways.
- Fixed a rare bug that could cause objects inside a locked dungeon room to not spawn.
- Fixed a bug that occasionally allowed wall tiles to appear directly above ceilings.
- Certain object groups (such as bandit camps) won't pass through walls.
- The candles found around shrines should no longer spawn without the shrine. They'll still remain if the shrine is destroyed.
- You can no longer dodge in place.
- Fixed a graphical bug that would cause the recharge number on spells to disappear when picking up a new spell.
- Fixed a performance issue that could be caused by constantly dropping and picking up weapons and equipment.
- You can no longer have a negative score when completing a run.
- Removed some obsolete prefabs.
- Fixed some typos.
[ 2017-09-20 03:16:13 CET ] [ Original post ]
Here's a small update, mostly to fix a bug but with a few other changes along for the ride.
Adjustments
- Small adjustments to some weapon stats.
- Weapons and equipment no longer have a power threshold to break.
- Brearg deals more damage.
- Small adjustments to some particle effects.
- Moved some NPCs slightly.
Bugfixes
- That guillotine in the Sanctuary can no longer be blocked by armor. You had your chance.
- The Plague Tick Memento no longer effects corpses.
- Fixed the silver key pop-up graphic being too big.
[ 2017-09-13 21:55:44 CET ] [ Original post ]
Additions
- There's some decorations on walls now.
- Added some of said decorations to the Sanctuary.
- Also in the Sanctuary is a new NPC.
- Incomplete notes have underscores in place of missing letters.
Adjustments
- Dead adventurers will drop any memento, even ones exclusive to certain gods or areas.
- Dead adventurers in sacrificial circles will no longer drop mementos directly on top of themselves.
- The candles around sacrificial circles will light up to indicate how close the circle is to activating.
- The shovel can now destroy webs and activated pressure plates.
- Obelisk can summon those awful shooty crystal things to shoot you now.
- Some NPCs in the Sanctuary have been slightly repositioned.
- Dialogue moves a little quicker.
- Dialogue boxes respect global lighting.
- Tumors in the Sanctuary leave marks on the ground when destroyed.
- Small adjustments to some mementos.
Bugfixes
- Fixed a bug that ruined your day if you perform certain sprinting attacks while your weapon was waiting for a follow-up swing.
- Insanity will no longer stay active after you die.
- Fake enemies summoned when you're insane can no longer collect pickups or effect your violence rating.
- Fixed a bug that could cause enemy projectiles to hit a player even if dodged.
[ 2017-09-12 03:12:34 CET ] [ Original post ]
In Celebration of Violence got a little more popular over the last few days and it's completely gone to my head so watch me fail to test something important and ruin it all with this patch :D
Additions
- One new achievement, for a nice even 80.
- Spellbooks have little aesthetic books and papers around them.
Adjustments
- Experience crystals sticking out of the ground can now be dug up.
- Minor adjustments to some character stats.
- Sacrificial circles are now usually found around gravestones and have an indicator for their summoning progress incrementing.
- Bleeding no longer deals armor damage.
- Updated the manual.
- Grindstones can be moved.
- The paralysis potion has a smaller radius.
- The Shield boss fight now laughs at your attempts to get him stuck on a pillar.
- Flaming Cores have been asking to tone it down a notch.
- Minor graphical adjustments.
- Minor audio adjustments.
Bugfixes
- Fixed an issue where lines behind arrows would stay in the world if the arrow was destroyed by a surge.
- You can see the player's fist when attacking with no weapons again.
- Destroying a shrine to Veil no longer leaves rubble on top of the hole of death.
- The magic circle that appears when casting a spell will now correctly complete if the spell casts instantly.
- Fixed an issue that could cause doors inside dungeons to go rogue.
- Fixed some potential pathfinding issues in the dungeon generation algorithm.
[ 2017-09-09 21:47:51 CET ] [ Original post ]
Additions
- The player will accumulate blood spatter over a playthrough that correlates with their % violence shown after death.
- Shrines are now surrounded by little candles that hint at their respective god's favorability towards you.
- Spells with radial effects will flash a circle around the effected area.
- Added some sound effects.
- There's some purely aesthetic little purple rocks around memento crystals.
Adjustments
- Chests grant better quality weapons (+1, +2, etc) the further you are in a playthrough.
- The discovery requirements for mementos, magic, and equipment has been lowered.
- Sometimes the lost and hungry will huddle around crates.
- Spellbooks will be pushed away from walls when opened.
- Sealed doors are a little harder to break.
- Levitation lasts twice as long. But call a doctor if it lasts over four hours. Dumb joke. Penis.
- Shield item stats slightly adjusted.
- NPC dialogue in the Sanctuary is left-aligned instead of centered.
- Minor sprite layer order adjustments.
Bugfixes
- Fixed a recent issue causing the text at the Sanctuary's weapon racks to appear behind the rack.
- Fixed Spellbooks not disappearing on maps after being used.
- Fixed some mirrors in the Sanctuary destroying part of the world around them.
- Weapons granted by the Ghost Blade memento no longer show a red marker.
[ 2017-09-07 02:56:42 CET ] [ Original post ]
I needed to get a patch out that fixes some pretty bad performance issues caused by the last update, mostly noticeable in dungeons or the labyrinth area. The build I used already had a couple other changes so enjoy this partial update.
Adjustments
- Spell books now offer three options for spells after you pay their cost.
- Parries stun for longer and are no longer dependent on the power of your weapon.
- Getting hit will reduce your remaining stun time. Same goes for enemies.
- Sprinting requires less stamina.
- Most humans are a little more fair when fighting in large groups. Archers generally won't fire into a group of their allies.
Bugfixes
- Mirrors to new areas will no longer slowly float away if you leave them alone for too long. This could actually happen.
- Fixed a bug with the new arrow trails that could cause performance to steadily drop if the player stayed in the area too long.
[ 2017-09-01 22:27:07 CET ] [ Original post ]
Additions
- Weapons, equipment, and most pickups have a subtle color-coded marker above them.
- There's a new enemy that has a chance to appear near shops and is very shy.
- The character select screen has embers. Yeah I know that was last update but now it's official.
- There's bloom now. Don't worry, you can turn it off in the options menu.
- Arrows have a new trail behind them.
- Some things twinkle.
Adjustments
- The base player movement speed has been increased slightly.
- The base player stamina regeneration has been increased.
- Shields are better and more reliable in general.
- Quitting from the menu during a playthrough will no longer cause you to lose all your experience.
- Mirrors that appear after a boss will no longer have a black accent if you have a black key. Instead they have a keyhole icon.
- The dungeons have less traps.
- There's a notification when you use a silver key to open a chest or door.
- An animation now plays whenever you gain a surge, such as after a boss fight or from a pickup.
- Pop-up text is smaller.
- Mementos that provide a flat bonus to a stat or resistance now just tell you what they do.
- The Egg memento slows the game briefly when it activates.
- Flies have a longer range.
- Flies attack faster, especially when there are a lot of them.
- Flies are a little more organized.
- The Lord of the Flies achievement reward no longer activates when gaining fruit flies (the little black ones).
- Insanity now slows stamina regeneration and adds some effects that feel substantially more like you're going insane.
- The Charge spell doesn't shake the camera anymore.
- Regeneration potions only work on creatures that can bleed.
- The embered enchantment has been slightly improved.
- The glacial enchantment has been toned down. It's still basically cheating, but less so.
- Lessened the visual effect of fiery and blazing enchantments.
- Enemies will run slightly slower when chasing the player.
- Most enemy archers are a little slower to fire.
- Spiders have calmed down a bit.
- Minor adjustments to some memento's visual effects, such as those that affect surges.
- Minor adjustments to some sprites.
- Minor adjustments to the tileset.
Bugfixes
- Shields will work correctly when the player has armor.
- Fixed some wall sprites updating incorrectly around cracked walls.
- Fixed an issue where cracked walls above the player may not be discovered.
- Fixed some cases where black lines may appear near walls.
- Stunning yourself on a wall will no longer send particles from your weapon flying.
- Arrows fired constantly from walls will no longer retain any fire or particles when their position is reset.
- Fixed a bug where upgraded weapons from chests were better than the same level weapon upgraded via grindstone or coin.
- Upgraded weapons will correctly improve the damage, power, and speed of sprinting attacks as well.
- Fixed a scripting error that could cause embered enchantments to not be colored correctly.
- Surges will no longer hit corpses.
- The Wheel of a Ship memento no longer activates on objects that can't be pushed.
- Fixed the Banana Peel memento activating multiple times on one enemy.
- The Memories of a Forgotten Kingdom boss correctly has increased resistances while the nearby pillars are still intact.
- Obelisk has more head room.
- The particles from said pillars will dissipate if the boss dies before the pillars.
- Particles from a weapon swing will no longer appear under everything else.
- The fire on a weapon with the blazing enchantment will only change directions while the weapon is equipped.
[ 2017-08-30 23:50:31 CET ] [ Original post ]
Hey gang! Been a few weeks, but here's a little update. I got distracted by life for a bit, but it's all good now. I'm getting close to an official release so I wanted to reiterate that everyone should please feel free to participate in the discussions to improve In Celebration of Violence :)
Adjustments
- Traps broken by the shovel will drop metal.
- Picking up a surge while at maximum capacity will activate a free surge.
- Small changes to the GUI.
- Some changes to how certain GUI elements animate.
- Some adjustments to the tileset.
- Minor adjustments to some particle effects.
Bugfixes
- Fixed some objects not correctly flashing red when hit.
- Fixed blood spilling in certain instances when it shouldn't.
- The Circle of Frost spell will no longer get blocked by the Frozen Crown's creep effect.
- The Magic Bullet spell in your Notes has the correct sprite.
- Enemies now have the same ripple effect as the player.
- Fixed an occasional rounding error that showed weapons as having incorrect stats.
- Minor GUI visual bug fixes.
[ 2017-08-23 22:57:44 CET ] [ Original post ]
Adjustments
- Dodging is slightly more effective.
- Blocking with shields will work from all sides. Realistic? No. Less of a headache? Absolutely.
- Archers should now be largely unable to stun the player.
- Parrying an enemy can no longer also push them back if your parry hits both them and their weapon.
- Can no longer sprint against walls. Maybe that should be considered a bug? Well I've already put it here.
- Certain enemies without tangible bodies will no display hit effects when struck.
- Minor tileset adjustments.
- -Minor adjustments to some particle effects.
Bugfixes
- Fixed a bug that could cause the player to become stuck with both weapons out if they attack and swap weapons in the same frame.
- Fixed the Map Scroll memento only giving one treasure map even when the player has obtained multiple mementos.
- Arrows will correctly display above enemy crossbows.
- Arrows fired from traps correctly play hit effects.
- Arrows should no longer be able to occasionally hit a player after they've dodged it.
- Fixed some weapon orientation issues when using certain sprinting attacks.
[ 2017-07-27 01:51:47 CET ] [ Original post ]
Additions
- Additional animation when hitting or being hit based on the physical element of the attack.
Adjustments
- More leeway when hitting a wall to become stunned.
- Minor adjustments to some enemies.
- Slightly less archers will spawn.
- Adjustments to some particle effects, mostly fire. We'll see how this one looks.
Bugfixes
- Fixed a bug that could cause the player to become stuck with both weapons out if they attack and swap weapons during the same frame.
- Allied mages will be able to use their firewave spell.
- The magic circle drawn when casting spells will correctly reset its progress if the player is prematurely pushed off of it.
- Fixed a bug that would cause enemies to not take damage when the player has the Guillotine memento.
- The Pile of Ash memento will no longer activate if the enemy has no corpse to explode.
- The player's weapon will no longer appear upside-down during some attacks.
- Arrows will correctly appear above crossbows before firing.
- Spires will no longer appear briefly on stone floors before blinking out of existence.
[ 2017-07-21 22:23:58 CET ] [ Original post ]
Adjustments
- You can now act while being pushed back by an attack.
- Bumping a wall with your bow when shooting and parrying into walls will no longer stun you.
- Some doors are a little more difficult to break down.
- Minor adjustments to some enemies.
- Minor adjustments to some boss fights.
- Minor adjustments to some particle effects, of course.
Bugfixes
- Recent additional spells correctly appear in the Notes section of the menu.
- Shortcuts into the Dungeons will no longer turn black if you have the black key.
- Temporary spells that spawn when a spell crystal is broken won't spawn on walls.
- Allied blood slimes will correctly be a dark red instead of gray.
- Ice particle effects won't stay on the player longer than they should.
- The effects of the Plague spell won't stay on dead enemies indefinitely.
- Fixed some memento effects incorrectly appearing under objects.
[ 2017-07-17 20:47:09 CET ] [ Original post ]
Apologies for the slower update, I have excuses I swear! "But Julian, " you ask, "what about update 0.8.18?" Don't talk to me about 0.8.18.
Additions
- 3 new spells.
- 2 new potions.
- Enchantments can be upgraded to more powerful versions.
Adjustments
- Weapons from the Ghost Blade memento will save and load when continuing a run.
- Spell health and recharge will save and load when continuing.
- God favorability will save and load when continuing.
- Potions slightly more common.
- Enchantment crystals slightly more common.
- Small adjustments to some particle effects, as is tradition.
Bugfixes
- Objects near the edge of the bounds in a dungeon will no longer disappear.
- Taking short, halting steps will correctly make noise.
- Surge potions will only hit an enemy once.
- All potions will correctly load when continuing a run.
- Continuing a run will correctly load any additional mementos in the general memento pool.
- Fixed some inconsistent colliders.
- Fixed some blood not correctly splashing walls.
[ 2017-07-05 23:55:32 CET ] [ Original post ]
Additions
- There's another variation of the standard soldier. These ones have flaming weapons.
Adjustments
- More leeway when receiving a hint that there's a trap nearby.
- The cost of a shrine increases significantly more after about five uses.
- Minor improvements to the blessings that some shrines grant.
- Reduced the chance that using shrines increases the odds of certain common mementos.
- Reduced the chance that using shrines increases the odds of those shrines appearing again.
- Small adjustments to some mementos.
- Small adjustments to how some mementos display their icon when activating.
- Minor adjustments to some boss fights.
- Regularly scheduled minor adjustments to some particle systems.
Bugfixes
- Fixed the "Red Wine?" memento not working correctly.
- Fixed some display issues with memento icons popping up when they activate.
- Moving down quickly should no longer make the rain stop before the bottom of the screen.
- Enemies will no longer react faster to you sprinting behind them than they would you standing in front.
- Ally controls in the radial menu will correctly darken if all your allies are dead.
- Fixed a bug where animated bushes and trees would disappear upon death.
- Can no longer see spot through walls.
[ 2017-06-15 22:28:02 CET ] [ Original post ]
Adjustments
- Later areas will spawn slightly more enemies.
- Some adjustments to a few boss fights.
- Temporary damage and power is factored into the stats displayed on the bottom right weapon panel.
- NPC dialogue is interrupted with a scream if you kill them while they're speaking.
- Added more pop-ups for mementos activating, and some now appear on the GUI.
- Attacking a reacting enemy will make them react faster.
- Forward this game to five friends in the next half hour or you will be visited by spooky ghosts.
- Adjusted the colliders on statues.
- Map icons have some transparency.
- Minor adjustments to some mementos.
- Minor adjustments to some particles effects, as always.
Bugfixes
- Enemy reaction time based on the player's noise is not taken into account when the player is spotted normally.
- Fixed an issue where the collider for a potion may still be active after picking it up.
- The player will no longer retain a frosty look if they die while chilled.
- Fixed an issue where a sacrificial circle may not complete its summon.
- The size of smoke and trail particles in explosions scale correctly with the explosion's size.
- Fixed a bug that caused rock crabs to sometimes not hide appropriately.
- Fixed a bug that would cause the game to get progressively slower if paused around ground fires. There may still be other unrelated instances of this slowdown, please let me know if you find any.
- Spike traps will no longer appear under rugs.
- Grindstones all have the same damage threshold.
- Enchanting your weapon while holding the Skull Lantern will no longer remove the ethereal effect.
- Fixed a bug that would occasionally cause the Cannibalize spell to no work properly.
- The firewave spell used by some enemies will short circuit if the enemy dies during the spellcast.
- Fixed a bug where some screen effects when viewing monstrosities wouldn't appear.
- The Pile of Ash memento will only activate if the enemy killed has a corpse.
- Fixed an issue where praying to Song could put a free raw drumstick in the shop.
[ 2017-06-05 23:51:46 CET ] [ Original post ]
Additions
- Some weapons now deal stacks of bleeding damage that tick every couple seconds.
- There's blood on the walls.
- 7 + 9
Adjustments
- Holding the parry key during a successful parry will keep your weapon out, potentially reflecting any other simultaneous attacks.
- The player's hunger no longer increases while walking around the Sanctuary.
- Equipment in your Notes require fewer equips to view the full description.
- Changed the temperature GUI elements to more accurately reflect the player's temperature.
- Applying ice will no longer immediately remove fire until all heat is gone and vice versa.
- Fire on the ground adjusts size and heat based on remaining strength.
- That same fire has slightly less strength by default and won't spread quite as far.
- Enemies will no longer pick up keys.
- Avatars of Pride and Shame and Rock Crabs will calm down a little after hitting you.
- Containers and chests aren't quite as heavy and can be pushed further.
- Flame enchanted arrows are literally on fire.
- Weapons thrown in a spinning fashion can be held before release similar to bows.
- The player has a little more room to rotate while throwing a weapon like a javelin.
- Bleeding damage text is red.
- Arrows reflected using the blindfold are doubled in damage and power.
- Some particle effects have been adjusted, most notably fire on the ground.
- Stats can no longer have negative values.
- Minor changes to some text.
Bugfixes
- Fixed a bug where enemies could be stuck infinitely reacting to a player making no noise. Don't divide by zero, kids.
- Enemies can't dodge while stunned.
- Extra shrine/memento/spell/item spawns influenced by using certain shrines will reset at death.
- Fixed some ice effects and spells not putting out fire in braziers.
- Fire on the ground will correctly ignite fence posts.
- Allies on fire will no longer charge valiantly toward some enemy a mile away.
- Fixed a bug that could cause fence posts to turn red in later areas after a door is destroyed.
- Fixed a bug that could cause smelters to spawn with their destroyed sprite.
- Potions on a table will pop up and become physically interactive when the table is broken.
- The Conjoined Hearts memento works correctly.
- Ambient colors effect the tops of trees and not just the stump.
- Equipment descriptions in your Notes accurately reflect their count.
- Weapons will always gain the ethereal effect when picking up a skull lantern.
- Fixed some typos.
- Fixed some minor visual sorting bugs.
[ 2017-05-25 23:23:35 CET ] [ Original post ]
This little guy is half of a larger update to deal with some bugs.
Additions
- Some extra color has been splashed around.
Adjustments
- The achievement required to unlock the Soldier works differently.
- The oil lamps in dungeons will light and extinguish like the wall sconces.
- Shockwaves have been changed to use a distortion effect.
- Switches and braziers will no longer appear in front of doors or hallways.
- Oil lamps will no longer block doorways.
- The blue pressure plates can't be broken with the shovel.
- Frozen weapons will put out fires.
Bugfixes
- The Golden Lock memento is no longer ten times stronger than it should be.
- Fixed a bunch of typos.
- Fixed a bug where the shockwave from an explosion could end prematurely.
- Shadows won't stay under invisible enemies.
- The Fireball spell will no longer hit allies.
- The effect at the end of a fireball will no longer repeat.
- Braziers being lit off camera will no longer slow down the game.
- Flame potions will correctly light braziers.
- Sealed doors that have been opened will no longer display lights for deactivated switches.
- Fixed an issue where the camera would shake too late if the player hit a wall while standing in a doorway.
- The Harpoon and Trident entries in the Notes section of the menu are properly distinguished.
[ 2017-05-23 17:39:52 CET ] [ Original post ]
Additions
- An Inspect command has been added to the radial menu. This will show some information about objects under the cursor including any collected information on mementos, spells, etc that is found in the Notes section of the menu.
- New magically sealed doors will appear in dungeons. They require four switches to be activated before opening and contain good shit within.
- The player now makes noise that enemies react to. Moving slower will decrease your noise and make it more difficult for enemies to spot you if you sneak up behind them. Other actions, such as hitting a wall, will make noise as well. Some ambient effects can soften your noise, such as nearby fires and rain. Any allies will probably give you away.
- Enemies attacked before or while reacting (denoted by the "?" that pops up) take additional damage.
- Dungeons contain standing lanterns that can be destroyed to drop burning oil.
- The radial menu options are labelled.
- A bunch of new bugs, probably!
- Some new sound effects.
- Added some minor effects.
Adjustments
- Many mementos are now exclusive to certain gods. Using a shrine will still put any exclusive memento into the standard memento pool. Some mementos are also now exclusive to dungeons.
- Enemies react at a speed relative to your noise. They may react almost immediately if you're sprinting towards them.
- You can now dodge immediately following an attack.
- Chests more predictably drop certain tiers of items.
- Rare chests will contain better quality weapons that may already be upgraded.
- Improved the loot distribution inside dungeons.
- Treasure rooms and secrets rooms inside dungeons will no longer be trapped.
- Small rooms will no longer be crammed with traps.
- Dungeons are just less cluttered in general.
- Teleport traps will no longer appear in hallways.
- You should no longer be teleported into a locked room.
- The fire on wall scones will light wooden weapons on fire.
- Fire deals damage slightly slower and fire on the ground burns out slightly quicker.
- An entity on fire is more likely to spread that fire to anything they bump into.
- Shrines will spawn lower tier rewards in addition to any higher tier rewards.
- Decreased the bonus chance to find duplicate shrines after using one.
- Decreased the bonus chance to find god-specific mementos after using a shrine.
- The Blink spell will interrupt enemies' attacks in addition to confusing them.
- Fire-based spells interact better with the environment. And by that I mean more stuff burns.
- Adjusted the strength of some mementos.
- Moved the run speed meter to be under the new noise indicator.
- The audio pitch when picking up experience will always be audible, even if your spell has a huge recharge.
- Minor adjustments to some enemies.
- Minor adjustments to the Sanctuary.
- Minor adjustments to some particle effects.
Bugfixes
- Fixed an issue where shrines inside a dungeon could be shoved too far into the bottom corners of a room.
- Destroying a cracked wall will properly update the AI's pathfinding.
- All destroyed objects should also properly update the AI's pathfinding.
- Fixed an issue where doors may not be properly set into the walls.
- Fixed a bug where Free would become unable to act.
- Mementos such as The Triumph and other effects that rely on the player being at maximum health will work correctly when the player improves their max health by indiscernible fractions.
- Allies will no longer occasionally become confused when told to halt at the player's position.
- Fixed a rare bug that could cause golden chests dug from the ground to disappear if they spawn inside a wall.
- Buried treasure will no longer break if too close to the edge of the map.
- Fixed some sprites that weren't responding to ambient light.
- Fixed some minor GUI alignment bugs.
[ 2017-05-16 23:59:55 CET ] [ Original post ]
Additions
- The Castle has rugs now. Powerful stuff.
- Some additional sound effects.
Adjustments
- Armor damage is no longer effected by resistances or the fortitude stat.
- Dodging an enemy's weapon has a more noticeable effect, with the enemy briefly needing to recover before continuing.
- The player will only be stunned if they had less than 0 stamina upon receiving damage, instead of when damage reduces them to under 0.
- Stamina under 0 no longer recovers quicker.
- There is no longer a speed penalty for having less than 0 stamina.
- Minor stat adjustments to playable characters.
- Rooms hidden behind cracked walls have better rewards.
- Shops will no longer sell duplicate items.
- Small adjustment to the cost of some common shop items.
- The player is far less likely to receive treasure maps with scant details.
- Entities frozen in ice won't immediately break out when hit with less than 10 power.
- Small adjustments to some boss fights.
- Minor visual improvements
Bugfixes
- Thrown weapons will correctly aggro enemies.
- Fixed an issue where a cracked wall could persist between areas.
- Cracked walls will correctly make noise when destroyed.
- Secret rooms will no longer pile their treasure in the center of the room.
- Fixed an issue with hallways in the Castle opening directly into rooms without doors.
- Boulders falling during the Obsidian Avatar boss fight will no longer shift slightly during their descent.
- Fixed the timing of a surge's sound effect when in slow motion.
- Minor visual fixes to some shadow bugs.
[ 2017-05-05 21:45:52 CET ] [ Original post ]
Just a small update to deal with some debilitating bugs that needed fixing. Enjoy :D
Adjustments
- Health and stamina are improved by hard values instead of percentages.
- Minor visual improvements to the world tileset. Yo there's flowers now.
- Minor adjustment to some particle systems.
Bugfixes
- Fixed some discrepancies in the Prison area algorithm that was causing blocked paths and doorways.
- Other minor bugfixes with some special rooms found in dungeons.
- Statues in cells in the Prison should no longer be able to appear twice in one corner.
- Fixed some dungeon traps appearing in the wrong location.
- Ranged weapons produced by the Ghost Blade memento will no longer get stuck when holding a nocked arrow with the main weapon.
- Fixed some spells' particles getting blocked by the magic glyph.
- Using non-elemental spells (such as Pickpocket) will no longer move the magic glyph.
- Magic bullets will no longer hit multiple enemies in a line.
[ 2017-05-01 19:20:35 CET ] [ Original post ]
Adjustments
- Halting allies via the radial menu has a more tangible response and commands intelligent allies to move to your position and stay there until told otherwise.
- Allies will automatically follow the player again when loading a new area.
- Stamina doesn't deplete as quickly when sprinting, and the Mobility stat has a slightly smaller effect on the stamina consumed.
- There is a fancy new animation when you get an achievement
- You can no longer get achievements in the Sanctuary.
- Bushes have a rustling animation.
- The character sprite's direction while sprinting will adjust slightly for the direction of the cursor.
- The Phantom enemies now have ethereal weapons that cannot be parried.
- Water Elementals will now mostly focus only on the player.
- The Avatars of Pride and Shame have attack sounds.
- Those little white flame looking things in the Sanctuary have been moved.
- Adjusted the effect of the Skull Lantern.
- Minor adjustments to the world tilesets.
- Minor adjustment to some particle systems.
Bugfixes
- Calling your allies from the radial menu will no longer summon them prematurely.
- Fixed a bug that could cause weapons to inappropriately follow the cursor if the player is stunned during an attack.
- Using two attacks in the same frame will no longer cause the weapon to freeze up.
- Fixed some problems on the achievements screen. Neighboring achievements will display correctly.
- The scroll wheel scrolls properly when the cursor is hovering over an achievement.
- Fixed an bug that could cause enemies to become immortal if connection to Steam was lost during gameplay.
- Fixed an issue that could cause mosquitoes to become completely silent.
- Fixed a stutter at the start of the Primordial Jelly boss fight.
- Shrines inside dungeons should no longer block doorways.
- A flaming weapon will no longer immediately cause some poison clouds to explode on contact.
- Dead enemies will no longer activate the ice and lightning glyphs left behind after a respectively elemental spell.
- The glowy, spinny circle that appears when you cast a spell works appropriately with the Colored Chalk memento.
- The effects on the ground from a destroyed shrine should no longer go through walls.
- The fog of war effect no longer appears to zoom out when you load a new area.
- The twinkle on your health bar when you take damage will not play if you take armor damage.
- Fixed some UI alignment issues in the menu.
- Minor internal bugfixes.
[ 2017-04-24 23:40:11 CET ] [ Original post ]
Additions
- People got shadows now.
- The radial menu has stay and follow commands for your allies.
Adjustments
- The AI will put a little more effort into avoid spike traps and fire.
- Your weapon's hidden cleave stat is no longer affected by tiny enemies so there will be no reduction in effectiveness during attacks against a group of them.
- The Veil shrine improves your Aggression stat by 10% instead of 7%.
- Made some small adjustments to some spells.
- Minor visual adjustments to the world tilesets.
- Minor visual adjustments to the GUI.
- Minor visual adjustments to some particle systems.
- Minor visual adjustments to myself because I trimmed my beard a little.
Bugfixes
- Fixed an issue where weapon enchantment crystals could be infinitely activated if you were fast enough.
- Fixed an issue where the player could simultaneously dodge and be struck by an arrow.
- Experience being drawn towards the player will no longer jump away if it hits a wall.
- Enemy archers no longer get their arrows stuck in their bows if they're stunned with the arrow nocked.
- Can no longer drop a weapon in the middle of an attack.
- The speed of your swing properly adjusts throughout the attack instead of only at the beginning.
- You can no longer be teleported (either by trap or potion) into a locked room in the Prison.
- Outdoor ruins no longer contains long stretches of single tiles bordered by grass. Does that make sense? Well whatever, it's fixed.
- Fixed an issue that could cause certain enemies to take double damage from spike traps.
- Allies will no longer stand around confused if you transition to a new area during a fight.
- The recent enemy additions in the last patch will now properly spawn as allies when continuing a run.
- The barbarian enemies have their internal rage meter reset when they die.
- Fixed the My Hands Are Clean achievement to fail if the player fights with a bow.
- Fixed a bug that could cause the game to crash when entering the Song boss arena while Steam was running.
- The hole that appears after the Brearg boss fight no longer overlaps the nearby fire traps.
- Dungeons will no longer occasionally spawn two statues in one corner.
- The smelter spawned among enemy spelunkers can now be destroyed.
- Removed a rare bug that would cause certain weapon buffs to not activate.
- The pop-up icon for the Crusader's Medallion memento will activate correctly.
- Minor UI alignment fixes.
[ 2017-04-16 01:24:33 CET ] [ Original post ]
Additions
- 13 new Steam achievements.
- 6 new in-game achievements.
- 3 new unlockable characters.
- 2 new enemies, one of which comes in three varieties.
- 1 new memento.
- A partridge in a pear tree.
Adjustments
- Achievements on the board in the Sanctuary have been rearranged.
- I'm sure I made more minor adjustments than just that, but did I document them properly?
- No I did not.
Bugfixes
- The treasure UI will no longer seem to flash the first time it is loaded.
- The hunger meter will no longer appear under the Black Key graphic for most reasonable resolutions (if you're playing in 640x480 then you have more pressing concerns).
- The To the Death achievement can no longer be achieved outside of boss fights.
- Fixed the tutorial images on the ground in the Sanctuary sometimes not showing up.
- Fixed a couple graphical errors on the Notes screen.
- Fixed some typos.
[ 2017-04-05 21:48:58 CET ] [ Original post ]
Because I'm one of those cool down to earth devs that does relatable shit like that. Fellow kids.
[ 2017-04-02 00:44:54 CET ] [ Original post ]
Additions
- Some new lore pages.
Adjustments
- The main GUI has been redesigned.
- The in-game manual adjusted according the GUI changes.
- Parrying an attack knocks the player back very slightly, depending on the power of the attack parried.
- Ghost weapons (as added by the Ghost Blade memento) that are slower than the main weapon will keep their direction after the main weapon has finished attacking.
- Ghost weapons that are thrown now stab instead.
- Allied spiders are easier to distinguish.
- Holding the button to use a smelter or supply crate interacts on a smoother curve.
Bugfixes
- Fixed an issue where some enemy corpses could still hurt the player.
- Spiders spawned from the Thousand Spider Eggs memento won't sometimes immediately hurt the player anymore.
- Using a smelter now correctly costs 1 experience.
- Fixed some typos.
[ 2017-03-28 23:06:28 CET ] [ Original post ]
Additions
- NONE. (Gasp!) Tis but a wee update.
Adjustments
- Bows and thrown weapons will no longer be negatively affected by the Training Dummy memento.
- Enemy level scaling slightly toned down. And small enemies like little slimes and bees don't have their power scale.
- Teleport traps will no longer appear under doors.
- Minor visual adjustments.
Bugfixes
- Added weapon rack slots for the last patch's new weapons.
- Dust kicked up when starting to sprint is properly lit.
[ 2017-03-22 19:39:33 CET ] [ Original post ]
Additions
- 4 new weapons.
- 5 new equipment items.
Adjustments
- You can hold the interaction button when using a smelter or buying/selling goods.
- Minor graphical adjustments.
Bugfixes
- Fixed an issue that would cause the player's sprite to update one frame late.
- Fixed the particles from the Skull Lamp flickering when over wall tiles.
- Destroyed bookcases no longer appear under wall tiles.
- Fixed a bug that could cause the Blink spell to activate without setting a new charge requirement.
- Fixed some equipment turning yellow when manually dropped.
- The sparks that appear when hitting a wall are positioned correctly.
- Fixed an issue where the area transition mirror in the maze could become stuck in a wall.
- Wow this section is way longer than the others. I guess that's a good thing...
- An ice enchantment crystal that spawns will correctly update the tiles beneath it.
- Fixed an issue where the extra weapons provided by the Ghost Blade memento could be destroyed prematurely.
- Teleports connected to memento crystals will no longer keep charging when they have no recipient.
[ 2017-03-18 02:06:37 CET ] [ Original post ]
Additions
- 5 new spells
- 8 new mementos
- Characters' base stats will be shown in the character select screen.
- Added an option to disable the slow motion effect that occurs when you dodge, crit, or parry.
- Added options to change the display of your direction arrow.
Adjustments
- The flash of lightning effect has been altered.
Bugfixes
- Fixed the bugged atmospheric fireflies that I messed up last patch.
- Fixed an issue that would cause the sprint and unlock cursor toggles in the controls menu to not save correctly.
- The extra reticules around the cursor for spells will properly disappear while the menu is open.
[ 2017-03-10 21:41:11 CET ] [ Original post ]
Adjustments
- Aiming with a controller while the cursor is unlocked should feel much more comfortable.
- Locking the cursor will snap it back into a correct position.
- Activating the radial menu will automatically lock the cursor.
- Controller support added for the Notes, Achievements, and Library screens.
- NPCs in the starting area no longer drop items.
- Minor visual improvements to some particle effects.
Bugfixes
- The critical and speed information for weapons in the Notes tab of the pause menu display the correct values.
- Visual atmospheric effects from the last area will no longer still be present in the Sanctuary after the player dies.
- Fixed an issue in the Notes section where selecting a sorting option using a controller wouldn't immediately resort the items.
Known Issues
- Some people have reported that the recent addition of treasure maps does not work for them. If you experience this bug as well please feel free to post the bug on the Steam forums and know that I'm frantically working on a solution.
[ 2017-03-06 00:23:40 CET ] [ Original post ]
Additions
- A shovel accessible from the radial menu can dig holes in the ground or destroy traps.
- Treasure maps can be found that mark an area of the map where you can find buried treasure. "But Julian," you ask, "how does treasure hunting further the game's themes of violence, nihilism, and self-loathing?" You ask too many questions.
Adjustments
- Broken chests don't drop health pickups anymore.
- GUI buttons are easier to see when highlighted.
- Some very minor particle improvements.
Bugfixes
- Houses and ruins in outdoor areas can no longer box in a player's starting location.
- Fixed an issue where ruins would fail to finish building correctly.
- Fixed a sign at shops incorrectly appearing under the player.
- Fixed an issue where a weapon with the Bloody enchantment would flash uncontrollably when the player is bleeding out.
- Fixed a minor performance issue caused by poisonous slimes.
[ 2017-02-28 03:05:17 CET ] [ Original post ]
Additions
- Three new enemies. The bats only come out at night.
- A new pickup that increases the level your weapon.
- There's a clock now.
Adjustments
- After level 100, enemy attack speed, damage, and power will scale slowly with the player's level.
- Meat and raw meat is selectable and must be interacted with to eat.
- Mimics have significantly less health but deal more damage.
- You are no longer able to perform various actions while spellcasting.
- Your spell can be interrupted if you are pushed too far from your casting circle.
- The level generation algorithm for the cave area has been adjusted slightly.
- There are less dead adventurers laying around the world.
- You can scroll many (if not all!) lists using the right stick on a controller.
- Slimes look a little different. Stop the presses!
- Some very minor adjustments to the stats of various enemies.
- Minor improvement to some particle effects.
Bugfixes
- Enemies who drop a large amount of items (besides experience) will drop them in a more randomized pattern.
- Fixed a bug causing the remains of allies to retain the stunned animation.
- Entities immune to ice or poison will no longer change color when interacting with those elements.
- Fixed a bug that could cause the particles from a Veilmark enchantment to not disappear when they should.
- Fixed an issue wherein certain traps on the floor would make it difficult to interact with another object.
- The achievement "Defensive" works properly again.
[ 2017-02-21 04:43:38 CET ] [ Original post ]
Tiny update today to deal with some little fixes that were bothering me.
Adjustments
- Peasant starting stats adjusted very slightly.
- Stamina will regenerate unimpeded while bleeding out.
- Flies are less energetic.
Bugfixes
- Fixed a bug causing the fog of war effect for doors in houses to become skewed.
- Flies cannot hit invisible enemies anymore.
[ 2017-02-15 22:23:49 CET ] [ Original post ]
"Nay!"
Additions
- As we move closer towards the Dark Souls singularity there are now a bunch of NPCs hanging around the Sanctuary saying vague, cryptic things.
- There may or may not be a new secret boss (there is).
- There is some extra content around the Sanctuary. Some of it secret, some not so secret. It will likely be expanded upon in further updates.
- Destroying magic spell crystals will leave behind a temporary single-use version of the spell.
- A bunch of new bugs probably...!
Adjustments
- Shields have been improved. Enemies will often falter when blocked.
- On that note, enemies may also falter when hit really hard if their stamina is low but not low enough to be stunned.
- The power of an enemy attack is now partially mitigated by the same algorithm that damage mitigation uses (for example, when blocking).
- Hallways in the Castle have been widened.
- Renamed some bosses. Specifically those found after the Labyrinth and Marsh areas.
- Smelters can be destroyed now.
- Some smelters can be moved.
- Improved some particle effects.
- There is a ceiling to how much it costs to level up a stat. It's incredibly high, but there just in case.
- The 'd' in my font no longer looks just like an 'o'. Kinda lessens the dramatic effect of fighting something called "The Goo of Death".
- Altered various text.
- Enemies will be more inclined to murder you when you're stunned and helpless.
- Using a weapon will end your sprint.
- Added some extra sounds to the UI.
- Very slightly adjusted spacing of weapon smithing area of the Sanctuary.
- You're no longer able to use the Return to Start button during boss fights.
Bugfixes
- Definitely probably fixed a pervasive bug causing some tables to become invincible.
- Fixed a bug that would allow a player with high Mobility to dodge everything.
- Fixed some floor tiles not correctly matching the walls above them.
- The spacebar can be properly bound to an action.
- The radial menu can be properly rebound.
- The sun properly fades in a comfortable manner when transitioning from morning to day.
- The camera will no longer get stuck rigidly following the player in some circumstances.
- Fixed a bug that could cause the screen effects and heartbeat sound to go off even if you blocked 100% of an attack.
- Fixed a bug causing experience stuck in the wall to teleport into another dimension.
- Fixed an issue that could cause dead allies to show up as kills.
- The Scarred Buckler memento correctly has a pop-up when it activates now.
[ 2017-02-14 07:11:54 CET ] [ Original post ]
Hello my ten players! I've been slow to update, so here I am confirming that I'm still alive. Recently I've been working on version 0.8 which will be adding some new content around the starting area. Subsequent iterations of 0.8 will add more content in general. Unfortunately in the last couple weeks I have had less time to work for various reasons and "I develop a video game you've never heard of in a genre that sounds made up" doesn't get me out of social obligations. I'm moving closer towards official release so there likely won't be a slew of new mechanics. I'll be adding some content and updating visuals and audio, but I'd like to spend most of my time removing bugs, adjusting the difficulty at various stages of play, technical improvements to the UI, and improving existing features like magic and boss fights. Please feel free to keep commenting, I try to read everything. Thanks :) ːbreargː
[ 2017-02-01 07:10:14 CET ] [ Original post ]
Additions
- A radial menu (default Q on keyboards, Back on an Xbox controller) has been added to perform some functions including dropping equipment and weapons, opening the map, and... ...wait for it... ...waaaiiit for iiiiit... ...pulling experience towards you.
- There is a better indication of where a spell is cast (those twirly glowy bits appear on the cursor if it's a targeted spell).
- Sprint and Unlock Cursor have options in the controls screen to be used as toggles. And there is a sensitivity slider for Unlock Cursor.
Adjustments
- Most spells have a small cast time before they activate. Don't complain, enemies have always had cast times.
- The number of enemies spawned adjusts slightly relative to your level, with level 50 being the average.
- Taking a hit on a shield with less than 0 stamina will stun a player regardless of damage blocked.
- The sun's color and intensity blends more smoothly as the hours pass.
Bugfixes
- Fixed a bug that could cause the upcoming in-demand good sign in The Sanctuary to sometimes incorrectly display the next good if the player returns there without relaunching the game.
- Some enemy sounds were not scaling with the volume and now they are.
- Fixed some minor visual issues with the map.
- Some ground tiles can no longer be removed and leave an empty void in their wake.
- The menu will no longer switch screens when you try to rebind a shoulder button on a gamepad.
- Fixed the awkward hitbox on the Bandit Lord's battle axe.
[ 2017-01-16 04:05:27 CET ] [ Original post ]
Additions
- Weapons now have one additional attack when used while running at a full sprint.
Adjustments
- A player's Mobility stat now affects how quickly they can change direction while sprinting.
- It is much easier to hit an enemy multiple times with a spinning attack.
- A failed parry won't consume extra stamina if you pushed something instead.
- All weapon attacks (for the player and NPCs) have a sliiightly quicker windup.
- All weapons are thrown at the same speed.
- Shields will stun opponents for longer.
- Enemies are more aggressive when fighting alone or in small groups.
- Some enemy spells are a little more dangerous.
- Tables no longer have a power threshold needed to break.
- Regular human enemies will not call nearby Adventurers into a fight.
- Pressing the cancel button (Escape on keyboards, B on Xbox controllers) while rebinding a key will unbind that input.
- Improved some particle effects.
Bugfixes
- You should be able to rebind all controller buttons now.
- Rebinding an action to what is currently the Open Map button will no longer immediately open the map.
- Fixed an issue that stopped players from being able to hold a nocked arrow.
- Fixed a bug that could cause experience to be teleported past the edge of the world.
- Minor fixes to some visually overlapping objects in boss fights.
[ 2016-12-31 00:32:34 CET ] [ Original post ]
Additions
- Gods may occasionally intervene to provide assistance if certain conditions are met.
- In addition to breaking when you can't pay for the recharge, your spells now begin to crack after each cast made without having been recharged. After six cracks the spell will shatter regardless of your experience.
Adjustments
- Some of the rewards for praying at shrines have been slightly adjusted.
- Shrines will sparkle faintly when a god really likes you. Just like in real life.
- Weapons used with the scabbard and a sheathed bow no longer fire arrows in completely random directions.
- Swamp water will poison you.
- Incidentally, the sewers are no longer 100% swamp water. It's much more reasonable now, like 99%.
- Also the sewers no longer have a shop.
- The fade effect on trees and bookcases has been expanded and smoothed.
- Shops in the town will now always appear inside a house.
- Armor costs less to purchase at shops.
- Minor tweaks to some enemy stats.
Bugfixes
- Fixed a bug that caused the perception and mobility stats to not load correctly when continuing a playthrough.
- Rebinding an action to the button used to cancel menu screens will no longer close the controls screen prematurely.
- Lore pages are displayed in the correct order.
- Fixed a bug causing a certain shrine to increase fortitude incorrectly.
- Fixed a bug that caused trees animated using the Animate Plants spell to attack you instead of becoming allies.
- Fixed a bug wherein the magic circle drawn at your feet when casting spells would redraw itself a second time.
- Fixed an issue with the magic circle sometimes not activating when it should.
- Fixed an issue with certain wall and ceiling tiles around the exit portal disappearing.
- Floor tiles in the sewers will no longer go missing.
- The sewers will no longer display red-tinted portals as the sewers don't have a boss fight.
- Boxes should no longer be able to spawn directly on top of smelters.
- Large, unmovable objects are no longer able to be teleported by a nearby teleport trap.
- The memento Faulty Timepiece no longer gets in the way of the slowdown effect created by dodges, parries, and critical hits.
- Enemies won't alert their friends through walls anymore.
- Mimics will always be selectable while in their dormant form.
- Minor visual bugfixes.
[ 2016-12-23 19:34:22 CET ] [ Original post ]
Additions
- A section has been added to the pause menu to rebind your controls, both keybard/mouse and gamepad.
- The various areas now have names that appear briefly when you enter and on the map. A lot of thought went into these. For example, the first area to the west is called "Desert".
Adjustments
- The launcher will no longer appear.
- The default controls for gamepads have been changed a little.
- Dodging an enemy's swing will slow their attack slightly.
- Surges will destroy arrows and magic projectiles.
- The Perception stat has a slightly smaller effect on experience received from enemies and shrine costs. It's minor, I promise. Minor-ish.
- The town will always have a shop.
- The lore screen accessed from the bookcase looks a little nicer.
- Generic dungeons have more special rooms.
- Opening the notes screen will reset the categories to the top of their lists.
Bugfixes
- The teleport potion will now correctly teleport more than one entity when outdoors.
- Buttons in the menu will highlight when moused over again.
- The bow is easier to select at the start.
- The poison and fire particles above your health are back.
- Fixed a bug causing some tables to have their contents floating above them.
- Fixed an issue that could cause a crash when quitting from the title screen.
- Fixed the fog of war effect above certain doors being distorted in the starting area.
Known Issues
- Rebinding the escape key on keyboards or the B button (or equivalent) on controllers will correctly set the new key but also close the menu.
[ 2016-12-15 05:38:29 CET ] [ Original post ]
Just a little update today.
Adjustments
- Soldiers with crossbows no longer hit with so much power.
- Certain allies are more prone to dodge.
- The Cultist starts with 10% more mobility.
- The potions and achievements screens can be scrolled using the mouse wheel.
- Spells and mementos used or acquired in the starting area don't count towards your notes.
- Overall performance while camera is moving has been improved.
Bugfixes
- The Empty Vial memento will work in a random manner instead of a predictable one.
- The spell Blink is now correctly included in your notes after discovering it.
- Fixed a bug that could cause the game to unpause while the menu is open when opening it during slow motion.
- Mimics show up as chests on the map now.
- Fixed an issue with maps in certain areas not drawing correctly.
- Ghosts can no longer attack without becoming corporeal.
[ 2016-12-13 01:34:04 CET ] [ Original post ]
[strike]EDIT: Hold up! Something went wrong it'll be up for real in 15 minutes! Damn, that was close. For a minute there all the descriptions for every memento were laid bare. Would have been mass panic had I not heroically reverted to the last patch.[/strike] Haha what? Everything is cool. I'm a professional.
Additions
- A section of the menu called "Notes" lists the enemies, weapons, equipment, mementos, and magic you've encountered (starting now). Items on these lists will update the more you experience them. Most notably, mementos will slowly reveal their effect.
- The name of your equipped weapon now includes any enchantment it may have.
- The starting area now includes a sign that signifies the in-demand good at the next shop.
- Fleeing enemies may inspire their friends to flee as well.
- Added an effect when somebody is empowered by a sacrificial circle.
- Obelisk's corpse sparkles.
Adjustments
- The cost to use a grindstone increases for each level of the weapon being upgraded.
- The effects of the Burnt Effigy memento have been altered to make it more useful.
- There is now a cap on weapon speed to stop weapons from swinging too fast to be effective.
Bugfixes
- Shield won't grow during his boss fight.
- Fixed a bug that could cause the Lightning Bolt spell to be confused with the Thunder spell when continuing a suspended playthrough.
- The particle effect on enchanted weapons will now correctly disappear when swapping weapons, for real this time (probably).
- Arrows will now correctly inherit the effects of certain enchantments.
- Fixed a bug that would cause the player to experience the death screen after saving and quitting.
- Fixed a bug causing the player to sometimes become frozen when immediately continuing a suspended run.
- Fixed an issue wherein the insanity caused by a certain shrine would not decrease over time.
- Fireballs no longer appear under objects on the floor.
[ 2016-12-09 01:41:48 CET ] [ Original post ]
Additions
- Goods, a smelter, and a grindstone have been added to the starting area.
- Weapons yet to be unlocked in the starting area display their silhouette.
- Achievements yet to be even partially unlocked will display a faint icon on the achievement screen.
- The bookcase in the starting area will be empty if no missing pages have been found.
- Just in case you needed another reason to burn down the forest (which obviously you didn't), falling trees now damage whatever they fall on, even other trees.
- Behold my haiku:
- Sprinting kicks up dust.
- The diary is labelled.
- Bushes now rustle.
Adjustments
- Stamina drained while sprinting has been halved. I am a generous dev.
- The starting area has been redesigned. Some things have moved, some have not.
- The small tutorial area has been improved to allow players to practice dodging and parrying.
- Updated some bosses, namely those found after the town and marsh areas.
- The lowest you can decrease your speed using the scroll wheel is 25% (up from 10%).
- Quickly changing direction while sprinting will cause the player to stop sprinting.
- Weapons, unlike other objects, will drop goods when destroyed in the starting area.
- I should really come up with a name for the starting area. But even in my code it's just called "StartingArea".
- A subtle indicator will appear if the player has insufficient supply goods, experience, keys, or surges to perform an action.
- Standing in water while on fire will remove the fire quicker.
- Rain and snow remove fire quicker.
- The blacksmith begins with one less surge.
- Effects attached to an enchanted weapon will fade out smoothly when sheathed instead of immediately disappearing.
Bugfixes
- Arrows fired from traps will no longer disappear if the trap is activated again while the arrow is in the air.
- It is no longer possible to accidentally end up with negative experience when starting a new character.
- Attempting to fire two arrows when only one wood is available will only fire one arrow instead of one getting stuck on your bow.
- Fixed a bug causing fire to still be dangerous for a couple seconds after it dies.
- Fixed a bug causing the map to continuously treat movable objects like chests as new objects.
- Fixed a bug that made the poison applied to a weapon last forever.
- Fixed a bug wherein the blacksmith's unlocked weapon didn't work properly until sheathed and redrawn.
- Brearg's flailing hands attack will now properly hit the player.
- Fixed a bug causing rain, snow, and certain atmospheric effects to not display.
- A completed achievement on the left and right edges of the achievement screen now influences the correct neighboring achievements.
[ 2016-12-05 01:58:31 CET ] [ Original post ]
This update was supposed to go out three days ago but I'm an idiot and created a bug that I then spent an obscene amount of time fixing. :|
Additions
- Grindstones can be found to upgrade weapons.
- Fixed an obnoxious bug that cropped up during this update. Yes I know the bugfixes section is below but I'm just so mad at this one.
Adjustments
- Temporary buffs, such as Invisibility or Rage, now show as icons with timers instead of bars.
- Minor GUI adjustments.
- Memento crystals with teleporters will now allow the teleporter to be used on last time after a memento is chosen or destroyed.
- Objects (rocks, trees, etc) in the starting area will no longer drop anything when destroyed.
- Minor visual adjustments.
Bugfixes
- Fixed a bug that caused a couple spells to not affect those fleshy monstrosities that pop out of sacrificial circles.
- Fixed a bug that caused said monstrosities to not pick up experience, health, and armor.
- Fixed a bug causing certain particle effects to collide with the player.
- The Historian will no longer be able to bank experience in the starting area to create paradoxes.
- Trees will now burn like proper trees.
- The boss arena after the prison no longer has an awkward dirt wall at the back.
[ 2016-11-27 08:21:36 CET ] [ Original post ]
I had to patch a bug and it was easier to just let a few changes from the next update come along so here's a little half-update.
Adjustments
- Changed the visual effect of weapons enchanted with electricity.
- Arrows fired from enchanted bows are colored to match the enchantment.
- The number of those awful living statues you can find in dungeons is more randomized.
- Spike traps activate quicker
- Minor visual alterations.
Bugfixes
- Fixed a bug causing the Hedge Maze boss fight to crash.
[ 2016-11-22 07:00:45 CET ] [ Original post ]
Additions
- Two new shrines.
- Praying at shrines influences the chance of particular shrines, items, and mementos spawning.
- The Thousandfold shrine in the starting area is now only available depending on your progress opening his boss fight.
- Some new lore pages.
- If you happen to lose your weapons you can always punch. But I wouln't suggest it.
- The surge icon near the top left will flash when the player is bleeding out.
Adjustments
- The first areas after the start are slightly easier.
- Parries start quicker, have a slightly larger window of success, and take slightly longer overall.
- Failed parries cost extra stamina.
- Opening books of magic will spawn some dangerous crystals now.
- The Criminal character is improved a wee bit.
- Taking a hit with power under 10 will no longer stun (same goes for enemies).
- Tiny slimes' power reduced to under 10.
- Doubled the maximum quantity of goods that shops can hold.
- Changed wording in describing surges to include the word "heal".
- Fire, poison, and ice resistances will affect the duration an entity is burning, poisoned, and freezing.
- By default, you will burn longer.
- The sprites of pickups such as experience or meat are sorted in relation to other sprites.
- The significance of a god's favor during certain boss fights has been slightly decreased.
- Bandits are somewhat slower.
- Boars are a little easier to deal with.
- Sliiightly less boars will spawn.
- Having no weapons will correctly show a blank space in the bottom right.
- Minor GUI adjustments.
Bugfixes
- Finally fixed the bug causing some boss' armor bar to not show.
- Arrows already stuck in the player can't catch on fire anymore.
- Electricity from lightning infused weapon will only hit each affected enemy once.
- Fixed a bug that could cause iron chests to not spawn anything.
- Mimics no longer occasionally retain a chest's selection outline when attacking or dead.
- The selection outline on thrown weapons won't be briefly visible after thrown.
- Fixed an issue that made some purchasble weapons in the starting area difficult to select.
- Sconces won't float in the air if the wall they were on is destroyed.
- Neutral enemies can pick up experience again.
- Fixed an issue causing boars to sometimes not deal any damage after lunging.
- Flies and orbitals should correctly snap to the player's position after a transition.
- The player's temperature is no longer static while in the starting area.
- Fixed the memento Tortoise Shell from occasionally not activating.
[ 2016-11-12 18:33:06 CET ] [ Original post ]
Additions
- Old ruins will now show up in parts of most areas containing treasure and enemies.
- There is now a leaderboard for tracking how big the largest enemy you've slain was. This is really important stuff, guys.
- Four new humanoid enemies.
- One new spell, the Historian knows it by default.
Adjustments
- Some enemies drop less experience.
- Shrines can spawn more varied rewards.
- Only a few shrines will appear out in the open now, most will be in ruins, houses, or dungeons.
- With ranged weapons, you can now keep a single arrow nocked by holding the attack button down.
- Updated sprites for some weapons.
- You can now use a surge when stunned and it will break the stun.
- Books of magic are no longer bolted into the ground and can be moved around.
- Speed of the dripping blood in the intro is no longer dependent on your frames per second.
Bugfixes
- Bosses will now correctly factor into your violence score.
- Beehives will actually drop experience for real this time.
- Fixed a bug that made the fog of war not extend to nearby tiles correctly.
- Fixed a recent bug that made clouds invisible.
[ 2016-11-04 02:46:42 CET ] [ Original post ]
Another small update. I've been working on some bigger mechanics so this patch is mostly a few small bugfixes and a little update to the graphics.
Additions
- Added a short intro before the start menu.
Adjustments
- Changes to multiple environmental sprites, altering the art style ever so slightly.
- Some adjustments to the internal code that will never affect you... but it makes a difference to me.
Bugfixes
- Fixed an issue that could cause a bow to not receive an enchantment when both of its arrows hit an enchantment crystal at the same time.
- Water elementals and their attacks are the correct color again.
- Some other minor bugfixes.
[ 2016-10-24 02:09:25 CET ] [ Original post ]
Just a small update today.
Adjustments
- Rivers have grass and vegetation around them.
- Color adjustments.
- The secret portal (wooOOOOoooo secret!) in the starting area is no longer visible on the map when it shouldn't be.
- Stone Guardians are slightly tougher.
- Slightly altered the way Water Elementals attack.
Bugfixes
- Armor bar won't appear behind the goods icons.
- Fixed an issue making the ballista difficult to select from a weapon rack.
- Fixed an issue causing the Avatars of Pride and Shame (those awful statues in dungeons) to not animate correctly.
[ 2016-10-18 00:00:12 CET ] [ Original post ]
Additions
- More blood. Yes it was necessary.
- Healing is now shown as text around the same area that damage is displayed.
- Sounds for blades connecting.
Adjustments
- Sprinting now increases speed more gradually, and consumes stamina accordingly.
- Sprinting now increases the effectiveness of dodges relative to your speed.
- Players are now able to dodge over pressure plates.
- Enemies (especially humans) will give the player a little more breathing room.
- Human enemies are a little more mobile while attacking.
- It is slightly easier to perform a parry.
- The Charge spell can no longer hit an enemy multiple times in one charge. It was way to powerful.
- The attack used by the Daughter of Sow that causes spires to shoot from the ground has been toned down.
- A flaming arrow stuck in the player will no longer continue to burn longer than it should.
- Fire spreads faster.
- Electricity creates more light.
- Bees no longer drop experience but horde it all within their hive.
- Obelisk has armor, not health.
- Obelisk fight is properly marked as indoors and thus much darker.
- The banana peel memento has an icon pop up when appropriate.
- Minor graphical adjustments.
Bugfixes
- Fixed a bug causing some crystalized spider nests to not drop mementos when destroyed.
- The player will no longer retain their experience when quitting a playthrough from the menu and respawning.
- Fixed a bug causing most door traps to not activate.
- Fixed a bug that was causing powerful ranged weapons to deal more damage than they should.
- Fixed a bug that could cause weapons to rotate improperly after switching with another equipped weapon.
- The Last Mistake will now properly play its death rattle.
- Fixed a bug that could cause certain objects to render out of order.
- Fixed a bug that would occasionally cause certain enemies to just stop moving after attacking.
- Sacrificial circles were destroying parts of the shop. But no longer.
- The Tortoise Shell and Plague Tick mementos will no longer activate every frame.
- Destroyed statues no longer clip behind dungeon walls.
- The Obelisk fight had a bunch of blue fire torches and one normal torch for some reason. Got rid of the normal one.
[ 2016-10-11 03:00:20 CET ] [ Original post ]
Additions
- New final boss music.
- Players now have a choice of whether to reset their stats after a point where previously stats were automatically reset.
- New icons for certain objects on the map.
- Resistance icons on the menu screen now have specific explanations.
- Lightning given a fancy new glow.
Adjustments
- Players can now interrupt the start of their attack by parrying. Players can also now dodge in any direction during this time frame.
- Enemy AI has been slightly improved and some attacks made more aggressive.
- Improved fire trap mechanics.
- Lightning is more dangerous to players and allies.
- Hitting a lightning a lightning enchantment crystal while indoors will no longer cause a lightning bolt to strike, consistent with similar spells.
- Enemy mages will not always have opened the magic books they congregate around.
- Bosses who charge at the enemy will recover quicker when stuck on a wall.
Bugfixes
- Fixed an issue where the player could avoid damage by hugging close to an enemy. Please don't get the wrong impression, violence is the answer.
- Human enemies that have grown from experience consumption will properly attack at a distance relative to their size.
- Continuing a run that had an ally from the Enchanted Bow memento will no longer spawn the ally twice.
- Fixed a bug causing enemy magic projectiles to disappear immediately.
- Fixed a bug that stopped ghosts from turning invisible.
- Mimics will no longer flounder impotently when their target moves out of range.
- Fixed a bug that could cause teleportation potions to always send their targets back to the start of a map.
- Fixed some text being overlapped when smashing the mirror after some boss fights.
[ 2016-10-05 21:14:22 CET ] [ Original post ]
Adjustments
- Birds spawned during the Daughter of Sow fight will stop dropping experience after the first handful.
- Certain bosses have slightly more informational names.
- The Traitor's Brand memento no longer affects nonviolent and certain tiny enemies.
- Some minor graphical adjustments.
Bugfixes
- Fixed a bug that caused ambushing enemies to be fully visible behind their bush.
- Allies can no longer see invisible enemies.
- Fixed some objects that had their yellow outline envelope the entire sprite.
- The holes from dart traps can no longer hover in the air.
- Fixed a bug causing some objects to appear on a road when they shouldn't.
- Fixed some purchasable weapons in the starting area appearing behind their shelving.
[ 2016-10-01 20:44:32 CET ] [ Original post ]
Additions
- Two new weapons.
- The castle has windows now. So that's cool. Ambient lighting means that the castle will now be completely dark only at night, unlike dungeons which don't have fancy windows.
- Added an option in the menu to return to the start of an area. This is a temporary fail-safe and will increase your hunger when used.
Bugfixes
- Bosses can no longer become stuck in walls.
- The audio volume of surges, magic, sacrificial circles, and fire traps now properly reflects the sound slider in the options menu.
- Fixed the Egg memento resetting points spent in max health.
[ 2016-09-27 07:18:11 CET ] [ Original post ]
Additions
- Steam Trading Cards! Badges! Backgrounds! Drugs! Emoticons!
- Leaderboards! Well, one leaderboard for now. I'm still playing with how scores are calculated. Scores will be displayed and recorded only after finishing a playthrough. The leaderboard cannot be viewed in game yet, but can be found here: http://steamcommunity.com/stats/509570/leaderboards/1458066/
- Twenty new mementos to discover and not understand.
- One new achievement, Explorer. Now the number of achievements is a nice even 60.
Adjustments
- Changed how the Magic and Death elements of the magic circle left behind after a spell will activate.
- Small changes to various mementos.
- Increased the size of flies.
- Schematics and missing pages picked up will now save without needing to first enter a new area.
- Adjusted the size of some sprites as they appear on the enemies killed list displayed after death.
- Your violence score will now properly save when suspending a run. Previously it would reset before continuing.
Bugfixes
- Fixed a bug that would cause multiple unwarranted allies to spawn when continuing a playthrough. You weren't just making new friends; they should not have been there and will never be there again.
- Fixed a bug that could cause weapons to stop working correctly after the player is frozen (by ice, not shitty programming) in mid-swing.
- The doors of houses should no longer be able to face a wall tile.
- Fixed a bug that negatively affected your speed when you started levitating on water or webs.
- Fixed a bug that caused all forges everywhere to disappear because they thought they were lights.
- Killing Veil will no longer briefly reveal that his sprite was just a darkened bandit sprite all along.
- Stationary bosses can no longer be teleported.
[ 2016-09-25 07:31:05 CET ] [ Original post ]
Hi everybody! Sorry for my delay with the next update, there was a family emergency. And by family emergency I mean dog emergency which is so much worse. But everything is all good now so I want to make sure you know that I'll release a new update in the next few days. Update 7.0 will include trading cards, some new mementos (those buffs that everyone calls artifacts but dammit I wrote "mementos" in the code and I'm sticking to it) and other small adjustments and bugfixes. Also potentially leaderboards, not sure if that will make it. Thanks for your patience :)
[ 2016-09-23 03:05:09 CET ] [ Original post ]
I am aware that I missed my chance for patch 0.6.6.6.
Adjustments
- Improved the visuals of being cold and frozen.
- Enemies benefit twice as much from picking up experience.
- Updated the ally that joins you after completing a certain achievement.
- Enemies will now move a little faster when trying to catch you and a little slower when within range.
- Sprinting increases your speed a little less and uses less stamina.
Bugfixes
- The fire from burning pitch will no longer appear behind walls.
- Boss armor bar should no longer be occasionally invisible.
- Fixed a bug causing some traps to spawn inside the walls.
- Potions will no longer work on the dead.
- Rain from a previous playthrough won't continue to pour soundlessly after respawning.
- The experience cost to level up after resetting your level will now accurately reflect your level.
- Fixed a bug that stopped some entities from being able to float over rocks.
- Rocks can no longer block doorways in dungeons. This technically wasn't a bug but then I got teleported into a room blocked by rocks. It was awful.
Potential Bugfixes
- This section really inspires confidence doesn't it?
- Potentially fixed a bug that could cause the loading screen into a new outdoor area to hang indefinitely. While I believe the issue is resolved I'm still testing. If this does happen to you after this patch, please contact me using In Celebration of Violence's Steam forums.
[ 2016-09-15 06:47:59 CET ] [ Original post ]
Additions
- Two new enemies. Don't worry about looking for them; they'll find you.
Bugfixes
- Explosions can no longer be heard from across the world. Sorry Mr. Revere.
- Doors inside dungeons should no longer be blocked by walls.
- Fixed a bug that could cause falling boulders to float just above the ground.
- Fixed an occasional graphical problem with weapon trails.
- The exit to a dungeon will no longer be able to very rarely appear in hallways.
- Doors should no longer spawn on cracked walls.
- Fixed a bug causing some wall-based objects to spawn on doors.
[ 2016-09-10 18:16:03 CET ] [ Original post ]
Adjustments
- Improved lightning.
- The Thunder spell now gets a damage bonus if used beneath a cloud.
- Altered the starting area a little.
- NPCs affected by an active sacrificial circle will now grow to indicate their increased power.
Bugfixes
- The magic beam and lightning spells will no longer appear in front of the UI.
[ 2016-09-07 18:31:35 CET ] [ Original post ]
Additions
- New door types. So. Exciting.
- A new rare pickup will grant you a free extra level.
Adjustments
- Improved the algorithm for generating the prison area.
- Doors are now able to be broken like most other objects.
- Obelisk now requires offerings of glass.
- Sow now requires offerings of wood. He uses it as mulch for his garden.
- Leveling up is a little more expensive.
- Increased the quality of treasure in locked rooms and houses.
- Slightly decreased the amount of dead adventurers you can come across.
- Statues can be moved. That sounds cryptic but it really isn't.
Bugfixes
- Teleport traps and potions will no longer teleport you to a locked or secret room.
- The corpses of ally spiders will not linger when you change areas or start over.
- Spiders spawned from A Hundred Spider Eggs are less likely to die immediately.
- Getting hit will reset your run speed adjustment.
- Bonus starting experience gained from achievements can no longer be saved.
- Shops will now properly fit inside houses.
[ 2016-09-05 05:51:26 CET ] [ Original post ]
Bugfixes
- Fixed a bug that could cause buffs to be picked up twice. Sorry.
- Fixed a bug that made archers occasionally invisible.
[ 2016-09-03 19:04:21 CET ] [ Original post ]
Additions
- Teleport tra- *gets teleported away*
- For mouse users: the scroll wheel will now adjust your movement speed, as shown to the right of your stamina bar. This feature can be turned off in the options menu.
Adjustments
- Improved audio pooling.
- The Primordial Jelly will move at a slightly more manageable speed.
- It's now much harder to get stuck on stray pixels
- Falling boulders make noise now. They go "bgkrrrrr!"
- The size of the trigger to pick up experience has been slightly increased.
- Blood particles will dim with the lights.
Bugfixes
- Fixed a bug that could cause the game to hang during a loading screen.
- Picking up Missing Pages is now properly displayed on the relevant achievements.
- Hair pixels will no longer stick out the top of some characters' hats during character selection.
- The black particles from a death enchantment will now correctly be replaced by other enchantments.
- Minor bugfixes (...that I forgot to document)
[ 2016-09-03 01:44:39 CET ] [ Original post ]
Additions
- 39 new Achievements, for a total of 59. All achievements are integrated into Steam but more than half of them can be earned in game without Steam. Each in game achievement will unlock a unique permanent bonus. Any achievements already earned in game should sync with Steam and vice versa.
- Two new characters!
- Game will now pause when activating the Steam overlay
Adjustments
- Lessened the effect of poison and blight on enemies (still just as deadly to you)
Bugfixes
- The health, armor, stamina, and hunger bars will no longer extend off the edge of the screen
- Accumulated violence and enemies killed will properly reset after death.
- Player should no long get stuck in walls.
- Dungeons should no longer be inescapable. For real this time.
- Damage numbers should no longer occasionally stay above dead enemies
- r
[ 2016-08-30 02:15:01 CET ] [ Original post ]
Adjustments
- Softened the fog of war effect.
- Improved the visuals when swinging a weapon
Bugfixes
- Exit portals no longer destroyed by overlapping objects during world generation.
- The correct version is shown after returning to the title screen.
- The Free boss fight will no longer allow him to escape the material plane by teleporting outside the map
- Fixed a bug that would cause experience to not be properly retained
[ 2016-08-23 22:39:36 CET ] [ Original post ]
Adjustments
- Tweaked the color palette
- Enchantment crystals have new sprites
- A few mementos have been adjusted
- Doubled the duration of poison and made the damage effect subtler
- Added some variety to dungeon floors
- Enemies lucky enough to come back to life will no longer replenish their supply of experience
- Enemies lucky enough to come back to life will disintegrate into a useless pile of bones on their next death
- It's kinda sounding like these enemies aren't so lucky after all
Bugfixes
- The sound of arrows hitting a wall will no longer interrupt itself
- A hundred spider eggs will no longer cause spiders to spawn from other spiders
- Spiders are now properly immune to poison
- The javelin will no longer cause player to freeze when picked up after being thrown
- Arrows fired from bows now properly take into account all the same stat considerations that melee weapons do
[ 2016-08-19 01:39:34 CET ] [ Original post ]
Bugfixes
- Dungeons should no longer be occasionally inescapable
- Levelling up stats will now cost you the appropriate amount of experience.
- Shops will no longer be set up in libraries. Nor will libraries be set up in hallways.
- Whoever was erecting shrines in narrow corridors has been sacked.
[ 2016-08-17 02:43:32 CET ] [ Original post ]
Adjustments
- Zombies have had their health and aggressiveness decreased.
- Added an extra path to the bloodstained house
- Decreased the volume of thunder a little.
- There is now a cap on the amount of armor that a shrine to Shield can grant you.
- Increased the amount of aggression that praying to Veil grants you.
- There is now a cap on the amount of enemies that may spawn around the shrines of angry gods
- Avatars of Pride and Shame (those awful statues that sneak up on you) now have some downtime between attacks.
- Sacrificing health at a shrine to Thousandfold will no longer make you game-breakingly overpowered.
Bugfixes
- The camera will no longer zoom too far when hit by a powerful attack.
- The Obsidian Avatar should no longer be able to get stuck in the geography.
- Pickups should no longer get stuck in the walls (unless they reeeaaally believe).
- The barbaric member of the Heroes boss fight will no longer get lost in a loop of his own faulty logic.
[ 2016-08-16 03:54:09 CET ] [ Original post ]
- Some amount of experience can now be retained upon death. Be more violent, retain more experience. Just like real life!
- Minor bugfixes
[ 2016-08-13 23:33:25 CET ] [ Original post ]
- In Celebration of Violence Linux [302.4 M]
Large, procedurally generated and interconnected lands range from plains, to swamps, to cities, to dungeons. These lands offer multiple paths to reach the variety of final bosses. Dungeons are a dangerous but rewarding risk. In dungeons you will have to move slowly and be on the lookout for traps and secrets while searching for the exit.
Elements interact with each other and the environment. Fire reacts to the temperature, weather, and any flammable objects, especially people. Electricity will arc towards entities and is especially dangerous around water. The chances of rain or snow adjust organically to the area’s climate and can become both a hindrance and an advantage.
The shrines of multiple gods litter the land. Players can choose to pray to shrines they come across to receive a variety of favors, bonuses, and items. One must choose carefully though; every god has a different price and some become displeased when their rival is the subject of worship. Some gods may also become angered by actions the player takes while adventuring, such as destroying foliage or killing civilians.
Scores of weapons, items, spells, and mementos are scattered throughout the world to find. One may acquire a powerful enchanted ballista early into one life, only for the next to yield nothing more than a couple of wooden clubs.
Mementos represent objects remembered from past lives and change the rules of gameplay. You may discover a memento that summons spiders from enemy corpses, improves your stats while on fire, or reverses the effects of death.
There are multiple paths to victory. One could be nimble and stealthy, charge in waving a hammer, raise an army of undead, harness a variety of spells, manipulate enemies into traps or flames, amass resources to acquire the most powerful items, or simply play it safe with a sword and a shield. The various characters simply offer different starting points, every decision is your own.
No life is predetermined for success. The cheery graphics disguise a brutal and unyielding experience. Unforeseen obstacles will need to be dealt with in real time and even a regular enemy will be deadly if you’re not careful. To reach the end, players will need to demonstrate that they are able to consistently overcome these obstacles. Failure can halt or even reverse progress.
As you accumulate experience, discover schematics, and defeat bosses you can become permanently better prepared to tackle future challenges. The choices and advantages a player has at the beginning of a playthrough will dramatically increase as they play. New characters, items, and bonuses are unlocked in ways that are only hinted at during gameplay.
- OS: Tested on Ubuntu 16 only
- Processor: Athlon II X3 @ 3.20GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: AMD Radeon HD 5570
- Storage: 350 MB available space
[ 6132 ]
[ 2625 ]