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Update 0.9
[ 2017-09-20 03:16:13 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 ]
In Celebration of Violence
Julian Edison
Developer
Julian Edison
Publisher
2016-08-12
Release
Game News Posts:
102
🎹🖱️Keyboard + Mouse
Very Positive
(392 reviews)
The Game includes VR Support
Public Linux Depots:
- In Celebration of Violence Linux [302.4 M]
In Celebration of Violence is a fantasy action roguelike of exploration and murder. The combat is methodical and you must on plan your attacks, dodges, blocks, and parries while considering your opponents and the environment. Death is permanent but you can improve your stats and purchase items to aid future lives.
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.
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.
MINIMAL SETUP
- 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
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