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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
-=: Beta Version 0.9.C :=-
[NEW] Goal chamber chest opening animation
[NEW] The glove gate; requires the glove to pass
[NEW] Animation shows when the courage shield is ready to absorb damage
[NEW] Zchivek and Ntinel explosions can open secret walls
[NEW] Procedural song for boss battles; changes the key for each boss
[NEW] Procedural songs for the gate item room, before boss room, boss roar and goal room
[NEW] Player 2 auto-human feature uses AI until player 2 presses some buttons
[NEW] New bomb animations distinguish a bomb that can be picked up versus a bomb that was placed
[NEW] New animation for when the bomb is picked up by the tophat
[NEW] Dungeon one has an alternate drum note pattern
[NEW] Karsh (the water enemy) is more noticeable
[NEW] New art for the boss door sides
[+++] Jib can scan stuff from a little farther away, so he succeeds a lot more
[+++] Jib backs away from Roq during dialogue so it's clearer who is talking
[+++] Worm boss is more challenging (spews acid) and unpredictable
[+++] Psychedelic cactus shader uses a vignette
[+++] Slower walking when colliding with stuff
[+++] Item chest is more obvious that it is locked (red and not floating)
[+++] Foes drop a small AOE damage effect when melee attacking; they can damage the enviroment
[+++] Songbringer dungeon no longer has too many secret walls
[+++] A story element explains how item crafting is permanent
[+++] Secret walls are limited by the dungeon size
[+++] The opacity of shadows has been tuned
[+++] Pause now fully pauses the game
[+++] Items always land on open ground
[+++] Low HP sound is timed with the music
[+++] Option to limit low HP sounds and rumble (repeats 3x then does the animation only)
[+++] Blood falls when it hits the sky and fades out if landing on a wall
[+++] Rocks falling always land on open ground
[+++] Rocks break apart into smaller rocks so they look better near ledges
[+++] Player can slide into the next area (ice dungeon)
[+++] Procedural songs can have random note velocity applied to drums
[+++] New animations for Zero
[+++] Zero delays before doing his mirage guidance so you can see his animation clearer
[+++] Music fades out when playing the meditate sound
[+++] Properly y-aligned Rockface' dialog
[+++] Pushing a pillar causes nearby skeletons to fall over
[FIX] Fixed shadows when transitioning between areas so they fade in and out better
[FIX] Demon's tooth item platform no longer comes down too early
[FIX] Fixed a situation where two camera zooms could happen at once
[FIX] Roq always walks onto open ground when transitioning between areas
[FIX] Fixed a bug where Velle's charged sound could continuously play when exiting the room
[FIX] Fixed a bug where the hero could be damaged by an invisible Ice Dragon
[FIX] Fixed a bug which prevented the achievement for completing the sandy dungeon
[FIX] Mouse button(s) no longer advance dialog and menus
[FIX] Fixed "dancing" when walking SW or SE out of stairs or hole
[FIX] Fixed a bug where sound loops could still be active after quitting to the main menu
[FIX] Fixed being able to walk on top of pillars when using left or right stairs
[FIX] Fixed a bug where items could be inside pillars and statues
[FIX] Fixed a bug where a hidden item chest could be buried under pillars
[FIX] Sword is properly re-equipped after a swordless dungeon
[FIX] Enemies can no longer die with the frozen shader still enabled
[FIX] Fixed skeletons being able to fall over twice
[FIX] Fixed auto-pause not being able to resume
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