New Features
- Floor 2 has been entirely redesigned to be a more enjoyable game level, and to work well with the story progression. Floor 3 has been largely restructured for similar reasons. Both floors have traps and puzzles, though neither is yet very expansive.
- Added an unlockable player room to floor 3.
- Added locked rooms to floor 2.
- Added unlockable storage chests to player rooms.
Floors 2 and 3 Redesign
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Gameplay Story Events
- Take the first steps through the story of the dungeon and learn more about it and its inhabitants, and how you can help fend of those pesky human invaders.
- Story covers floor 2.
In-Game Helper
- Sometimes having a friend in a game can help you learn the ropes while also giving you someone to share the experience with.
- The helper covers tutorial elements of the game.
New Player Combat
- Added a hotbar which tracks the players attacks and abilities.
- Weapons can now be equipped from the inventory.
- New secondary attacks and special attacks will use the equipped weapons.
- Added a tongue attack which pulls enemies towards the player. Enemies pulled who are unaware of the player are consumed.
- Active status effects will display in the top right corner.
NPCs
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Skeleton[/h3]
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These dungeon enemies seem to have forgotten what side you're on. Despite being a challenge to kill that which is already dead, maybe you can remind them who you are.
Armored Skeleton
- tougher big brothers of the skeletons who like to keep people out of sensitive areas of the crypts. These guys don't crumble quite as easily.
Heavy Knight
- inguishable from their lightweight counterparts, heavy knights have more ornate, bluish armor and pack and even stronger wallop.
The Revenant
- hard to tell if a giant suit of armor is upset with you because you disturbed its thousand-year slumber, or because it's driven by a buried Ancient evil. Maybe it just woke up on the wrong side of the bed.
Banker merchant
- en somewhere in the bowels of floor 3, the banker offers safe storage for your capital.
Changes
- Saving the game can still only be done outside of active combat, and is now restricted to safe rooms and fire pots.
- All player and merchant rooms are considered safe.
- Fire pots are placed throughout each floor of the dungeon.
- A save prompt will now appear when trying to leave the game.
Saving the Game
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Visuals
- Changed to Smart Lighting 2D default.
- Light sources have more color diversity.
- Adjusted existing light source colors.
- Nearby front walls and large columns have reduced opacity.
- Graphics settings now work.
- Changing window resolution now uses a dropdown menu.
- Added pixel-perfect anti-aliasing.
Items & Loot
- Changed the size of weapon and armor items.
- Items must be equipped for special attacks to be used.
- Item consumption has been replaced with durability.
- Weapon and armor items will display the amount of damage and durability they have.
- Pawn shop merchant now sells more items.
- Loot chests now have specific loot for each chest.
- Some item descriptions have been rewritten.
- Tweaked item stack limits.
- Fixed various item description typos.
Enemies
- Human enemies’ vision is limited to 90 degrees in the direction they are facing.
- Added backward-facing enemy sprites.
Bug Fixes
- #06 Light sources flicker between casting shadows or not on some nearby objects.
- #12 Eat animation can play twice.
- #16 Rendering hitbox is parented to the player and not the camera.
- #17 Various buttons don’t have sound effects.
- #20 Light source sound effects are all synchronized.
- #22 Bite attack has an incorrect or missing target.
- #11 Camera doesn’t resize to fit the screen.
- #03 Enemies don’t always notice the player.
- #01 Locked chests require the wrong keys to open.
- #04 Enemies who previously targeted the player will attack them on sight even when suspicion is low.
- #07 Potion effects do not save with the game.
- #05 Enemies sometimes stop moving when the targeted player is not visible.
- #14 Exiting to main menu from death screen desaturates the menu background.
- #19 Music transitions don’t always work.
