Update 0.6.2 (December 1st, 2022)
This update features lots of new gameplay elements and areas including:
- An expanded Autumn Forest and Eventide Pass Region
- 4 new enemies and 1 new miniboss
- The Autumn Islands Dungeon
- The Watcher Dungeon Boss
- New puzzle mechanics and puzzles throughout the overworld
- Grindrails
- UI updates
- And lots more!
Expanded Autumn Forest, Eventide Pass and other Regions
Eventide Pass Updates
- Added a new alternate journey route from the Eventide Pass through the Autumn Forest to reach the Central Valley
- Added a new miniboss arena to the alternate route from Eventide Pass to the Autumn Forest
- Added new shortcuts, chests, vases, hives and enemies to the Eventide Pass
- Updated camera collisions on the Eventide Pass Bridge to make railings less frustrating
- Added new puzzles to the Eventide Pass (including a guaranteed golden chest reward)
Autumn Forest Expansions and Updates
- Expanded the Autumn Region to the south and added the "Autumn Wilds" region
- Added several puzzles and item unlocks to the Autumn forest
- Updated Autumn Forest enemy spawns with new spawning pools including several new enemy types
- Updated Autumn Forest enemy drops
- Added new elevator shortcut between the Autumn Forest and Autumn Wilds
- Added new cave featuring numerous enemy spawns and loot in the Autumn Wilds
- Added the Autumn Islands in the distance to all overworld regions
- Updated river meshes and lake depth in the Autumn Forest
- Added several new shortcuts to the Autumn Wilds
- Added grindrails to the Autumn Region
Other Region Updates
- Added unlockable grindrails to the desert for quicker traversal across the large region
- Added a lighthouse and puzzle to the Central Valley
- Added several projectile launcher puzzles throughout the overworld
The Autumn Islands - Holomento's 3rd Dungeon
Added the Autumn Islands Dungeon featuring 10 unique puzzles and 3 alternate routes to experience them each
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Added starting islands with introductions to new puzzle mechanics
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Added 10 dungeon islands and puzzles
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Added new puzzle mechanics including projectile launcher, redirectors, flip-flop platforms, grindrails and more!
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Added The Watcher's Domain island
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Added The Autumn Islands Dungeon Completion mark for all classes
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Added the Autumn Islands Dungeon Gem (Eternal Gem) and it's passive that grants all follower 50% increased damage
The Watcher - Holomento's 3rd Dungeon Boss
- Added The Watcher
- The Watcher summons its Watcher Beetles throughout the battle and increases the summon rate as the battle carries on
- Damaging Watcher Beetles also damages the Watcher
- The Watcher is an aggressive foes that will try to melee the Traveler throughout the battle
- A good strategy to defeat this foe is keeping distance and focusing Watcher Beetles as he continues to summon them
New Items, Abilities and Passives
- Added several new overworld puzzles for unlocking new items
- Added the "Dark Wizard Hat" - a L5 Wanderer Hood alternative
- Added the "Cloaked Knight Helm" - a L5 Knight Helm/Wanderer Hood alternative
- Added "The Colt" - A revolver that has the "Demon's Bane" passive that instantly kills any demon enemies/minibosses
- Added the "Witch's Broom" - An accessory that increase movement speed
- Add follower items - a new class of accessory that gives the Traveler followers that passively attack foes / give the Traveler other benefits
- Added the "Watcher Beetle" - A follower item that gives the Traveler a follower beetle that passively fires projectiles at nearby enemies
- Added the "Watcher's Big Beetle" - A boss follower item that gives the Traveler a large follower beetle that passively fires projectile bursts at nearby enemies
- Added the "Eternal Gem" - The dungeon gem which grants a passive that increases follower damage by 50%
Enemy Armor System
Some enemies now have an armor stat that reflects projectiles and reduces ranged damage taken
- This stat is shown on enemy healthbars denoted by a shield with the amount of armor indicated (this number is the % of damage reduced from ranged attacks)
- The distance projectiles are deflected is tied directly to the amount of armor an enemy has
- Armored enemies are more rare and typically more difficult than regular enemies
Grindrails
Added grindrails that allow quick traversal through large areas
- Added a grindrail "minigame" where xp can be earned while riding the rail
- Grindrails can be activated using buttons, levers and switches
- Grindrails can act as shortcuts or may sometimes be the only option to reach high-up or far-off locations (such as in the Autumn Islands dungeon)
Projectile Launchers and Redirectors
Added projectile launchers and redirectors - new puzzle elements that can be used to open doors, activate grindrails, open shortcuts and more!
- Redirectors are used to redirect projectiles from launchers (or in some cases Traveler projectiles) in a different direction
- Projectile launchers fire projectiles that can be used to activate doors, grindrails, moving platforms/blocks and other interactables
- Projectile launcher projectiles will always redirect when hitting redirectors
- Some projectile launchers can be controlled and rotated, use this to take aim at redirectors and projectile activators!
Magic Barriers
Added magic barriers that act as dungeon doors both inside the Autumn Islands Dungeon and out.
- These barriers can be activated/deactivated using buttons, levers and switches
- These barriers block projectiles and travelers
Boss Camps
Added Boss Camps that act as fast-travel target/respawn points in-front of Dungeon Boss doors.
- Travelers will always walk-through these camps and unlock them before fighting the dungeon boss
- If a traveler dies during the dungeon boss they can now always choose to respawn right before the fight starts.
- Boss Camps can be fast-traveled to but not from.
- Added "The Watcher's Domain" Boss Camp
- Added "Cerenobia's Ruins" Boss Camp
- Added "The Rat King's Arena" Boss Camp
New Enemies
Added 3 Autumn Regional enemies
- Added "Leaf Warriors" - These leafy knights are quick dastards that will charge up close to attack Travelers with their large battle axes and shields
- Added "Watcher Beetles" - These small beetles are minions of the Watcher that will take aim at Travelers from a distance. These beetles have a keen eye and will predict a Travelers movement, so be careful of moving in the same direction while fighting them!
- Added "Armored Wyrms" - These fierce armored beasts deal heavy damage and deflect projectiles with their heavy armor with 70% damage reduction. Aim for their eye to deal critical damage and fell them quickly!
Added the "Royal Guard" knight variant
- These Legendary enemies can be found on the alternate route from the Eventide Pass to the Autumn Forest and Wilds.
- Royal Guards are quick and deal massive damage
- Royal Guards have heavy armor and large shields so ranged attacks are mostly ineffective
- If a Traveler doesn't have lots of gear, it may be wise to run from these terrifying foes!
New Miniboss - Autumn Bones
- A new variant of the "Giant Bones" class of enemies, these large skeletons can be found in Autumn miniboss arenas
UI Updates
- Updated enemy healthbars to better differentiate between enemy difficulties (Levels 1-5) with new borders, healthbar gradients and skulls
- Updated enemy healthbar animations for appearing and defeating enemies
- Updated notes and keys to a world-space summary
- Notes and keys now display their information before being picked up
- Updated signs to a world-space view
- Updated item cards for item pickups to be world-space
- Added animations for item cards
- Added animations for interaction prompts
- Fixed several interaction prompt UI bugs
Updated to world-space interaction prompt UI for the following interactions:
- Signs
- Vases
- Resource Piles
- Chests
- Obelisks
- Doors
- Levers
- Mining
- Contract Boards
- Relics
- Museum Relic Viewing
- Fishing
- Keys
- Collectible Notes
- Hives
- Dungeon Gems
Music
- Updated the Autumn Forest Track
- Added the Autumn Islands Dungeon Track
- Added the Watcher Boss Track
Other Additions
- Smoothed visual transitions for items being picked up and dropped
- Added a gold chest behind the coliseum
Balancing
- Updated critical hit boxes for most enemies
- Added 25% armor for all knight enemies
- Added 50% armor for Royal Knights
- Added 20% armor to Scorpic Stone enemies
- Added 10% armor to Knight minibosses
Bug Fixes
- Fixed a bug where the aim reticle would play it's fadeout animation even when the reticle was already hidden
- Fixed a bug where some enemies would get knocked back that shouldn't (skeleton archers, mushrooms, mortars, bosses, etc.)
- Fixed a bug where museum ribbon passives sometimes weren't evaluated
- Fixed a bug where Boss Chests did not spawn boss items
- Fixed a bug where the Dragonbone -> Lush Valley Load-in didn't switch to the Lush Valley region/music
- Fixed a bug where Artimus' interaction prompt was way above his head (not in the museum)
- Fixed Blacksmith Ghaddo's overlap for interaction
- Fixed a bug where enemies wouldn't despawn once the player revived
- Fixed the miner's pickaxe world mesh pickup offset
- Fixed a bug where shop NPC's "+1" shows up behind menu when something was purchased
- Fixed a bug where reviving after a boss fight would break the fight
Update 0.6.1 (September 28th, 2022)
New Features
- Added traveler camps to most regions of the Hollow. These camps are a great place to rest, see what other travelers have to say, fast travel to other camps and in dire situations - act as a respawn point.
- Added Frigid Fjord Camp
- Added Central Valley Camp
- Added East Valley Camp
- Added Autumn Forest Camp
- Added Eastern Temple Camp
- Added Lush Valley Camp
- Added Desert Camp
- Visiting a camp for the first time during a journey will unlock that camp as a fast travel location (for that journey only)
- Added a Traveler NPC to each camp that allows fast travel by horse. Speak to them to open the fast travel map.
- Fast traveling costs some money based on the distance. Traveler can't fast travel to the camp they are currently at.
- On death, all accessories and 50% of a traveler's money is dropped
- Travelers can now revive during the death screen and walk back to the location they died at to retrieve their accessories and dropped money
New Class Selection Screen
- Updated the Greatwood Bridge area visually and added a one-way gate shortcut
- The Class Selection Screen is now a part of the main menu and no longer requires a loading screen to navigate between the two
- Class Selection now takes place in front of the Greatwood Bridge in the Central Valley
- Changing the journey start location no longer changes the background of the class selection screen but instead updates a map indicating the shortest journey route from start to finish.
- The area around the traveler during class selection is now themed based on the time of year (currently Autumn themed)
New Map System
- A simple map has been added to the tab menu (this map will be updated and expanded in future updates)
- The map shows all visited regions of the Hollow, the current journey end location, the traveler's current location, all discovered towns, traveler camps and dungeons.
- Selecting a map element will show the name of that element
New Items and Abilities
- Added the "Iron Horseshoe" item that gives +1 luck (must be unlocked)
- Added "Lucky's Horseshoe" item that gives +2 luck (must be unlocked)
- Added the "Miner's Pickaxe" accessory that increases stone pickup by 50% (must be unlocked)
- Added the "Woodcutter's Axe" accessory that increases wood pickup by 50% (must be unlocked)
- Added the "Paver's Trowel" accessory that increases brick pickup by 50% (must be unlocked)
- Added the Setter's Scribe accessory that increases tile pickup by 50% (must be unlocked)
- Added the "Bolt of the Gods" that gives the smite ability (damages all enemies by 25% and bosses by 5%) [must be unlocked]
- Added the "Shield Generator" item and ability that shields the player from enemy projectiles while active
- Added the "Shielded Projectiles" passive that give player projectiles shields that destroy enemy projectiles.
- Added the "Ranged Shield Generator" item that grants its user the "Shielded Projectiles" passive
New Miniboss - The Cha Demon
- Added the Cha Demon
- Melee - The Cha Demon has a three punch combo attack that will send the Traveler backwards and flying if not dodged properly
- Ranged - The Cha Demon will call down lightning bolts from the sky onto the Traveler if attacked at a distance or hit by melee repeatedly
- The Cha Demon is a part of several boss pools throughout the overworld
NPC Updates
- Added a pathing system for some NPCs to walk
- Added a passive dialogue system that shows NPC dialogue when walking nearby
- Updated the NPC interaction UI
- Updated several NPCs throughout the world with these new systems
- Added two new Potion Cart locations in the Frigid Fjord and Coast of the Endless Sea
Other Additions
- Added several item unlock statues throughout the world
- Added several new puzzles throughout the world
- Added glowing wire indicators for some activation puzzles
- Added autumn theming in various locations throughout the world that are active from September 1st - November 1st
Balancing
- Reduced all enemy damage by 25%
- Reduced fall damage by 50%
- Enemies no longer drop locked items
- Reduced enemy potion drop rates by 25-50%
- Reduced amount of potions dropped by enemies to 1 (chance for 2 if enemy is legendary)
- Reduced most enemy item drop rates
- Expanded enemy drop pools
- Added item drops for minibosses
Bug Fixes
- Fixed a bug where travelers wouldn't take fall damage while ragdolling
- Fixed a bug where the player could have negative health regen
- Added wire indicators for some activators in the overworld.
- Fixed collision bug at x:-92058 y:32451 z:1926
- Fixed trees at x: 13498, y: 12198, z: 3103
- Fixed a bug where spamming the interact key while fishing would restart the fishing minigame
- Fixed a fishing bug at x:32773 y:-22867 z:4678 (Autumn Forest)
- Fixed a collision bug when swimming through the central valley lake
- Fixed a bug where the interaction prompt would appear and stay after closing the tab menu
- Aiming now cancels idle animations
- Fixed a bug where locations weren't being discovered
- Fixed the "Locations Discovered" number on the Journey End and Death screens
- Fixed a bug where you would enter the coast of the endless sea while inside the sewer dungeon procedural rooms occasionally
- Fixed several bugs with the class selection screen
- Fixed a bug where slimes would ignore collision and clip through objects while navigating
- Fixed a bug where note and key text wouldn't disappear sometimes
Update 0.6.00 (September 8th, 2022)
New Fetatures
Dragon Bone Desert Overhaul
- Overhauled the Desert City and renamed it to the Dragon Bone Resort
- The Dragon Bone Resort contains lots of secret chests, vases and obelisks as well as a market with a town's typical amenities
- In the future, the Dragon Bone Resort Pyramid will feature some exciting new content as well as more NPCs and quests throughout so stay tuned!
- Added several puzzles to the Dragon Bone Desert featuring elements from the Lost City dungeon
- Added 5 new sub-regions to the Desert
- Added the Dragon Valley sub-region
- This deep pit contains a maze of trails and hanging wooden bridges that could prove useful to travelers wishing to cut quickly across the desert
- Added the Lakefront Fort sub-region
- The Lake, Dam and Fort contain secrets and shortcuts for travelers that wish to open alternate routes for future journeys
- Added the Lost City Outskirts sub-region
- These outskirt ruins feature fearsome creatures ready to pounce on unsuspecting travelers that wander towards the lost city.
- Several puzzles in this region provide travelers an opportunity to gather valuable rewards if completed
- Added the Maze of the Lost sub-region
- The deep Maze in the northern corner of the Dragonbone Desert contains several puzzles and treasures for those brave enough to navigate it
- Added the Dragon Bone Resort Beach sub-region
- This pleasant beach on the outskirts of the Dragon Bone Resort is a popular fishing and swimming spot for the few tourists making visits from outside the Hollow.
Lost City Dungeon
- The towering Lost City is now visible from most regions of the Eventide Hollow improving sense of direction and navigation to reach the dungeon (and desert)
- Added the 9-room puzzle section of the dungeon where travelers will need to navigate through water puzzles, spikes, moving platforms and more!
- 4 of the 9 rooms feature procedural puzzles while the other 5 feature puzzles that remain static between journeys
- Added a water level puzzle that integrates all 9 rooms of the dungeon. The water is controlled by pressure plates found throughout puzzle rooms.
- Added spikes that can be controlled by switches, levers, lanterns and more!
- Added new timed Lost City door puzzles that will require quick feet to navigate!
- Added moving platforms that can be controlled with pressure switches
- Added static regions to the desert featuring new enemies and treasures
- Added a new upgradeable Lost City shop
- Added a maze boss arena phase for the Lost City
- Added a new Lost City arena for Cerenobia
Cerenobia - The King of Lost Gold
- Added "Cerenobia's Lance" a new boss item that is earned by defeating Cerenobia
- Added Cerenobia Phase 1 - Escape from Cerenobia during the maze chase portion of the battle to reach the safe area before defeating him in Phase 2+3
- Added Cerenobia Phase 2 - Battle the armor-hardened Cerenobia during Phase 2 in the Lost City Arena
- Added Cerenobia Phase 3 - Complete the Lost City Arena puzzle to break Cerenobia's armor off and reveal the final showdown of the fight!
Swimming
- Updated all water bodies throughout the Hollow visually and to allow for swimming!
- Wade into any water body to automatically start swimming
- Use the sprint button to swim faster while swimming
- Enemies can't swim but can still fire ranged attacks at you while you're in the water so watch out!
- Water bodies are used during puzzles throughout the new Lost City dungeon so remember that you will always float to the top of water and use that to your advantage!
Fishing
- Added a new fishing system
- Added fishing minigame to reel in fish
- Once caught, fish size records are automatically stored and fish are sold for immediate profit
- Fish data and records are persistent for all travelers between journeys
- Added a Fish Compendium tab to the Collections section of the tab menu
- Added an Aquarium to the Museum where caught fish are automatically donated
- Added new fishing regions to all bodies of water (rivers, lakes, oceans, etc.)
- Added 13 initial fish types with unique sizes and locations to be caught
- Added "No Fishing" regions where some bodies of water don't support fishing. If a prompt doesn't appear, you won't be able to fish in that region!
- Added new SFX for all fishing interactions (casting, reeling, fish landed, nibbles, bites and victory/failure tunes)
Other Additions
- Hornets are tormenting inhabitants of the Dragon Bone Desert! These aggressive foes are strong combatants on both the ground and in the air! Take them out quickly before they can sting!
- Bee hives have been spotted throughout the Hollow! Honey (and money) can be extracted from them but will anger the bees nested inside! Be prepared to run or fight if you harvest their honey!
- Flower fields filled with butterflies have been spotted growing throughout the Hollow! It's rumored these fields contain high concentrations of bee hives!
- Added new resource piles throughout the Lost City and Desert
- Journey's End light beam now scales with distance from the Traveler
- Added the "Experimental Treatment" accessory
- Added randomized player idle animations
- Added a damage border to indicate when the Traveler takes damage
- Added SFX when interacting with signs
- Added SFX when adding resources to the stockpile
- Added SFX for book page turning
- Added SFX for picking up the "mysterious book"
Balancing
- Added passives for both existing Dungeon Gems once they are collected during a journey:
The Energy Gem now increases movement speed by 25%, The Perfection Gem now increases wealth collected by 50%
- Increased potions gained from potion chests to +5
- Adjusted all banner ability cooldowns to 15 seconds
- Adjusted the prayer ability cooldown to 30 seconds
- Buffed starting and scaling stats for the Wanderer class
- Increased bow damage scaling at max draw by 210%
- Changed bow draw scaling to quadratic from linear
Bug Fixes
- Chests will now stop opening before clipping through geometry
- Added smooth transitions for interaction prompts
- Updated dungeon gem interaction prompts
- Fixed a bug where the sun would disappear when entering the Old Mill Exterior area
- Fixed Eventide Cistern discoloration bug in the corners of the central area
- Fixed slime death and despawning
- Fixed collision on the Frigid Fjord Fort elevator to prevent unfair deaths
- Added river outflow for the sewer entrance in the Greatwoods
- Fixed a bug where the Rat King would rotate after death
- Fixed bugged grass in Eventide Pass
- Fixed a bug where signs would unintentionally block the camera
- Fixed a collision bug with the ruined house behind the old gate
- Fixed a bug where the desert would sometimes play the wrong music
- Fixed LOD's for lush trees throughout the Hollow
- Fixed various wall clipping and collisions throughout the Hollow
Update 0.5.10 (June 16th, 2022)
New Features
New Stats System
Complete rework of all traveler stats and items. Combat stats are now split into two seperate categories: melee and ranged while several new stats have also been added/changed.
Melee and Ranged Stats
- Attack Speed
- Damage
- Range
- Knockback
- Stun
Other Stats
- HP
- HP Regen
- Movement Speed
- Accuracy
- Luck
Changes and updates derived from stat changes.
- Updated shotgun spread to a cone based calculation and split into 20 shell fragments instead of 5. Shotguns have a guaranteed pellet at the reticle center.
- Updated stats in item boxes
- Updated stats in the class selection screen
- Updated stats throughout the primary UI
- Updated stats for the "Q" menu
- Updated stats in tab menu
- Added a middle section between item boxes for item swaps that shows the changes in your stats (50% alpha no change, green for increase and red for decrease)
- Updated Shop Item Icons
- Updated stats in shops
- Added tooltips for stat icons
- Updated enemy scaling to be dependent on new stats
- Updated stats in class selection
- Updated accuracy for hitscan weapons
- Added new stat icons including HP regen, accuracy, luck and more
The Luck Stat
- Among the new stats added is a new luck stat. Luck influence most chance-based rolls in the game and is also factored into several calculations throughout Holomento.
- Implemented luck stat into item rolls and crit chances
- Cassandra the fortune teller now changes your luck stat temporarily by a random amount (-3, -2, -1, 0, +1, +2, +3). Price per reading reduced to $100.
Combat Overhaul
- Added control for rotation while player is melee attacking
- When snapping to enemies, the player can now influence which enemy to snap to based on control rotation and active input.
- Added a new combo indicator to make attack combo timing more obvious
- When not attacking with a melee attack or in active combat, the combo indicator slowly fades out
- Non perfect combo inputs now do reduced damage
- Updated spear/poleaxe melee combo animations
- Updated spear/poleaxe ranged attack animation
- Updated spear/poleaxe weapon visuals
- Fixed melee snapping distance and changed it to be based on individual attack animations
- Traveler shields now passively reflect projectiles
- Separated melee and ranged attack speed
- Updated melee combo visuals
- Added Melee Attack Range. This stat influences the hitbox with which a traveler will damage enemies.
- Added melee and ranged stun system. Upon getting hit, enemies will briefly become stunned based on the relevant player stats.
- Added melee and ranged knockback system. Upon getting hit, enemies will get knocked back based on relevant player stats.
- Updated enemy poleaxe and spear attacks
- Added dart projectiles (used with Magic Rifles)
- Updated Malurian Sigil beam visuals
New Weapons and Accessories
- Added longrifles (L1-5) with aim zooming
- Added Magic Rifles (L1-5) with new dart projectile type
- Added the Daikatana Weapon line (Levels 1-5)
- Added the Spear and Shield Weapon line (Levels 1-5)
- Added the "King of Greed" - a greatsword that scales all damage with wealth in the traveler's pocket (investments and savings don't count).
- Added Artimus' Lucky Charm which increases your luck stat
- Added the Lightning Charm which gives the "ZAP!" passive
- Added the "ZAP!" passive that arcs lightning to nearby enemies when they take damage from the player
- Updated visuals for Levels 3-5 of the Malurian Weapon line
- Updated weapon pickups to make them more visible (added rotation and offsets based on weapon size to prevent ground clipping)
New Aiming Reticles and Animations
- Spread-based Shotgun Reticle
- Zoomable Rifle Reticle
- Magic Reticle with projectile drop indicators
- Blade Reticles
- Malur Sigil Reticle
- Firework Launcher Reticle
- Pistol Reticle
Audio Updates
- Updated melee hand-2-hand with more noticeable/punchy sfx when hitting enemies
- Updated swinging axe SFX
- Added ambient sounds to sewer dungeon
- Added SFX to Rat King death animation
- Added SFX for collecting items
- Added ambient SFX for waterwheel
- Added ambient SFX to campfires
Other Additions
- Updated the shop upgrade menu to make requirements more clear and improve upgrade readability.
- The shop upgrade menu now accounts for resources and money in the travelers inventory as well as the bank and the town stockpile
- Added accessibility option to change crosshairs size
- Improved hitscan weapon projectile travel VFX
- Added impact effect when hitscan projectiles hit the environment
- Added unique hitscan VFX colors based on element
- Added unique impact colors based on element for all hits except crits
- Added flying rock particles on Turrets when they're exploding
- Replaced the "explosion" effect from knight mini-bosses and wardens with rock smash effect from giant skeletons
- Added an animation for chests spawning in dungeon rooms
Balancing
- Reduced gunslinger damage falloff
- Added a 1s delay from spawn in before some enemies start moving
- Added enemy health and damage scaling based off of difficulty
- Increased slime damage
- Increased skeleton bow damage
- Increased spear skeleton damage
- Updated the "Homing" passive to lock-on to whatever enemy the traveler is aiming at before attempting to lock-on to the nearest enemy
- Added slight tracking to all giant skeleton attacks (~1 second during wind-up)
- Gave Giant Skeletons a ranged attack option (a floating skull homing projectile that flies towards you)
- Rat enemies now only move once fully spawned in (1.25s delay from spawn)
- Travelers now start with 3 potions (varies by class)
- Changed the default selected potion to a health potion
- Reduced experience received for defeating enemies to 25% of it's previous amount (minimum +1 xp gained)
Bug Fixes
- Fixed a bug where players could get softlocked in dungeon rooms that contained only enemies
- Fixed the inconsistency of stat changes when loading a save (this bug was caused by the old stats system)
- Fixed a bug where Giant skeletons could lose their behaviour when standing directly behind them
- Fixed a bug where enemies would lose their behaviour after strafing
- Fixed a bug where all knights would attack the player after they're dead
- Fixed a bug where cast time reset after leaving game and reloading (found for the gunslinger)
- Fixed a bug where sometimes players would become permanently slowed down
- Fixed a bug where fan the hammer accuracy wasn't properly utilized
- Fixed magic gloves timing for single input pressing (not holding)
- Fixed a bug where element material reassignment wasn't reset properly (the entire weapon would become an elemental type).
- Fixed bug where enemies could get hit multiple times during the same melee attack
- Added controller support for save and exit button in options menu
- Fixed several bugs with aiming reticles where they would get stuck when pressing the aim input without holding it
- Fixed a bug where traveler money and experience weren't fully concealed during a boss fight
- Updated the watermill and moved two keys to this location
- Fixed a bug where reloading a save duplicated potions
- Fixed a bug with the Malurian Sigil beam where it would kill nearby enemies
- Fixed a bug where enemies could repeatedly die from explosions
- Fixed the orientation of the basket hilt so the hilt doesn't clip through the travelers hand
- Fixed a reticle bug where aiming out of roll wouldn't always work
- Skeleton giants attack after death: The skeleton giants stand up and cast their tiny skulls spell after they died.
- Fixed a bug where bone traps would infrequently get placed in the air.
- Lowered Sewer Dungeon Door indicators to improve visibility
- Fixed several shop upgrade menu bugs making selecting upgrades difficult
- Fixed a bug where the traveler would sometimes die when attacking on an elevator
- Fixed a bug where items would sometimes not display their names, flavor text and descriptions properly
- Fixed a bug where chests would sometimes spawn in the air in dungeons
- Fixed a bug where enemies would sometimes spawn in walls in dungeons
- Fixed a bug where deflected projectiles sometimes weren't the correct type
- Fixed a bug where the cleric beam wouldn't activate magic lanterns
- Fixed a bug where the cleric beam wouldn't damage mushroom enemies
- Fixed a bug where travelers couldn't snap to mushroom enemies
- Fixed a bug where mushroom enemies wouldn't properly die/despawn
- Reduced the size of the dungeon key on the travelers back
- Fixed a bug where enemies would sometimes stand still after being attacked at range
- Fixed a bug where the guidance ring didn't have the "Homing" passive
- Fixed several bugs with mortar projectiles
- Fixed a bug where critical hit audio would sometimes play when using a Talisman
- Fixed a bug where the Lock-On target wasn't attached to enemy's chests
- Fixed a bug where dungeon shops weren't upgradeable with resources
- Fixed a bug where buying shop upgrades could result in negative resources
- Fixed a bug where attacking while on an elevator would activate it multiple times
- Fixed a bug where rats would make an attack sound after death
- Fixed a bug where the Rat King could get stuck in Phase 3 of his fight
- Fixed a bug where the Rat King would get stuck if you stood directly underneath him
- Fixed a bug where the Old Gat Key wouldn't display its name properly sometimes
- Fixed a bug where mushroom enemies would sometimes attack after death
Optimization
- Improved projectile performance allowing for many more projectiles to be on-screen simultaneously with less framerate impact
Update 0.5.09 (May 11th, 2022)
New Features
- Added Levels 3-5 for Sword and Shield weapons
- Added unique visuals for skeletons with different variants
- Updated the region in Eventide Hills near the Old Mill
- Dungeon Floor Entrances are now blocked off for a run after they have been completed
- Added item comparisons for items in shop menus
- Updated and simplified the bank menu and added controller support
Bug Fixes
- Fixed a bug introduced in 0.5.08 where weapons wouldn't fire with a controller
- Fixed a softlock bug in one of the Evenfall Cistern Puzzles
- Fixed a hole in the desert at X:-69274 Y:6211 Z:15611
- Fixed a bug where the book would appear beside the traveler before it has been picked up
Update 0.5.08 (May 9th, 2022)
New Features
- Added "Journey and Lifetime Stats" to the book/tab menu
- Added the "Armored" Rat King variant
- Added animation for picking up a relic
- Added item icons for item cards
- Updated item cards to hide stats if the item doesn't affect stats
- Enemies now roll before projectiles reach them. When rolling, enemies won't impact projectiles.
Bug Fixes
- Fixed a bug where Desert Minibosses would spawn in the ground and not move
- Fixed a bug where the traveler name and class were not being saved to the game save data
- Fixed a bug where the contract completion window wouldn't show the correct rewards
- Fixed a bug where greatsword stats wouldn't scale with weapon level
- Updated text for the Evenfall Cistern to more accurately reflect how many floors there are
- Fixed a bug where using a bow in hardmode prevents rolling until bow is fully charged
- Fixed a bug where bows wouldn't reset charge after rolling
- Added details for sewer dungeon miniboss rooms
- Increased Rat King Base Health from 750 to 1000
- Fixed a bug where the "Journey complete" screen always showed 0km distance travelled
- Fixed a bug where you could attack while ragdolled
- Fixed a bug where you could aim while ragdolled
- Fixed a bug where the locations discovered count on the journey end screen was inaccurate
- Fixed a bug where the items discovered count on the journey end screen was inaccurate
- Added controller support for run end screen
- Changed the default controller input for using potions to RT
- Fixed a bug where all arrows are fire type arrows
- Fixed a bug where hitscan would not destroy traps
- Fixed visuals for the tower on the coast of the endless sea
- Fixed Giant's Head turning and updated visuals
Update 0.5.07 (May 6th, 2022)
What's New
User Interface
- Added a compass that displays directions based on the camera rotation
- Added a single objective to the compass that shows the general location of where a traveler's journey ends
- Added an option in the menu to disable the compass
- Update the Save Selection Menu visuals
New Items
- 3 New Greatsword Weapon Levels:
- 3 New Poleaxe Weapon Levels:
- Updated models and hitboxes for Knight enemies and bosses
- Added impact splash AOE damage for Knight enemy minibosses on certain attacks
Combat
- Added critical hitboxes for all enemy heads
- Added SFX for critical hits
Bug Fixes
Combat
- Fixed the grip point for greatsword weapons to appear more accurate in the traveler's hand
- Fixed a bug where getting up from being knocked down would respawn enemies in an area
- Fixed a bug where travelers would be unable to move after doing certain combos
- Disabled melee attack snapping to giant enemies
- Added a minimum time between hits the player takes (0.5 seconds)
- Added a small ground impact splash AOE for player for the final hit of the Sword & Shield and Greatsword weapons
- Reduced overall projectile gravity to improve accuracy when using the Magic Gloves and Sword weapons
- Improved accuracy of sword projectiles to hit closer to the center reticle
- Fixed the inconsistency of sword projectile spawning
- Improved the consistency of Magic Glove projectile spawning
General
- Fixed a softlock hole at X:11713 Y:-50885 Z:3580
- Fixed a bugged enemy spawn in the tutorial
- Fixed several text issues with enemies in the collections tab of the book menu
- Fixed a bug where you could get stuck near the gate to the Lush Valley
Update 0.5.06 (May 3rd, 2022)
Bug Fixes
Rat King Changes and Bug Fixes
- Increased Rat King base health
- Updated Rat King movement to prevent clipping inside cliffs and rocks
- Fixed a bug where the Rat King wouldn't perform his noxious breath attack correctly
- Decreased overall time between Rat King attacks
- Updated pathfinding for Rat King waterfall attack
Combat Changes and Bug Fixes
- Updated enemy healthbars so they don't appear to have 0 health while still alive
- Added cooldown for multi-hitting melee damage on bosses and enemies
- Added animation for enemy healthbars when enemies die
- Added animation for health being chipped away on enemy and boss healthbars
Rolling and Dodging Changes and Bug Fixes
- Travelers can now dodge through enemies and won't get stuck on their hitboxes
- Increased dodge animation speed while aiming
- Fixed a bug where sometimes dodging out of attacks would make you dodge awkwardly in-place.
- Improved overall dodging feel and speed while in combat
- Travelers can now dodge/roll out of being staggered/knocked back
Miscellaneous
- Fixed a bug where Bone Traps weren't despawned when traveling to different areas
- Fixed a bug where Dungeon Keys weren't despawned when traveling between different floors
- Fixed a bug where spawned items weren't despawne when traveling between different floors and areas
- Fixed the texture for spawning in desert rats
- Added new skull indicators for enemy difficulty (levels 1-5)
New Feature - Difficulty Modes
- Difficulty can be selected in the class selection menu. Normal Difficulty is selected by default.
Casual Difficulty
- Money and Resources are not dropped on death.
- Enemies tend to be weaker.
Normal Difficulty
- Money and Resources dropped on death.
- Enemies are varied.
Hard Difficulty
- Money and Resources dropped on death.
- Enemies are more difficult.
- Rolling uses stamina.
Update 0.5.05 (May 2nd, 2022)
New Features
- Added a return portal that returns travelers to the dungeon entrance after the dungeon gem has been collected
- Added autosave regions before entering dungeon floors since saving is not allowed in a generated floor
- Reduced most resource requirements for shop upgrades by 50% to make world progression more fair
- Updated item drops to make the objects land in a location that is always reachable
- Made the desert entrance more obvious
Bug Fixes
- Fixed a bug where Knight bosses could clip through world geometry during their attacks and knockback
- Fixed a bug where knocked back enemies would sometimes clip through world geometry
- Fixed a bug where the FOV slider setting wasn't automatically loaded on startup
- Fixed a bug where dungeon doors would sometimes not open
- Fixed a bug where you couldn't interact with the Cistern Dungeon Shopkeeper
- Fixed collision with the stairs after the Corrupt Knights in Frigid Fjord
- Fixed a bug where you could get stuck at X:70301 Y:-5756 Z:2466
- Fixed a bug where you could get stuck at X:265 Y:-56236 Z:4136
Update 0.5.04 (May 1st, 2022)
New Features and General Bug Fixes
- Added tutorial text for Evenfall and the Bank
- Added tutorial for contract boards near the start of Eventide Pass
- Fixed a bug where spamming the item pickup key would allow items to be picked up that were supposed to be swapped
- Fixed a bug where the music would not properly update when traveling from the Autumn Forest to Eventide Hills
- Removed knockback (stunlock) from wolves and rats attacks
- Fixed a bug that allows infinite mining of stone with the pickaxe
- Fixed a bug where you could get into the Autumn Forest without it being loaded
- Fixed a bug where melee attacking giants heads made them float away
Evenfall Cistern Dungeon New Features and Bug Fixes
- Added large resource piles to the Rat Kings "treasure hoard" that can be picked up after he has been defeated
- Reduced the frequency of dungeon doors not opening
- Fixed a bug where you could complete a puzzle for unlimited rewards in the dungeon
- Added magic lanterns as projectile homing targets to prevent puzzle softlocks
- The Rat King can no longer attack or rotate during his death animation
Contract Boards New Features and Bug Fixes
- Added full controller support for contract boards
- Fixed a bug where travlers could not attack or interact after opening the contract board
- Fixed a bug where the traveler sometimes couldn't talk to NPCs (due to the contract board bug)
- Fixed a bug where contract progress always showed as being 25% complete
Talisman New Features and Bug Fixes
- Talisman beams now reflect off of enemy shields and will slightly damage the traveler if hit
- Fixed a bug where shooting dead enemies with the talisman beam would produce infinite items, money and experience
- Fixed a bug where talisman beams would make mushroom enemies fire rapidly in succession
- Fixed a bug where enemies would flinch every tick with the talisman beam
- Fixed a bug where attacking enemies with shields would make them rapidly play a deflect animation
- Fixed a bug where attacking enemies makes them rapidly roll
- Fixed a visual bug where malurian talismans appeared doubled in the travelers hand
Update 0.5.03 (April 29th, 2022)
- Fixed a bug where the Rat King's boss door would remain open between journeys
- Added an options slider for Screenshake Intensity
- Added an options slider for Field of View
- Removed a bugged tutorial prompt at the start of each run
- Tweaked the graveyard lighting and brightness near the Old East Church
- Updated the East Valley Bridge
- Arrows on the Class Selection screen are now hidden unless a gamepad is used
- Made the upgrade button in shops more obvious. This button is now selected when the shop menu is opened
- Money is now automatically deposited into the bank account when a journey is completed
- Resources are now automatically added to Evenfall's stockpile when a journey is completed
- Updated text on item pickups to better reflect slots for item convert to experience
- Added full controller support for item shops and their upgrade menus
- Fixed the placement of item preview data for item shops
- Disabled the ability to open the potion menu when a traveler has died or a journey has been completed
- Added the item passives system
- Firework Launchers now permanently have explosives elements until the weapon is dropped/swapped
- Reduced shotgun damage by 75% per shot (total output damage is now 125% base damage instead of 500%)
- Added three new items featuring new passive abilities: "Pyro" (accessory that makes all attacks explosive), "TripleVision" (accessory that gives triple shot projectiles), "Scouter" (accessory that gives homing projectiles)
Update 0.5.02 (April 28th, 2022)
- Fixed a bug where bosses sometimes would not spawn
- Fixed laser SFX playing on Rat King hit on player after 1 second
- Fixed a bug where the tutorial doesn't reload after saving and exiting
- Added collision fixes to tutorial area
- Fixed a bugged spawn when leaving the desert and entering the lush valley
- Fixed background geometry in tutorial area
- Fixed skeleton placements in tutorial area
- Fixed a softlock in the Central Valley near Artimus