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Release Notes for Wizordum

0.2.1.1 (30 December 2023)

The last Wizordum update for this year is here, and it's bringing you something big - the very first secret level, the Well of Wishes! How much of an adventurer and an explorer is it in you? Can you find the entrance to the perilous depths and collect all the treasure that awaits you there?

New

Secret Level added to Episode 1 - can you find the entrance to the perilous Well of Wishes?

Updates

Lots of optimizations that improve overall performance New Save System to support long-term stability (Old saves won't work anymore, but you can use the backward compatibility branch v0.2.0.4 to keep playing on the old version without losing the saves.) Skeleton Crossbowman Arrows has a visual trail now for better detection Your overall score is now displayed in the level selection menu and in the leaderboard menu if your score is not on the list. Game Messages (pickup log...) moved from top left to middle left Save/Load menus slightly updated to avoid additional clicking Additional confirmations added for quit/restart/load, etc. [E1L04 - Mourning Grounds] After solving the last puzzle, switches will disable now [E1L04 - Mourning Grounds] Minor update to prevent a possibility of skipping a monster closet, and with that, [Map Editor] Help Button added that will take you to Wizordum's Mod.io page with official level editor guides.

Fixes

For this update, we mainly focused on the Secret Level, optimizations, and the new Save Game system, so we didn't pay much attention to the rest and only fixed what we could in the given time. Please note that all bug reports are noted and put on our to-do list. Rest assured, we will get to them! You can now skip the story and splash the screen with any input key, not just mouse clicks. Bug fixed where all Undead started hidden even when they were flagged as risen. Unlit Street lamps can be destroyed with mace now When saving after teleporting, the correct ambient will be applied on load now Treasure Goblin trigger won't re-activate on Game Load anymore to avoid endless score grind If the game is saved while the Treasure Goblin is spawned, the goblin will properly load with the load game The issue where you couldn't traverse through some passages on game-load is solved (eg. one at the end of the Mourning Grounds) Fixed various visual issues (z-fighting, wrong textures, etc.) Bat's shadow will disappear now if you freeze and shatter it Undead that has risen will now appear as risen on game load even if you don't damage them. [Map Editor] Weird behavior for moving objects that snap to tile solved [Map Editor] When creating and saving a new map, it will now appear in list of Adventure maps [Map Editor] Assigning a new map to the adventure will now work without restarting the game [Map Editor] Moving effector/actors that snap to tile won't snap to invalid position anymore Various minor fixes in levels & game systems

Input

We realize that we still have to do a lot of fixes and updates to support the gamepad fully, but with this update, you should be able to play the game only with the gamepad, without the assistance of the mouse. The gamepad will be detected and used if you plug it in/turn it on when the game is already running You can navigate all the menus with the gamepad now Missing sounds when navigating the settings You can now change any "Selector" values with keys/gamepad (e.g., crosshair selector) Showing gamepad buttons on interaction actions The game will live-switch between Keyboard and mouse / Gamepad, depending on what you're using, and change input icons and show the mouse cursor accordingly. First, I would like to address the change to the Save System. You might have noticed that your save files got corrupted a few times already since the release with almost every update. We tried to solve this issue without making significant changes, but we realized that's impossible with our flawed system. So, to provide long-term support and stability of your save files, we had to rewrite how the save games work. That includes changes to the level format. We apologize for the possible loss of your current save game files. This should provide stability for a long while.

Last but not least, we are planning some things for January 2024: Roadmap to show you where we're heading and what can you expect from the game in the future First Map Making event

Thank you for making this year magical for us by playing Wizordum and showing your constant support through feedback and bug reports! 2024 is going to be the biggest for Wizordum and we can't wait to bring you more of it.

Peace, love, and Happy New Year! Primoz, Emberheart Games