Version 3.7.3
FIXED IN THIS UPDATE:
- The scroll of scare monster now spawns properly again -reported by Sand on Steam
- Winning in either mode no longer submits the score on both leaderboards -reported by Sand on Steam
- Setting the fps in the options menu with a controller now saves and sets it properly -reported by Martha Pepper on Steam
- The achievement for winning on the medium difficulty now works properly -reported by Sand on Steam
- Bloody bits that come off of ice monsters and trolls in classic mode no longer freeze the floor and plant grass respectively -reported by Sand on Steam
- The medusa now won't confuse the player immediately after spawning as a wandering monster in classic mode -reported by Sand on Steam
- Dying from hypothermia from an ice monster will no longer sometimes be labeled as quitting -reported by Sand on Steam
- Searched walls and doors no longer rehide themselves when loading a save -reported by Sand on Steam
- Stairs blocks in classic mode reveal themselves properly if they've been found after loading a save -reported by Sand on Steam
CHANGED IN THIS UPDATE:
- Player attack range adjusted to be 10% longer
- The shade of secret doors has been adjusted to be slightly less obvious
Another boatload of fixes thanks to Sand. If things move at a good pace there may be one more bug fix update before a feature update near Christmas.
That's all for now. If you come across any bugs or crashes let me know in the bug fix thread and I'll get to them! Thanks!
Version 3.7.2
FIXED IN THIS UPDATE:
-In the ROGUE difficulty, attempting to put on armor while you're already wearing it will not use up a turn -in standard mode it will remind you that you can't, in classic mode it will not since the original didn't either -reported by Sand on Steam
-You don't die so quickly from hunger after you start fainting -reported by Sand on Steam
-Monsters no longer can attack the player as soon as the level spawns -reported by Sand on Steam
-Wandering monsters are now properly revealed when they spawn if they have drunk a potion of monster detection -reported by Sand on Steam
-Classic mode ROGUE difficulty global leaderboard now loads correctly
CHANGED IN THIS UPDATE:
-Changed resolution scale info text in the options
-Bonfire sprites have been changed back to normal
-The flytrap no longer extends its reach when hit -eventually it will again but only when hit with a melee weapon
-The achievements for killing certain monsters can now also be obtained in classic mode since they are just as strong in that mode as in standard
A bunch of bugfixes thanks to Sand on Steam. Even more were reported so if things go well version 3.7.3 with more fixes will be out sometime around this weekend.
Anyway that's all for now. If you find any more bugs be sure to let me know in the bug report thread! Thanks!
Gog specific addendum!
Getting this update to run on gog was a bit of a hassle so that's why it's late. On Steam that version has the games engine upgraded but on here its the same as before. This is because gog's steam sdk wrapper seems to be almost completely incompatible with later versions of godotsteam and any steam sdk past version 160.
If you look at the actual version number for windows you'll see that its version 3.7.2-12 because it took about 11 attempts to narrow down the problem and slowly go back version by version until I ended up right back where I started. Just goes to show that if it ain't broke, don't fix it. For the next update I'll probably downgrade the engine for the Steam version as well since I don't want any more hidden incompatibilities to show up.
3.0.4 linux (2024-10-09)
CHANGED IN THIS UPDATE:
- Tweaked the appearance of gasses and fire -should fade out more smoothly and blend together better
- Fire does slightly more damage to the player
FIXED IN THIS UPDATE:
- Crash that could occur if a room got completely removed by a pit
- Crash that could occur if you polymorphed a monster over a pit
- The fire effect not always showing up properly on monsters when they are on fire
- Monsters weren't visibly taking damage when on fire
Some more fixes for you guys.
Progress has also started on 3.1. Grass can burn and torches can fall off of the walls. They just need to be placed intelligently before they can be put into an update. Though I have a pretty long list of things I want to add in 3.1 so It may be a little while.
Please let me know if you find any bugs or crashes! Thanks!
3.0.4 (2024-10-09)
CHANGED IN THIS UPDATE:
- Tweaked the appearance of gasses and fire -should fade out more smoothly and blend together better
- Fire does slightly more damage to the player
FIXED IN THIS UPDATE:
- Crash that could occur if a room got completely removed by a pit
- Crash that could occur if you polymorphed a monster over a pit
- The fire effect not always showing up properly on monsters when they are on fire
- Monsters weren't visibly taking damage when on fire
Some more fixes for you guys.
Progress has also started on 3.1. Grass can burn and torches can fall off of the walls. They just need to be placed intelligently before they can be put into an update. Though I have a pretty long list of things I want to add in 3.1 so It may be a little while.
Please let me know if you find any bugs or crashes! Thanks!
3.0.3 linux (2024-10-08)
FIXED IN THIS UPDATE
- Fixed some bugged options menu navigation
- Mice and flies appear correctly
- Arrows now drop properly instead of vanishing as often as they did
- VI keys setting could overwrite your new key binds if you made them
REMOVED IN THIS UPDATE:
- VI keys -don't really need them any more if you can set them yourself, though they may come back as a preset in the keybind menu
Just some more fixes for you guys. Trying to get things as stable as possible. Let me know if you come across any bugs or crashes.
Thanks!
3.0.3 (2024-10-08)
FIXED IN THIS UPDATE
- Fixed some bugged options menu navigation
- Mice and flies appear correctly
- Arrows now drop properly instead of vanishing as often as they did
- VI keys setting could overwrite your new key binds if you made them
REMOVED IN THIS UPDATE:
- VI keys -don't really need them any more if you can set them yourself, though they may come back as a preset in the keybind menu
Just some more fixes for you guys. Trying to get things as stable as possible. Let me know if you come across any bugs or crashes.
Thanks!
3.0.2 linux (2024-10-06)
FIXED IN THIS UPDATE:
- On start up the game was not properly reading your new input map if you had changed the controls
Quick fix for you guys. Sorry about the oversight.
3.0.2 (2024-10-06)
FIXED IN THIS UPDATE:
- On start up the game was not properly reading your new input map if you had changed the controls
Quick fix for you guys. Sorry about the oversight.
3.0.1 linux (2024-10-04)
NEW IN THIS UPDATE
- rebindable keys/buttons menu -accessable from main menu and pause menu
CHANGED IN THIS UPDATE:
- For October bonfires are now Jackolanterns
- Changed the confirm button on controller to Xbox A, was Nintendo A/Xbox B
- Changed the wand zap button on controller to Xbox B, was right bumper
- Changed default attack button on controller to right bumper, was Xbox A -this is so the player has to take their thumb off of the thumbstick less often
- Improved thumbstick feel
- Tweaked menu look to be a little more bold
Fixed in this update
- Tutorial text box buttons have focus when they appear
- Retry button has focus on the death screen
- Potion of Raise Level now gives the correct amount of xp for both modes
- Fixed potential crash involving certain wands
Just a small update to get the fixes out and the key rebinder. You'll find it on the main menu and the pause menu.
Please let me know in the forums if you find any bugs or crashes and if you're liking the game please consider writing a review. It really helps!
Happy Halloween!
3.0.1 (2024-10-04)
NEW IN THIS UPDATE
- rebindable keys/buttons menu -accessable from main menu and pause menu
CHANGED IN THIS UPDATE:
- For October bonfires are now Jackolanterns
- Changed the confirm button on controller to Xbox A, was Nintendo A/Xbox B
- Changed the wand zap button on controller to Xbox B, was right bumper
- Changed default attack button on controller to right bumper, was Xbox A -this is so the player has to take their thumb off of the thumbstick less often
- Improved thumbstick feel
- Tweaked menu look to be a little more bold
Fixed in this update
- Tutorial text box buttons have focus when they appear
- Retry button has focus on the death screen
- Potion of Raise Level now gives the correct amount of xp for both modes
- Fixed potential crash involving certain wands
Just a small update to get the fixes out and the key rebinder. You'll find it on the main menu and the pause menu.
Please let me know in the forums if you find any bugs or crashes and if you're liking the game please consider writing a review. It really helps!
Happy Halloween!
3.0 final 2 (2024-09-25)
Initial Release
NEW IN THIS VERSION:
- Monster pathfinding is now multithreaded
- Smoothed out map zooming
- Overhauled floor generation
- Pits will appear on the level, jumping into one will take you to the next level down but deal a lot of damage
- Flying monsters will path over pits, eg kestrals, bats, griffins
- 2 new trap types
- Hunger meter for standard mode and difficulties below ROGUE
- Wall/floor shaders can be turned off -menu option
- Status effects now show descriptions if you mouse hover over them
- Mouse sensitivity slider in the options under preferences
- Particle effect for polymorphing monsters
CHANGED IN THIS VERSION:
- Changed map zoom in/out keys to =/- instead of up and down. Mouse wheel still works.
- Changed how the players speed is calculated when moving diagonally
- Changed how the players and monsters reaches are calculated when facing diagonally
- Monsters now get a chance to wake up when the player enters their view rather then when the player enters the room they are in
- Moved status effect icons out of the stat bar to make room for the hunger meter
- Darkened the floor tiles of the first few floors.
- Darkened slime mold sprites
- Darkened all item sprites on the map
- Moved some settings around
- Changed the year on the grave (completely forgot about that)
- The fairy is now a flying monster, which means it moves at double speed but still attacks at the normal rate like the kestral
- Flying monsters will not set off traps anymore
- Gas spores can now be polymorphed
- Magic Missiles are buffed to the correct amount of damage: 1d4 + 1
- In classic mode monsters now have to fail a saving throw vs magic to be hit by a magic missile otherwise they take no damage
- Lowered the default values for MSAA and Inosotropic filtering
- Lowered shader cache size to 128MB which is more appropriate
- Improved bat and phantom movement in classic mode
- If you search and find a trap, the name of the trap is now displayed
- Rewrote the controls in the manual to be more concise
FIXED IN THIS VERSION:
- Crash caused by pressing the Esc key right after clicking the Dig Dungeon button
- Bug where deaths between levels 10 and 15 were not counted on steam's stats
- Bug where if a fairy was killed by an arrow trap it would still try to polymorph one of your items
- Scroll of confusion not letting you confuse a monster
- Rare crash that could occur in classic mode if a hall generated in an odd way
- Divide by zero crash involving the venus fly trap -it can hold you forever and so the timer for the status effect is set to 0
- Crash that could be caused by throwing a weapon with the “returning" enchantment
UNDER THE HOOD:
- Changed tiles from nodes to objects -Should improve load times