Quick little hotfix to fix the biggest issues I found during multiplayer playtesting.
Even if you arent playing with multiple players you should really update as it fixes some of the damage statistics being broken
Fixes
- When entering the shop on the first floor, some players would not be teleported
- Blockades in fighting rooms would not go up
- Dare devil damage was broken
- Thorns and poison unintentionally applied weapon damage
- Thorn ring description said -1% Attack damage instead of +1
- Upgrade selling now use my better coin spread code instead of loot table
The main focus of this update was improving basically every part of the game, and adding some end goal to the game.
Items
- All players are now visible on map at all times
- Health potion no longer instanly uses the next item when consumed
- Sword
- Main attack is now a sweep
- Reduced parry immunity frames
- Parry cooldown is only 5 ticks on successfull parry
- Has 5% crit chance by default
GUI
- Stats are now in categories
- Upgrades now use %s for values making translation much easier
- Added coin transfering to multiplayer
- Tips has been added to the GUI, teaching you things i have noticed some people being confused about
- Hub gui
- Is now personal to every player
- Playtime is now showed in in seconds, minutes, days and years (yes, i totally expect that will apply to someone)
- Core Shaders
- Player health is now a bossbar, which makes it smoothly interpolate between values
- Mouse slot highlight pulses and are only present for the Upgrade slots
- Dragged items are no longer shown, which makes clicking ui elements look much better
- A lot of small improvements like hiding the chat background
Enemies
- New Ghost enemy
- Charges towards you and deals heavy damage on ram
- Starts appearing at floor 2
- Animated using Animated Java
- Slime Rework
- Now fires slimeballs towards you
- On death, splits into 3 smaller slimes that has the same behaviour as the old slime
- The small slimes grow into the regular slime after 4-8 seconds
- Grown small slimes does not
- Crystal Rework
- Shields are now represented in the health bar
- They now follow the thing they shield so you cant just isolate them in a corner anymore
- Now starts appearing at floor 3
- Added animations using Animated Java
- Current and max health is now displayed above bar
- All enemies has been polished and unified to have more reuseable code
- Nerfed all enemies to make it more fair for regular players (after all death mode is now here for the skilled)
The Golem
- Appears on floor 4
- Animated using Animated Java
- 3 phases
- 100-50% Health
- Cycles between throwing rocks and groundpounding
- When no players are close, charges towards nearest player
- 50-10% Health
- Halves time between attacks
- Begins summoning enemies, which scales to the ammount of players
- 0% Health
- Walks to the middle and activates the final attack, where rocks fall from the cieling
- 100-50% Health
Buildings
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Tutorial
- Teaches you the basics has been added at the start of the game
- With that comes a new dialogue system for text
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Shop
- Visual improvement and animations
- Can be rerolled
- Better visibility
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Hub
- Has been rebuilt to look less boring
- Death mode
- Locked untill you defeat the Boss
- Increases allmost all enemy stats
- Makes all enemies predict your movement
- Halves your iframes
- Makes sword parry not entirely block attack
- Go try it, i promise you will hate it :)
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Upgrade
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Added 20 new upgrades
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Wont be listing the upgrades here, as i think it is more fun to discover them for yourself (though you can check the lang files if you are curious)
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New stats
- Poison
- Three diffrent stats: strenghth duration and chance
- Deals damage over time
- Thorns
- Deals the damage you recieve back to the enemy
- Dodge
- The chance to dodge attacks
- Capped at 60 to prevent invulnerability
- Crit
- Two stats: Damage and Chance
- When rolled, enemies hit by swords will have crit particles, and bullets will have a crit trail
- Enemy Coins and Health
- Plus a few other minor stats that you probably will discover while playing
- Poison
Other
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Rooms
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Doors got animations
- You can no longer escape by backing off as soon as you enter
- Pits now take a fifth of your health instead of killing you
- Fixes for rejoining the game in wrong state
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Death
- Now shows the nearest players health bar
- Allows you to view your stats and upgrades
- Added small death transition instead of just teleporting instantly
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And a lot more (I forgot to note the changes untill late in devellopement so this is just the changes i memorize)
Not really any major changes but had to get this released for the video due to the previous versions upgrades being super unbalanced. oops.
New Item!
- Health potions can now appear in item rooms, regenerating 50 hp when consumed
GUI Changes
- The held item in your inventory now shows the important stats when hovering
- In the hub, the statistics menu now also shows highest floor and playtime
Technical Changes
- Enemy spawning is now driven by a loot table, making it much more efficient, and making it possible to make some enemies appear more in the later floors possible forshadowing
- Damage is now dealt with custom damage type, enabling more control over knockback
- The key is now converted to a eatable item instead of a map once clicked, stopping the repeated creation of maps (yes the key is simply there to make players right click a map get over it)
Fixes
- Sometimes the shop was cleared when entering it while one player was spectating
- Run Ammount went up every floor you cleared instead of only when a new run is started
- A thin slice of the Overworld generated, breaking the datapack due to gravel falling into random rooms
The datapack now automatically applies updates!
You just replace the old datapack with the new one, and all of the changes will be applied
Gui Overhaul
- Upgrades can now be deleted and transfered to other players from the inventory
- Current held weapon is described in the inventory (will be very useful soon..)
- All textures have been changed to fit the artstyle
Upgrade Changes
- New upgrades!
- Chain shot - +15% chance for bullets to jump towards another enemy
- Medkit - Fatal hits leaves you at 1 health once per room
- All upgrades have been rebalanced to fit the new way of obtaining them
- Upgrades from enemy rooms can be sold for 10 coins by right clicking
Room Changes
- Upgrade room removed
- When clearing a enemy room, an upgrade appears in the middle
- Guarantee for 1+ item room per floor
- Added more enemy spawn locations
Technical Changes
- Swapping item with dropped item no longer creates a new entry
- Fixed incorrect weapon speed calculation
- Optimized gui, bullet and room systems
This game is now at a point where I think it should have been at realease. I dont have a single bug left on my todo left, and this just feels way better than version 1.0.
So now that i have gotten all of the time consuming bug fixing out of the way, i can promise you that the next updates will feature much more actual content.
Visual Changes
- Changed the look of the map
- Map now marks the hole room once you find it
- Improved the looks of the Inventory a lot
- Fixed buggy weapon firing animation
- Health bar has the current and maximum health above it
Enemy changes
- The Crystal enemy now has death particles
- Crystal explosion delay has been increased to 2 seconds
- Fixed Zombies not being shielded
Upgrade Changes
- New upgrades!
- Coffe - Increase Attack Speed and Speed
- Dumbell - Increases Damage and Health at the cost of Speed
- Most upgrades have been rebalanced
- Lifesteal cant kill you anymore, instead leaving you on 1 hp
Technical Changes
- Rebalanced Room type chances
- Weapon cooldown doesn't round anymore, which previously made the auto rifle a terrible weapon
- Health goes up when buying Max Health upgrades
- Fixed the shop spawning multiple upgrades at one stand
- Fixed reviving at the shop
- Fixed run corruption when you leave the game, this also fixed all of the issues with multiplayer hosted servers.
- Fixed the first run not generating at all
Translations
- Chinese - ZeroIceBear
Had a small ammount of time to fix a few annoying bugs, this includes:
- Made an attempt to fix the wall of errors when hosting a server (the ram usage has decreased after this)
- The shield enemies were made last minute in a rush, so i cleaned up some of the rushed code
- Coins are now visually seperated
- Some other minor things i dont really remember right now ¯_(ツ)_/¯
If you find more shield enemy related bugs, just know i probably already have seen them but i dont have the time to fix them right now