It was brought to my attention last week that there's a set of circumstances under which starting a new character would end up with you entering the level and immediately being kicked out to the results screen. I've done a minor patch, ahead of a forthcoming major patch with a hu
It was brought to my attention last week that there's a set of circumstances under which starting a new character would end up with you entering the level and immediately being kicked out to the results screen. I've done a minor patch, ahead of a forthcoming major patch with a huge amount of QoL fixes and improvements early next year, which fixes this.
If you have any other issues at all, please don't hesitate to come and bend my ear on our Discord!
ProjectorGames Discord
V1.02a This patch has focused on Performance (as I've been playing it loads on my Steamdeck), Polish and Progression. Having played the game a bunch, I've decided to soup up a bunch of XP rewards; difficulty multipliers now apply to more XP sources, and the XP rewards for complet
V1.02a
This patch has focused on Performance (as I've been playing it loads on my Steamdeck), Polish and Progression.
Having played the game a bunch, I've decided to soup up a bunch of XP rewards; difficulty multipliers now apply to more XP sources, and the XP rewards for completing a level are now significantly higher!
- Mana Gen bonus now shown on Character UI
- Bonus Collected Dust now shown
- Improved performance of skin select on SteamDeck
- Poison cloud tweaked down
- Improve shiny mob reflection probe performance
- Collectables now disable rendering when offscreen for more performance
- Massively optimised shadows of gnomes
- Cleared up a ton of unused models in the game to improve performance
- Reduced thickness of some smoke, so you can see where you're going a bit better!
- Bonus Mana Gen now shown under stats
- Pets now target your last-hit location, as opposed to firing straight past it
- Toned down a number of impact effects, so it's easier to see what's goin gon when you have a massive army
- Gnomes now disable rendering when offscreen for more performance
- Mobs now disable rendering when offscreen for more performance
- Knight pet no longer fires Dog Barks
- Walking pets no longer fire under the ground
- Bonus XP at level end from remaining Gnome Army is now scaled by the quality of the Gnomes you had (upto 600% for Special Gnomes)
- End of level Bonus XP now correctly shows and obeys boosts from gear
- XP Drops now obey extra XP from gear and display it
- Player Mana Regen now gets a boost every 20 levels spent on it
- Gnome Resurrection Skill now has a boost every 20 levels spent on it
- Gnome Speed now has a boost every 20 levels spent on it
- Gnome Damage now has a boost every 20 levels spent on it
- Gnome Health now has a boost every 20 levels spent on it
- Remaining Cash and Dust bonus XP now correctly respects difficulty
- Fixed a long-standing issue with AutoGnomes and StoryGnomes
- Improved some readability of stat upgrading UI
- Improved readout of Mana Regen and Gnome Damage boost from gear
- Implemented browsing of currently equipped gear. It's not *perfect*, but it's a vast improvement over 'not being able to do this at all'
- Rare, Epic and Legendary chests are now shown at level end if you missed them
- Reworked Player Health calculations to take into account level + gear better
- Massively improved Gnome Health and Player Health stats on Gear
- Healers will overheal much less now
- Mages will over-rejuv much less now
- UI Readout now shows a more accurate average Gnome Health
- Fixed issue where Mages would waste their mana over-juving you, due to a lack of clamp
- Fixed issue where Healers would waste their mana over-healing you, due to a lack of clamp
Having gone back and played the game some more on my SteamDeck, I decided to put a couple of days hard work into some bits of polish and improvements. V1.01 -Fixed D-Pad navigation on menus -Increased the size of a number of pieces of UI to work better on the SteamDeck -Moved fro
Having gone back and played the game some more on my SteamDeck, I decided to put a couple of days hard work into some bits of polish and improvements.
V1.01
-Fixed D-Pad navigation on menus
-Increased the size of a number of pieces of UI to work better on the SteamDeck
-Moved from FXAA to TAA for the menu
-Improved a number of readouts to guide the player through the UI
-Mana Regen is now listed in Per Second, not Per Minute!
-Tidied up a number of impact particles to help the player see what's going on better
-Fixed a bunch of gibberish flavour text entries.
-Fixed a large number of textures that weren't correctly streaming or at 4k resolution.
-Fixed an issue where dropped pieces of gnomes could leak
-Fixed issue where freshly-raised gnomes would cause an issue with the display of the army eLC32G55TQWRXXU,nergy.
-Fixed randomly fast-spinning clouds
-Fixed incorrect SHOPDUST, SHOPHEALTH and SHOPENERGY text
-Fixed the name of the village. Welcome to Gnomertown.
-Fixed a number of leaks over long play sessions
-Fixed Bonus XP readout on results screen
-Added numerical readout for health + mana
-Optimised Map parsing
-Player will now be told if they missed a chest on a level.
-XP Bonus for spare Dust now correctly applied at level end
-Fixed Golem Health Bars appearing inside the Golem
-Fixed auto-Upgrade message
-Player is no longer returned to Character Select after every level
-Fixed some overly aggressive collision
-Characters should no longer talk over the Narrator
Fixed achievement for killing Voldarr Fixed issue where too many points in Gnome Speed made things go... odd. Fixed issue where dead players continued to stand. Fixed issue where multiple players in shared screen would have odd-facing damage and healing text Quitting the game wil
Fixed achievement for killing Voldarr
Fixed issue where too many points in Gnome Speed made things go... odd.
Fixed issue where dead players continued to stand.
Fixed issue where multiple players in shared screen would have odd-facing damage and healing text
Quitting the game will no longer show -2147483647 damage
We're *hoping* to leave Early Access this week - next week at the latest!
Fixed a number of issues where some players were dead and some were alive. All bosses now drop Loot Upgrade Tokens. Loot Upgrade Tokens apply equally to all players. Primary Stats for Characters now cost 10% less to upgrade Secondary Stats for Characters now cost 5% less to upgra
Fixed a number of issues where some players were dead and some were alive.
All bosses now drop Loot Upgrade Tokens.
Loot Upgrade Tokens apply equally to all players.
Primary Stats for Characters now cost 10% less to upgrade
Secondary Stats for Characters now cost 5% less to upgrade
Fixed an issue where pressing A on the settings screen could upgrade a random stat.
Fixed a bug where ONLY THE FIRST FOUR MUSIC TRACKS PLAYED WHY DIDN'T ANYONE TELL ME. Every regular level should now have a unique music track.
Reworked Treasure Goblin collision so dropped items Removed slightly inoffensive debug message. Oops. Fixed bug with generation of Procedural Loot names where a low-id stat had a higher level the rest of it. This should mean much better names using more of the loot system. Random
Reworked Treasure Goblin collision so dropped items
Removed slightly inoffensive debug message. Oops.
Fixed bug with generation of Procedural Loot names where a low-id stat had a higher level the rest of it. This should mean much better names using more of the loot system.
RandomActivePlayer will no longer return dead players
Dead players can no longer speak. Which is fair.
Only one player will now announce the level start in MP
Loot Upgrade tokens are now applied to all active players. This should stop your little brother stealing all the phat lewt.
Golems should no longer emit damage numbers from their feet
A substantial change to the controls; now (Y) (Gnome Return) will cancel any Gnome Charge and Gnome Guard commands
Gnome Charge will cancel Gnome Guard and Gnome Return
Basically, LB always says 'go here', Y always same 'come here' and B always says 'Go off ahead'
So what's new? Final menu screen and front end. Pet selection is currently missing. All major in-game bugs are quashed. If you know of any I've missed, leave 'em in the forum! All skins implemented. Some aren't actually unlockable yet. All levels are now accessible on all difficu
So what's new?
Final menu screen and front end. Pet selection is currently missing.
All major in-game bugs are quashed. If you know of any I've missed, leave 'em in the forum!
All skins implemented. Some aren't actually unlockable yet.
All levels are now accessible on all difficulties.
Loot is fully-implemented barring the procedural names.
So what's missing still?
Transcendence. I'm not worried if this slips - there's a HUGE amount of progression, content and gameplay before you'd consider New Game Plus+.
4 missing cutscenes
No speech for 3 of the characters
We still have lots of polish to add in all over, but the end is in sight!
We've been working hard to get the game out of Early Access. Today's patch should give you complete access to the entire game. Any feedback on any of the new maps is greatly appreciated! On top of that, we've now got the final threaded loading system implemented, final UI in most
We've been working hard to get the game out of Early Access. Today's patch should give you complete access to the entire game. Any feedback on any of the new maps is greatly appreciated!
On top of that, we've now got the final threaded loading system implemented, final UI in most places, and the loot and loot upgrade systems are in plae.
The only major things missing now are spit and polish, some player voices, pet unlocking and skin assignments. The end of Early Access is finally in sight!
As always, Early Access is a time to experiment, and see what works, and get feedback. The patches over the last week have started to move to a new method of doing tile transitions - this looks great, but means we need to do a pass over all of the existing levels. Whilst this doe
As always, Early Access is a time to experiment, and see what works, and get feedback. The patches over the last week have started to move to a new method of doing tile transitions - this looks great, but means we need to do a pass over all of the existing levels. Whilst this does feel like we're treading water a bit, it does also mean that the game's looking better and better.
I'll continue to make 2-5 patches and updates per week, but remember, this is the time to help us focus and change the game so it's something you love - so give some feedback, tell me what needs to be changed, and tell me what's brilliant and you want more of!
We've done a pass over a lot of the visual style of the game. This has lead to a bunch of levels having tile transitions that need reword, but look loads better! There's also been a fix to the Pet Rendering, so those of you that own FortressCraft should now see ARTHER as intended
We've done a pass over a lot of the visual style of the game. This has lead to a bunch of levels having tile transitions that need reword, but look loads better!
There's also been a fix to the Pet Rendering, so those of you that own FortressCraft should now see ARTHER as intended.
More map updates soon!
Added data-driven player colours Added XP-bonus drops from Bosses. First player to grab 'em gets the boost! Further work on per-mob healthbars and text placement. Tweaked fog and atmospherics in most places in the game. Added indicators when Healers are ready to heal Added indica
Added data-driven player colours
Added XP-bonus drops from Bosses. First player to grab 'em gets the boost!
Further work on per-mob healthbars and text placement.
Tweaked fog and atmospherics in most places in the game.
Added indicators when Healers are ready to heal
Added indicators when Mages are ready to Rejuv
Mages will now Rejuv other players if their owner is full on mana.
Hooked up a new shader system for animated glass smoke
Hooked up the start of the Speech system.
Implemented some Voldarr lines, by special guest, Ricky Berwick.
Food weighs a lot less, so players shouldn't get trapped by it If you own FortressCraft, you'll get a free pet. Not balanced, working or optional. Feedback wanted! Implemented a collision force pre-map to allow much much faster Gnome and Pet simulation. Fixed an issue where progr
Food weighs a lot less, so players shouldn't get trapped by it
If you own FortressCraft, you'll get a free pet. Not balanced, working or optional. Feedback wanted!
Implemented a collision force pre-map to allow much much faster Gnome and Pet simulation.
Fixed an issue where progression of multiple slots was added together
Pets should no longer Leak
Pets should die if you die.
Added saving spinner. It's like an actual console game!
After much discussion, I've decided to focus on Pets before Loot. Pets will be stat-boosting and upgradable. How they unlock, how they work has still to be decided, but a hard evening's work and it's already looking kinda neat. On top of that, we're mostly happy with the initial
After much discussion, I've decided to focus on Pets before Loot. Pets will be stat-boosting and upgradable. How they unlock, how they work has still to be decided, but a hard evening's work and it's already looking kinda neat.
On top of that, we're mostly happy with the initial raft of maps available, so I've extended it to cover 2 bosses and 3 dungeons across 12 levels. I spent about 6 hours playing the maps and making tweaks based on that today, so I'm happy to push this patch out now.
Auto detail should now smartly modulate Ambient Occlusion based on resolution.
Low Detail will now force you to 1280x720p, if you're in a regular 16:9 base resolution.
Another raft of polish across all current levels.
Unlocked access to level 12, allowing players access to 2 dungeons and 3 bosses.
Fixed an issue where choosing a new difficulty didn't update the accessible ring on the map.
Added different ways for Map Designers to spawn Gnomes into the map, to add to the variety. AutoGnomes should also have a significantly different look, so players shouldn't try and resurrect them.
Added the ability for Health Bars to be offset by mob type. Any health bars that aren't in the right place - let me know! Changed upload timing of stats. Changed the Limited performance option to better approach 30fps. This should only affect people on high-refresh rate monitors,
Added the ability for Health Bars to be offset by mob type. Any health bars that aren't in the right place - let me know!
Changed upload timing of stats.
Changed the Limited performance option to better approach 30fps. This should only affect people on high-refresh rate monitors, where the divisor became really quite random. Again; this option is only designed for people who are trying to do Steam Remote Play or who are trying to save power/cool a laptop.
Tweaked rules on how and when Gnomes can teleport.
Fixed some errors when Gnomes shoot at debris Added Health Bars. Disable Damage Numbers under settings if they displease you. Added achievements to track how far through the game's completion they are.
Fixed some errors when Gnomes shoot at debris
Added Health Bars. Disable Damage Numbers under settings if they displease you.
Added achievements to track how far through the game's completion they are.
After a week in Early Access, things are going well. We've been watching live streams and Let's Plays and inviting people to play, and focusing our initial development time on addressing those. Whilst (as you'll see below) we've addressed and improved loads of things, the to-do l
After a week in Early Access, things are going well. We've been watching live streams and Let's Plays and inviting people to play, and focusing our initial development time on addressing those. Whilst (as you'll see below) we've addressed and improved loads of things, the to-do list is just getting bigger - https://trello.com/b/gg63yuKC/gnomancer
So, if you're not following the daily updates, then here's a weekly digest for you!
Fixed some issues with stat tracking and achievements. This may mean your achievements reset, but re-running the game should force them to unlock again.
Updated some FAQ entries after watching a couple of streams. Keep 'em coming!
Wrote a threaded asyncronous texture loading system
Many textures are now dynamically loaded on-demand via a thread. This should greatly improve initial loading times. I've no idea why Unity doesn't support this out of the box, but it was a fun technical challenge just before release!
Locked away the skin menu. It's not done! Stop looking at it!
Added achievement for meeting (and rescuing) the King
Added achievement for defeating the Fire Golem, the first proper boss. Cat-in-a-box doesn't count.
Hooked up achievement correctly for freeing the Village
Made sure Gnomes can't ever get in your way. https://i.gyazo.com/20f37b3978b6a507c0433e87bb7035a7.mp4
Added 2/3/4 player achievements. Removed the ability to hax in extra players with keyboard shortcuts.
A ton more polish and detail on the first level
Blanked out the game camera when watching cutscenes in resolutions other than 16:9
Added army size achievements.
Tweaked the lookahead based on Army Offset for Shared camera games, affecting 2-4 player games.
Tweaked the point at which bosses trigger cutscenes.
XP per level is now displayed correctly again for people who aren't running at 300 fps. My clever system to keep the framerate up took too long to complete else!
Rune Rocks have got a V2 placeholder that should be a lot clearer when you've destroyed them.
Fixed Gnomes Raised readout, that broke when people raised over 100,000 Gnomes. You guys...
RuneStones no longer look at you when on higher difficulties.
Changed WSAD to WASD after someone nearly had an aneurism over it.
Added markers to show if a level is accessible, and where you need to stand
Added map-to-map markers to show where the next level is, when unlocked.
Fixed an issue with depth of field on Medium difficulty
Fixed alignment and tidy up in a lot of menus
Levels that are unlocked but not completed are now marked clearly on the map.
Tanks will no longer attempt to block insta-kill damage
Rogues will no longer attempt to dodge insta-kill damage
Gnomes you get bonus XP for no longer count towards Gnome deaths
Fixed collision on a number of fences, meaning powerups
Fixed an issue where mobs could move up in the air and over players at higher difficulties.
I'll be summing up each week's patch notes in a larger post, so if you aren't interested in the daily updates, just wait for the big one! Fixed an issue with depth of field on Medium difficulty Fixed alignment and tidy up in a lot of menus Levels that are unlocked but not complet
I'll be summing up each week's patch notes in a larger post, so if you aren't interested in the daily updates, just wait for the big one!
Fixed an issue with depth of field on Medium difficulty
Fixed alignment and tidy up in a lot of menus
Levels that are unlocked but not completed are now marked clearly on the map.
Tanks will no longer attempt to block insta-kill damage
Rogues will no longer attempt to dodge insta-kill damage
Gnomes you get bonus XP for no longer count towards Gnome deaths
I plan to keep at a twice-daily patch schedule until the feedback calms down and things are mostly stable. At that point I'm likely to move to 2-3 times per week, as I start to implement the larger missing systems. XP per level is now displayed correctly again for people who aren
I plan to keep at a twice-daily patch schedule until the feedback calms down and things are mostly stable. At that point I'm likely to move to 2-3 times per week, as I start to implement the larger missing systems.
XP per level is now displayed correctly again for people who aren't running at 300 fps. My clever system to keep the framerate up took too long to complete else!
Rune Rocks have got a V2 placeholder that should be a lot clearer when you've destroyed them.
Fixed Gnomes Raised readout, that broke when people raised over 100,000 Gnomes. You guys...
RuneStones no longer look at you when on higher difficulties.
Changed WSAD to WASD after someone nearly had an aneurism over it.
Added markers to show if a level is accessible, and where you need to stand
Added map-to-map markers to show where the next level is, when unlocked.
Streaming the game? Let me know! A ton more polish and detail on the first level Blanked out the game camera when watching cutscenes in resolutions other than 16:9 Added army size achievements. Tweaked the lookahead based on Army Offset for Shared camera games, affecting 2-4 play
Streaming the game? Let me know!
A ton more polish and detail on the first level
Blanked out the game camera when watching cutscenes in resolutions other than 16:9
Added army size achievements.
Tweaked the lookahead based on Army Offset for Shared camera games, affecting 2-4 player games.
Tweaked the point at which bosses trigger cutscenes.
Locked away the skin menu. It's not done! Stop looking at it! Added achievement for meeting (and rescuing) the King Added achievement for defeating the Fire Golem, the first proper boss. Cat-in-a-box doesn't count. Hooked up achievement correctly for freeing the Village Made sure
Locked away the skin menu. It's not done! Stop looking at it!
Added achievement for meeting (and rescuing) the King
Added achievement for defeating the Fire Golem, the first proper boss. Cat-in-a-box doesn't count.
Hooked up achievement correctly for freeing the Village
Added 2/3/4 player achievements. Removed the ability to hax in extra players with keyboard shortcuts.
I'm not expecting anyone to hit 1 million Player levels or Gnomes raised - that's just during Early Access so I can manage how far players actually get, without giving people Achievements I need to take away again.