It's time for our biweekly update!
Although the focus of this release is mostly on polishing previous content and fixing bugs, this update also introduces new mechanics and content to Vagante.
Bugfixes
We’re super thankful to those active in the Vagante community who’ve taken the time to help us improve the game. The feedback we’ve received since the last update has been invaluable, and we hope we can continue to count on you guys as we develop the game.
Shrines
Shrines are our answer to the problem of becoming over-encumbered while playing Vagante. Feel like offloading some extra gear? Consider sacrificing it to a god for a chance at better equipment. There are five different shrines currently in the game, and we have plans for many more.
Shrines are still a very young addition to the game, so your feedback will become instrumental in determining how they evolve throughout our development.
New Game+
One of the issues with the last patch was the lack of content after the Catacombs. It became obvious that simply looping later levels through the Catacombs wasn’t a fun end-game for players to reach. As an early solution, we’ve turned the post-Catacombs content into New Game+. We’re not sure whether we’ll be including a similar system in the final version of the game; but for now, expect a challenging end-game as we’ve rehashed the earlier areas.
Full Patch Notes
- New Items
- Archangel bow (homing arrows)
- Spirit armor
- Spirit weapon
- Mana steal weapons
- Magic Quiver
- Spear (experimental)
- Axe (experimental)
- Crossbow (experimental)
- Boomerang (experimental)
- Added falling door trap (with placeholder graphics)
- Added early version of god shrines
- Added placeholder bosses to the Catacombs
- Added new game+ system
- Increased room variance in Catacombs
- Updated various animations of monsters in Catacombs
- Can now attack during intermissions
- New spell targeting system added to Caster affinity
Balance
- Nerfed Pork Chops
- Heal less HP (+40)
- Cannot be picked up in inventory now, used on collision with player
- Increase Catacombs branching factor
- Teleport scroll will not teleport over spikes
- Breakable walls now easier to destroy
- Buffed monsters in Catacombs
- Zombie behavior changes
- Zombies can now dig into and out of the ground
- Zombie weapon now matches animation more correctly
- Ghosts can be hit while inside walls
- Poltergeists now attack faster
- Zombies no longer collide physically with each other
- Added breakable walls to some rooms in Dark Cave
- Weight treasure rooms more towards the exit of each level
- Skeleton speed increased to player speed
- Wand of digging now deals damage to Golem monsters
- Skeleton affinity point persists upon revive
- Rolling is now easier to execute
- Angry shopkeepers no longer hunt players in new levels
- Added cooldown to skeleton revival
- Arrow traps now do less damage and stun/knockback player
- Skeletons can now interact with items
- Hands release you faster when hit
- Ghost attacks are slightly more lenient on their velocity requirement (attack is now slightly easier to dodge towards the end)
- Spell MP costs no longer decrease with higher INT
- Lowered MP costs of all skills
- Items can now be used to trigger boulder traps
- Player now tosses dropped items in the direction they are facing
- Can now teleport projectiles with Portal spell
Bugfixes
- Fixed crash with teleport scroll during intermissions
- Dart traps should no longer kill lurkers that are on top of them
- Fixed being able to open GUI while fading out
- Shopkeepers will not get aggro’d from Golem boss shockwave attack
- Shockwave should no longer destroy shop doors
- Large weapons are now less likely to fail to hit a target when attacking close to a wall
- Can no longer infinite lifesteal from zombies
- Zombies now actually die from burning status effect, as well as lightning
- Players can no longer grab onto ladders unless they have Spell Charge affinity point
- Freeze aura no longer affects summon spirits, as well as some other similar interactions
- Man-eating plants can no longer eat breakable walls
- Fixed glitch where the state of dart trap arrows becomes corrupted upon simultaneously hitting a wall and a dead corpse
- Fixed Ruins monster death animation artifacts
- Players should no longer fall through the world when dying while being grabbed
- Cultists can no longer summon demons outside of level geometry
- Weapons no longer hit anything if the user is frozen
- Thief no longer attempts to steal from dead Players
- Fixed crash involving a new game and entityDrawOrder
- Player objects no longer get destroyed if they somehow make it out-of-bounds
- Potentially fixed all Boss Worm targeting issues (some of which prevented it from spawning)
- Electricity projectiles no longer get destroyed from other projectile types
- Arrows should no longer get stuck at the top of the forest
- Fixed out-of-bounds death in forest sky
- Made bouncing on enemies slightly more consistent
- Fixed forest intermission backgrounds
- Fixed a division-by-zero crash
- Fixed a softlock where zombies can trap you forever by sitting on you
- Fixed GUI texture bleeding
- Removed broken replay system (game should now start properly even when parameters are sent to it)
- Fairy-carrying player can no longer kill themselves during intermissions
- Shop doors can no longer be teleported with Portal spell
- Arrows and dead bats now un-stick from walls when the tiles they are stuck to are destroyed
- Updated SFML
- High DPI monitor setups should now be properly detected by newer versions of Windows (game should no longer have content cut-off while in full screen mode)
- Fixed music loop point implementation
- Fixed menu cycle jerkiness
- Fixed text offsets
- Prevent screen from sleeping when playing game with gamepad
- Various room fixes
- Arrows stuck to players now look more correct
- Shop purchase icon no longer displays when shopkeeper is dead
- Bomb arrows are now moved properly to player coordinates if inventory is full
- Spriggan boss’ plant children now dispose of themselves when they die
- Rebinding keys no longer executes the action after being bound
- EXP bar no longer displays in main menu
- Skeleton EXP properly transfers now
- Explosions now correctly destroy breakable walls