Developer postOriginal post (opens in a new tab)

Just a Cleric Expansion: "Scholar of the First Wuss"

After another marathon 13 straight hours of work on this today (!!) I'm happy to say that the JAC expansion is finally done.

http://steamcommunity.com/sharedfiles/filedetails/?id=706394658
SCHOLAR OF THE FIRST WUSS is my big 'thank you' to you guys who gave my game a shot when you could have been playing some AAA deal made by 500 professionals with a $50 million dollar budget.

Here's all of the differences, large and small:

ADDITIONS:
==========

  • Grind-O-Rama, a new repeatible dungeon in which you can earn XP and demon eyeballs, with 2 categories of challenge for those who want to try: 'Wuss' and 'Badass'. Can you survive 3 waves of random enemies with nothing but the gear the dungeon gives you? You can access this as early as level 5. Where is it? Remember, this game has lots of false walls and stuff..
  • New Cursed Items! A new type of gear for our cleric, cursed items come in blood red bags and are quite powerful, with at least one drawback.
  • New currency! Collect demonic eyeballs inside Grind-O-Rama and use them at the..
  • New Shop! Hidden next to the Grind-O-Rama, my old Equin creations make a comeback of sorts and one of them offers to sell you most of the new cursed gear here in exchange for demonic eyeballs. He'll also exchange $20 in cash for 1 of these eyeballs.
  • New Grind-O-Rama features: The blue Power Potion (gives the 'rages of battle' effect) and Super Homogenized Milk (+100% PP) can be found within. You can also hack down suspended weights on the ceiling and crush any enemies below, or ride the elevators. Both of these are in the 'Badass' challenge.
  • Hyper Emerson's contest-winning weapon, the Demon Head, can now be had by killing none-other than the Super Demon itself. Can you rise to the challenge and take his OWN FRIGGIN' HEAD to use as a weapon??
  • The Badass Badge, a new accessory, is a unique item that only drops off the Dragon during the regular game. Wear it and completely change your cleric's appearance to that of a badass Templar Knight in armor.
  • Two brand new pieces of music from The Booger Myers Band! Took a whole day to do, but was well worth it.
  • Any blessed weapon (+5) now gains an automatic attack speed increase. This won't show up on the gear's stat page due to space limitations, but you'll notice a difference or my name's not Willy P. Dingledong (which it isn't).
  • A small new explorable ledge was added to the Dragon's dungeon.
  • A small text display now shows how many items are in your pack at all the shops.

CHANGES:
=========

  • All cleric weapon hitboxes have been revamped. The collision should not be a LOT more accurate, but be warned it's pixel perfect and might take some getting used to!
  • The cleric's level is now capped at 16. You can still get stat increases from other methods (ex. from black chests or invisible stat icons).
  • The Twin Gripper ring got an attack boost from +2 to +10 while using a two-handed weapon.
  • Sand storms can now happen in the 'Water Me Timbers' mission during NG+.
  • 'Goin Batty' mission reward is now a random piece of regular (NG) or silver gear (NG+).
  • 'We Aim to Please' mission reward changed to $15 and 10 arrows.
  • 'Castle of A-Hole' mission reward changed from $150 to $100 cash.
  • 'Isle of Denial' mission reward is now a random piece of silver gear (NG+).
  • 'Quite a Pickle' mission reward changed to $30 cash (was $40).
  • The Quarters Staff and Magic Shirt got a price reduction at the Enterprising Wizard's. These are now $200 and $120, respectively.

BUG FIXES:
==========

  • Moved a torch to the layer it's supposed to be on in the desert (thanks to Sauce Bauce's playthrough, this is where I saw it from).

  • Fixed it so you can no longer get over $9999 from selling stuff at the shop (thanks to Hyper Emerson for breaking the game enough to get this rich lol).

  • Fixed all the stat displays to show the correct number once you get over 100 points (which is the max 99 plus modifiers from your gear, thanks again Hyper Emerson!)

  • Fixed a bug where the cleric could get stuck inside a barrel after he got punched by a golem and went sailing through the air, and happened to land inside one. Now if this happens he'll simply destroy the barrel. (Thanks Hyper Emerson!)

  • Fixed a bug where sometimes the two guards will give you the 'Failed mission' texts while between the regular missions. (I have only myself to thank for this one!)

  • Fixed the DREADED shield blocking pop up display so it won't show up when an arrow trap shoots anymore. (Thanks to Sauce Bauce who showed me this was really something that needed to be fixed even if it didn't effect the gameplay).


    And I believe that's about it. All in all, I've probably put 100 hours into making this expansion for you in my free time, which of course will be retroactive in case you just bought JAC now or earlier today or something. I plan on releasing this to the core game via an update sometime this upcoming week.

    I will be manning the forums like always in case anybody has questions, and will address any issues that pop up from time to time of course, but for now I think I can safetly say:

    THE END

    :JAC_Shinessa: VIVA LA CLERIC! :JAC_Cleric: