Ver 0.952a
[ UI / UX ]
Increased Stability throughout, should be less likely to crash and may slightly help performance. (Rigidbody2Ds were changing some of the collisionshapes out of the physics loop, now fixed to defer.)
View Book button is now on screen -- under the Options Menu at top left.. It disappears during combat, but you can still view the book by clicking on Options -> View Book if needed.
Shovels and Handles NOT in the view book now have a little icon on them in the relevant shops, so you can see what you need to buy to complete the book. [I may later make an optional icon for "the level 2 upgrade is not in the book".]
Enemy Attacks, if they get past shields / damage the crate, now actually shake the crate a little. The more damage, the more it shakes the crate.
Enemy Attack animations have been improved. The pickaxe goes to the right area, has the right z-level, creates spark particles, is better timed / interacts with crate.
In addition, enemies that throw stuff in the crate now jump upwards, as if they are throwing stuff in the crate.
SECRET UI -- if the battle has a battle modifier (e.g. Furious, Piercing, Starved), you can mouse over the "Waves : X / Y" in top left to remind yourself of the battle modifier.
If the battle has a boss, it now shows a little green skull to remind you that the last wave is a boss wave. [I may later make this a mouse over to see information on the boss, TBD.]
Enemy Modifiers now show up as Red Text on a Yellow Background, given the increased importance of the modifiers, I thought it was important to increase them in the visual hierarchy with greater contrast.
However, the OLD coloring (yellow on black) is still available under the "Options" -> "Other" -> "Old Modifier Coloring" at the bottom.
Enemies with Rock Shield (e.g. Arocknid / Compressed boss) now show how many rocks they will negate this turn, with an icon near the health that you can also mouse over to remind.
When viewing the Map (e.g. in a shop), the map now centers on your crate, and also makes your crate a blue/purple to increase contrast. (As the map is mostly yellow/brown.)
When you unlock a new depth, it now lets you know at the end of the run.
The Tutorial changed slightly, now you are asked to touch a copper and silver together instead of two coppers, as it might have led new players to believe unlocking is the same as forging.
[ MINOR ARTWORK CHANGES ]
Open Map icon now looks like a map (previously placeholder compass)
Rare Keys has had the image changed
Recharge Shield has had image changed (now looks like charges instead of coffer)
Rotated "Deadlift" handles to better fit their effects (Drop X rocks)
[ BUGS ]
CRITICAL -- there was a bug introduced in the last patch that made all Arocknid / Compressed / etc no longer negate the first X rocks, but rather, negate the first X bombs! Sorry, now fixed. They should negate the first X rocks and now no longer negate the first X bombs.
There was a bug that allowed the player to fight the same wave twice in a row, now fixed.
Clicking on "Data + Streaming" under menu during middle of play had a visual bug, now fixed.
Emerald Poison Upgrade (Level 2 item) was not triggering, now fixed.
The Reflective Boss, when angry, would keep resetting the attack back to the baseline. Now fixed.
When Earth Mother had Blind Rage, it had some timing bugs, now fixed.
Handles in the View Book were incorrectly showing Handles that were unlocked from other Profiles (basically). Now fixed. It should only show handles you've actually seen / equipped.
[ GAMEPLAY ]
Got rid of 2x "Greedy" enemies wave for battle 1. It was too aggressive with how Greedy works now. Replaced with a 2x "Mirror" enemies wave instead. 2x Greedy enemies is now a possible wave in battle 2.
Penny Rock used to drop 1 rock after dropping copper, now drops 2 rocks. The upgrade is also increased.
[ KNOWN ISSUES ] (Hope to fix soon)
"Cautious" enemies should be damaged by bombs, as they only mention being immune to rocks.
(I also need to double check if bombs and poison interact as one would expect given descriptions.)
For the final rewards at the end of each run, it seems it is not properly saving the first mid-run boss of each run. It used to work, so I will dig into what's causing this, I apologize. It won't break anything, just takes a little more time to fill up.
I want to animate the enemies that throw stuff into the crate actually throwing the stuff upwards too.
Bosses red pickaxes during attack animations might be slightly off, particularly the start location of the red pickaxes.
As always, I apologize if this new patch brings in new issues. I will continue to work to resolve any problems, please just let me know in Discord / Steam Discussion Hub / via Feedback in game.
[ FEEDBACK ]
"kinda unclear as to what is a handle and a shovel"
Thank you for letting me know! I think the next thing I'll try improving on this front is: 1. mouse-over animations, that hopefully remind the player whether it is a handle vs shovel and 2. making the empty equipment slots flash green for shovels vs full equipment slots flash green for handles.
"PLEASE show me the upgrade cycle somewhere constantly"
I interpret this to mean like, for quests, how many more Unlocks are needed / number of waves are needed / etc. I was thinking of doing more to show at a quick glance the effects of shovels / handles, so that players don't have to mouse over the equipment as often. Please let me know if I misunderstood your comment.
"Hi, I'm the one who complained about leaving the shop. I figured it out eventually, but it took me a bit. I expected it to be on the right, an 'exit' door on the left made me think it was going to leave the game completely. I think this game rules, it was just really hard to wrap my head around the UI at first. If you can get more feedback on that from people who know more then me I think this game will do great :>"
Thank you for your kind words! You are not alone, one of my earliest playtesters ran into the exact same issue -- both the placement on the left and the icon. I don't know if I can do much about the placement (given the gacha and reroll), but at one point, I tried changing the icon to "stairs" as you are descending further into the mines -- and that worked well for the shop, but it is a little harder for some of the other "go back to map" actions. So in the end, I thought maybe just using one icon might be easier, but I agree it's not 100% the ideal. I'm definitely continuing to take feedback from everyone about how to improve the UI -- I hope today's patch is evidence that I take it seriously, even if I'm not very skilled in it. I welcome more suggestions. Thank you for your encouragement!
"i had an odd bug where all of my text displayed as the letter "w" so this menu just looks like wwwwww, but i still beat it". (From v 0.951a)
Sorry about this! I know it was fixed in v 0.951b, but it basically boiled down to the new localization system -- the WWWW would appear for certain locales, it should now be fixed. Thank you for letting me know!