Patch Notes (Version 1.2.0.1) // Release
The Ruins of Calaworm » Devlog
BUGFIXES
- Resolved an issue with delayed update of Hitpoint Display, once Player had been killed.
- Resolved an issue with Music stopping to play, when Window lost focus during FadeIn/FadeOut Transitions.
- Hound of Tindalos will now always use their Teleport-Away-Ability ... but only leave a Follow-Up Link, if standing on a free Tile.
- Knockback/Knockslide Effect can no longer persist after entering a new Region.
- Fixed an issue with Healthbars not activating, if Monsters were waken by a Spawn Trap.
- Fixed a visual glitch with translucent enemies (Color out of Space/Spectres) teleporting.
- Alternate Walls will now display the correct Secret Walls Indicator.
- Markings on Secret Paths and Secret Walls will now use _CheckIlluminated() function to properly decide whether they're visible.
- Removed a very rare occurence of the game crashing, because of the Renderer trying to address coordinates outside boundaries.
- Fixed corrupted Summon Animation-Frames (wrong size).
- Fixed a Bug, that Transition-Sprite was placed with an offset during Blending Animation.
- MusicPosition will now properly restored after respawning at a Shrine.
- Resolved an issue with all Healthbars flickering, whenever a monster would be moving out of sight.
- Closing the Window, just after respawning, will now properly quit out.
- MonsterShadows can no longer flicker under FogOfWar, while SoftScrolling is active.
- Fixed some issues with the logic of how and when Teleport/Step sounds should play during traversal animations.
- Fixed an Issue, that when restarting a game, the allEnemiesKilled-Check on the Tutorial Stage wouldn't trigger.
- Fixed a Bug, that when a Bloodstain was on the same tile as a trap, 1stTime-Protection would sometimes fail to trigger.
- Fixed an issue where Mi-Gos would still switch Magic Doors upon death, without having met the Player in the first place.
TWEAKS / BALANCING
- Cracked Equipment is now less likely to break suddenly (may still happen, though), and CrackCountdown ist now more consistent, but has been toned down overall, so Cracked Weapons remain useful for a bit longer.
- Blessed Whip can no longer trigger a "Coup de Grace".
- "Coup de Grace"-Kills now scale with Explore Progression, so they're more likely to happen early game than late game.
- "Coup de Grace"-Kills now suppress certain onDeath-Abilities like Deep One's Summoning or Wicca Priestess' tryCorrupt.
- Tweaked various hidden mechanics to subtly aid player in early game.
- Provisions-Items now are purely randomly distributed (instead of BellCurve-Distribution).
- Demo allows playing the Minigame only once per Shrine. A respective Message is displayed.
- For consistency reasons, Stunned Monsters now also take damage from FireSources.
- For consistency reasons and to streamline rules, entering LurkerMode (e.g. when engaging another Monster) will now cancel and reset most of all temporary states of a Monster, for example Stuns and fleeState will not persist while Lurking.
- Restoring an OrientationShuffle (by killing the *shuffleSource) now works delayed (after random amount of "Cure"-Steps).
- Cleaned up several Tutorials, removing excess information (which eventually will make a return as Random Tips).
- Candelabra-Distribution is now purely random for each session, will not restore locations from World Seed anymore.
- For clarity reasons, isEvilNear()-Check now considers ALL stun-effects, also Web-Stuns and regular Sprint-Stuns.
- For clarity reasons, Sprinting while being boosted doesn't give a Bonus Step anymore.
- Systems that make up for difficulty have now been splitted into 5 Pillars, for better fine-tuning the experience: XP-Gain, Objective, Sanity, Minigame and Hardcore-Mode. Default- and Demo-Difficulty have been adjusted accordingly.
CONTENT AND MECHANICS
- Streamlined Sprint-Ability to a purely defensive option (grants 2 turns, instead of 1), and Attacking while Sprinting will now always cancel Enemy's Stun and cause an immediate response. Respective Tutorial Hint has been updated.
Players are now required to kill a certain amount of Enemies in each Region, before they are deemed worthy to advance to the next Region. A respective Tutorial has been added, which will pop up on the Tutorial Stage, once the quota has been met for the first time.
POLISH AND QUALITY OF LIFE-IMPROVEMENTS
- For consistency reasons, HUD-Symbol for Sprints only shows, if you have at least 1 Sprint. Numbers are only shown, if Sprints > 1. Symbol now flashes, when picking up Provisions.
- MessageBoxes now use simple Arrow-Sprites for highlighting a selected Option.
- Stepping on a Global Link will now always directly unlock the respective Link for Automap Naviagation, regardless if Map has been found yet (Local Links, Doors and Secret Passages still need to visited a second time to show up on the Automap, though).
- Map Navigation Tutorial will now only pop up, if there are legit Links to explore.
- Cleaned up Inventory Slots, selecting a Slot now has a sort-of spatial effect.
- Inventory/HUD-Area and GameViewport are displayed more to the center.
- Screenshots will now be tagged with current Date and Time.
- Added subtle "juice" to Minigame, when successfully connecting more Nodes than previous state.
- When holding down Movement Button, PlayerSprite will now perform a cute Run-Up Jump with Sound.
- JumpAnimation during Sprint now comes with a little "juice".
- Players can now Save&Quit during the Minigame. Reloading will drop them into the Module outright.
- For consistency reasons, odds of breaking down a door are now described in general terms (low, average, high, perfect success).
- Odds of successfully kicking open a door are now kept secret, for players to discover.
- Markings on Secret Walls now use thematic colors; also increased area to inprove visibility.
- Secret Paths are no longer translucent, but received a subtle moving shimmer effect.
- Made Overworld Tileset appear more organic with random Offset-Coords for Forest Obstacles.
- Function to determine whether hidden Forest Obstacles are tagged as "explored" is now more lenient.
- OnDeath-Effects like Deep One's Summon and Wicca Priestess' Corrupt now splash blood before triggering effect.
- The Banner on the Pre-Menu is now displayed in LoFi-Style, matching the ingame PixelSize.
- Interaction-Animation received some very subtle "Juice".
- Changed "Fiend"-Term to "Enemy", since it's less apt to be misunderstood.
- Made a level pass for every Sound Effect in the game.
- When poisoned, HitpointDisplay will now appear in green colors.
- The MapHUD-Icon now has a special appearance, as long as surroundings are not illuminated.
- Changing between illuminated and non-illuminated state now updates background Colors for a Pseudo-Shader-Effect.
- Minigame Music now plays at 75% of the Master Volume.
- Split the ForceDoor-Tutorial in two, covering both occurences (Kicking, and Breaking).
- Wicca-Priestess on Tutorial Stage now has same amount of Hitpoints as the first Boss (for thematic consistency).
- Messages now have an InputDelay of 250 Milliseconds, until inputs are registered (prevent accidental dismissal of Messages).
- When activating Inventory Menu, HUD-Selection will now always start at the WeaponSlot; this way player can reliably play around Blind Condition without remembering last position of the HUD-Selection.
- Added a dedicated Sound for traversing MagicDoors.
- Added four dedicated Sounds for Death.
- Added a Tutorial concerning Procedural Level Scaling.
- Added a DeathHint concerning Ghouls (since they show up fairly early in the game).
- Added a thematic description for the Blessed Whip (when examining equipment at a Fireplace).
- Decreased the InputDelay between Steps.
- FumbledAttacks-Tutorial now shows up after Attacking.
- Game now has a Logo and Title-Lettering, showing up before Menu Phase.
- Pressing the [F]-Key now flips the Inventory Screen to the other side.
- Empty Tiles on the Automap now have Dots (Homage to ASCII-Roguelikes).
SYSTEM AND PERFORMANCE
- All Elements in the HUD-Screen to the right are now displayed as Sprites.
- Fog of War Radius is now created via single transparent Frame, instead of multiple Tiles.
- Music will now be loaded, decrypted and freed from memory as needed; this considerably increases load time, and frees up about 50% of RAM usage.
- Improved fast detection of Tiles to be excluded from Rendering.
- Dealing damage back and forth should now feel more responsive (removed an unneccesary delay).
- Removed the [M]uteMusic-Button and assigned it to the Map.
- Optimized main display loop (reduced pointless calculations).
- Quitting the Demo will now open an End Card with the option to take you to the Game's Homepage.
- All external data (Graphics, Sounds and Music) are now AES-encrypted (32-Bit).
Get The Ruins of Calaworm
The Ruins of Calaworm
Turn-based Dungeon Crawler with concise mechanics, where cute Retro Pixelart clashes with Lovecraftian Cosmic Horror.
Status | In development |
Author | Alexander Karenovics |
Genre | Adventure |
Tags | 2D, Dark Fantasy, Dungeon Crawler, Exploration, Level Editor, Lovecraftian Horror, Pixel Art, Retro, Roguelike, Turn-based |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
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