Patch Notes (v2.9.8.13) // Better Tutorial & Show Equip
The Ruins of Calaworm » Devlog
ATTENTION!
SAVE FILES FROM PREVIOUS VERSIONS ARE NO LONGER VALID!
BUGFIXES
- Solving an Align the Stars-puzzle no longer abruptly cancels the sparkle effect, that occurs while interacting with Shrines.
- Quitting while inside Align the Stars-minigame no longer ends the turn.
- Map generator will no longer quit out during procedural generation, upon creating an unsolvable Door/Key configuration and fact checking itself.
- Single Rabid Bats are no longer referred to as "Swarm of Rabid Bats".
- The ESC-Menu inside the Align the Stars-minigame lo longer appears unresponsive.
- Revealing a Champ's second form no longer triggers on Fumbled Attacks.
- Dholes digging out in single compartment locations (one tile surrounded by walls/obstacles and locked Doors/Secret Passages) will no longer get stuck (they're now allowed dig, even if there's already a Hole on their location).
- "Rustle"-sound on Note pickup no longer plays double.
- Random selection of inherited traits for Champs now considers all viable Monster Subtypes.
- Mi-Go Champs, which inherited traits from Snake Scions (or vice versa), can no longer crash the game, after doing a Snake Scion's "dodge"-move (they now may only inherit one of these two traits - circleMove or dodgeMove, randomly picked).
- Teleport Sound now only plays for Enemies in sight, or when it happens within range of 3 tiles.
- Quitting out right after waking up from an Align the Stars-minigame and resuming later, will no longer present you with a seemingly blank screen.
- Character shadows will now always be displayed.
- Player's victory jump should no longer reveal Fog of War in weird locations.
- Map generator should no longer carve trees around the invisible villagePath-obstacle in the very first Region.
- In procedurally generated Regions, critical Keys should no longer appear behind Arcane Barriers, where the respective Switch is still unavailable.
- Champs' 2nd Form is now consistent within runs featuring the same World Seed.
- Champs mutating near Shrines or Statues can no longer mutate again in subsequent turns.
- Mutating Champs, which inherited Ghoul attributes, will now stay above ground (instead of "plopping" underground).
- When switching between Background Music and melodious Sound Effect, Music will now always resume at the last know trackPosition.
- Muting sound will no longer play cracking and wheezing noises for a couple of turns.
- The final note of Wisteria Widdershin's story (of what's available in the Demo) sometimes failed to spawn.
- PlayerDeath animation will no longer reveal Pillar obstacles in weird locations.
- When naming a Region, the new name will now correctly get updated in the current seedFile as well.
- A rare bug, after closing the Map, can cause itemDisplay to get stuck at classDisplay and not switch back to defaultDisplay (after one turn has passed). I still haven't found what may cause this, however, I think I fixed it by brute-forcing a reset. Will continue to monitor behavior ...
- Treasure Chests spawning next to riverTiles will no longer cause the generator to place a bugged unpassable Secret Wall as entry point.
- After picking up the very last Item, the game will no longer crash in the attemt to render corrupted Shrines.
- Teleporting in aggro-range of an Enemy no longer causes the game to temporarily lose track of max. allowed amount of active Enemies.
- Getting confused while Arcane Resonance has been unlocked, no longer messes up the backlinkTarget (e.g. Echoing Recall can't teleport into weird locations, e.g. inside walls, anymore).
- Spawn rate of Candelabras has been fixed.
- Smart Teleport-Selection, which ensures an increased chance for Teleport Traps to transport you within reach of another Teleport Trap, now works correctly, and will no longer suppress regular target selection.
- When an Enemy moves out of combat range, while you are standing next to another Enemy, the latter wouldn't activate.
- When using Stealth Ability, Cultists near Shrines or Statues will now correctly relocate, instead of mutating.
- "Flee in Terror"-Option would sometimes put you on differenct tiles also adjacent to that Champ, effectively engaging it again.
- Animations could sometimes get stuck for a couple of milliseconds. Might have been a Delta Time-issue, and possibly only happened in interpreted mode, though. I think I fixed it by forcing a Delta-Time reset after every messageDisplay. Will continue monitor behavior ...
- Attacks with a lit Torch would sometimes deal 1 Point of damage.
- Dust animation no longer appears on teleportation movement.
- When a Champ dies in a Trap, various events (like impactSound and victoryChant) should now play in more logical, immersive order.
- Performing another Binding Ritual before having picked up the Divine Toll, which has been picked up by a Monster in a the meantime, and then dying and respawning, would cause that Monster to eventually drop an empty Divine Toll item (+0 Currency).
- Teleport Shades created during the game (e.g. teleporting Cur of Tindalos) will now adopt the correct displayClass of the floor they appear on.
- Follow-up Teleports left by a Cur of Tindalos will now correctly appear as Local Teleport (instead of Random Teleport Trap).
- Champs mutating near Shrines or Statues, will now reroll their 2nd form.
- Removed an exploit, where it was possible to endlessly spawn Mi-Go's and kill them for guaranteed Crystal Shard drops.
TWEAKS / BALANCING
- Shoggoths now flee earlier, making their "spreadDarkness"-trait more impactful.
- Rushing-Trait by Rat-Things now activates in alternating order. Every 2nd move, if spatial conditions apply, they roll for a Rush move. Rolling value is set to maximum in the very first Tutorial Region (in order to teach that mechanic), then scaled to minimum in the follow-up Region. Every successive Region rollValue increases, until it is back to maximum in the final Region.
- Some Champs, like Nightgaunts, Swarm of Bats and Shoggoths, can cause the Fog of War to partially reset, when encountering them. Leaving the Region before deating them, now resets that ability, effectively causing them to use it again.
- Region-exclusive events, like killing all Enemies in 1st Tutorial Region, no longer awards XP.
- Bonus-XP awarded for special events, like finding both parts of the Map, increasing Exploration Level, or finding all Lightsources, is now strictly chance-based, and no longer scales.
- "Stumble"-chance for Ghouls now scales more dynamically, with more intermediate steps. Occasionally they will even make a move, instead of retaliating an attack, giving you the chance to double-score a hit. Don't worry, though, you still gonna hate 'em. <3
- Nearby Enemies can now block access to Levers.
- When both a Champs rolled Subtypes (primary and 2nd form) include the ability to flee early, they will now accumulate into an even stronger ability effect.
- Aborting a Repair with the Yuggothian Pocket Refinery before process has been completed, or exceeding 2nd threshold for Success, now has a chance to increase cost for the next Repair (applying to same Item Type).
- Resting at Fireplaces can now award more stacks of Frenzy Strike.
- Covenants now once get assigned a fixed initial Icon. These Icons may later be swapped at will, but will no longer reroll on a New Game, making the whole System less confusing to learn.
- Treasure Chests no longer appear on the Map.
- Both Map pieces must now be in players possession, before they're allowed to name a Region.
- Solving the Stars-Puzzle in the 1st Tutorial Stage now always awards +1 XP.
- Candelabras and Fireplaces in freshly spread Fog of War (either by Stealth ability, or Shoggoth trait) will now get doused, and have to be relit.
- Arcane Resonance now consistently triggers, whenever player gets teleported - no matter if by stepping on a trap, or by monster ability.
- Arcane Resonance drops aren't frontloaded anymore, instead each Covenant now has a scaling chance to spawn their share, increasing with every completed Star-Puzzle, until it's a guaranteed drop.
- Local Teleports now use a floodFill-algorithm, to spread out their target coordinates, while still staying within boundaries of primary coordinates (e.g. cannot spread past Doors).
- Slightly reduced native (w.o. Saving Rolls) chance of successfully Bashing a locked Door.
- The Divine Toll can now drop anywhere in the Region of demise, no longer bound by deathSpot coordinates! Be very careful, when trying to recover it!
CONTENT AND MECHANICS
- Dholes can now spew toxic blobs at you (telegraphed ability). Getting hit will randomly apply a stack of Poison, blind you, make you drop pieces of Equipment, or apply Corrupted-ailment; hitting obstacles spreads Corruption around impact location.
- When playing a fresh WorldSeed for the first time, a Wicca Priestess will now lurk near the entrance of the next Region.
- A new detection mechanic lets you anticipate Enemies in Fog of War: each Monster in the vicinity grants one detection roll. On success, their location is revealed. Chance to detect is lower in deeper dungeon levels. Illuminated surroundings (Fireplaces, Torch ...) add bonus %. Nearby tiles in Fog of War may be revealed in the same manner. Some Monsters, like Bats or Shoggoths, are more adept at blending in with the shadows, and therefore more likely to ambush you.
- Added random Rubble-Items to every Region, adding variance to "navigation meta", and considerably increasing immersion.
- Reworked Tutorial-System to a non-disruptive prompt-queue, allowing you to learn stuff at your own pace.
- Added a surprise visitor to the final stage in the Demo, hinting at exclusive content for the Release Version.
POLISH AND QUALITY OF LIFE-IMPROVEMENTS
- Increased Idle-animation speed.
- Improved "Rage"-effect for the Cur of Tindalos, including a cascade-animation.
- Removed the specific Death Hint, spoiling Rat-Thing's Rush-Ability. In the 1st Tutorial Region there's still a Tombstone left, though, dropping a hint about that mechanic.
- In windowed mode, when screen is inactive and therefore unable to process input, it will now display a visual cue.
- For Saving Rolls against Monster's Blind-ability, respective cue has been changed from "Waving the Torch ..." to "Shying away from Flames ..."
- "Waving the Torch ..." cue has now been added to a Saving Roll-event triggered by Shoggoth's ability to douse lights.
- While customizing Icons and browsing Covenants, selected Icons will now reset to default Icon.
- When performing Blood Ritual, in the follow-up prompt renamed "Story- and Lore Progression" to "Lore- and Meta Progression".
- When engaging enemies, game will make sure now, that Monster and Player end up facing each other.
- In Shrine-Puzzles, inactive Stars now appear in different (red) color.
- When resuming a session, while within a Yuggoth Refinery Minigame, the game now performs a full "boot"-animation.
- Cleaned up UI for browsing Tutorials.
- Water now appears darker, better popping against solid ground.
- Trees are now slightly larger than default tileSize, making for a subtle spatial effect.
- Improved visibility of Spike Traps.
- Rephrased and cleaned up wording for a lot of Tutorials.
- When engaging Enemies for the first time, they will now perform a cute "surprise"-jump.
- Severely toned down blood splatter effect (don't worry, Critical Kills will still feel sufficiently awesome <3).
- Don't know, if you still have a Respawn left? There's now a subtle visual cue in the Heart-Symbol to be found ...
- Removed an unneccessary victory jump after Seeking Counsel at a Shrine.
- Wisteria Widdershin now has paler skin, and green hair.
- All Character-Sprites have been reworked, boastig an increased native size of 18x18 pixels, thus allowing for more detail. They now too have that subtle spatial effect going on, like Trees and Pillars.
- Shrine-Tiles have been reworked as well, to allow for more thematic detail, and a spatial effect.
- Dholes, representing their new Spew-ability, now also count as "Corruption-affine" (like Wicca-Priestesses), meaning that defeating them in Combat will no longer cure "Corrupted"-ailment.
- Added another variant for indoor-floorTiles, making for a more varied and immersive display.
- Equipped Weapons and Shields now show on Player Character. Some actions, like interacting with an obstacle or while standing next to a Trap, will momentarily hide display of Weapon, in order to provide clean visual feedback to the player.
- Scythe Swing-animation now appears a bit more reddish, to better differentiate from Scimitar Swing-animation.
- Yuggoth Refinery Minigame now differentiates between "Failed" and "Discarded"-state.
- Added a speck of grass to the Forest-Intermission screen.
- Added a unique Idle-animation for Monsters with "flying"-ability (e.g. can not perish in Traps), to provide crucial info with a glance.
- Hound of Tindalos has been renamed to "Cur of Tindalos".
Files
TroC Demo 2.9.8.13.zip 33 MB
Mar 13, 2024
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 |
More posts
- Known Issues // Demo v2.9.9.14Sep 05, 2024
- Patch v2.9.9.14 // Friendly Water & WidescreenSep 04, 2024
- Known Issues // Demo Build 2.9.8.13Mar 14, 2024
- Known Issues // Demo Build 2.8.8.12Jan 06, 2024
- Patch Notes (v2.8.8.12) // Epic Devices of CalawormJan 01, 2024
- Evil grows stronger: New Demo LaunchDec 12, 2023
- Patch Notes (v2.6.8.10) // Hotfix Backlink ExploitFeb 13, 2023
- Patch Notes (v2.6.7.10) // Friendly DoorsFeb 01, 2023
- Patch Notes (v2.6.6.10) // Customizable Controls & Align the Stars-RevisionJan 31, 2023
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