About This GameThe Origin Of Dungeons500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.What Lies BeneathCatacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness. a09c17d780
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catacomb kids lyrics. catacomb kids It's Very Very Good. 0.1.3!:
NewNew Class! The TINKERER!New Items - GrenadesRobot FollowerCatacoins!Custom Kids!Battle music!AC Forts!ChangesOog now have energy for the void amulet to drain Changed some reputation requirementsLarge mushrooms are now heavier and bounce away creatures when not upright or when struckMushrooms are know knocked away by attacksImproved Magic 101's charged tome attackImproved Magical Combat's charged tome attackAs a Spellwright, projectiles from tome attacks will auto-aimUndo is now removed from your skill grid when its max charges reach 0Arrow types can be swapped by holding "Stow", even when having held/stown itemsMade Anticropolis background details better and more uniqueAdded splash visual effect for entering waterAdded bubble effect to lava surfaceChanged explosion visual effectChanged flame wave visual effectMade icy slopes much more slipperyAdded a V-Sync option in Graphics options for Windows users Setting V-Sync to "ALT" should help WIN 10 users with their black fullscreen issue but may introduce other issues !!-This is only a temporary fix. A true solution is coming soon-!!Added option to disable contextual prompts in Graphics optionsSome changes to lighting in the AnticropolisOrb of Leveling light now cycles through colorsClassing up as a wanderer more dramatically increases farsight distanceImproved camera point of interest functionalityDoubled charged duration of Soul weapons and added a damage penalty for losing chargeChanged behavior of shadow strikers for Soul weaponsStronger enemies generate more shadow strikers when killed with soul weaponsChanged the behavior of lanterns to make them more usefulLanterns now remove invisibility from lit enemiesWearing sandals, going barefoot, or being naked in the AC increase heat lossSandals have less durability... Sandals/bare feet kick faster and increase freerun wall-run speedBoots have higher durability... Boots kick slower, and decrease freerun wall-run speedHeavy weapons and equipment increase freerun startup timeBoots reduce damage from ground spikes 1 at the cost of durabilityHelms and Coifs reduce damage from ceiling spikes by 1 at the cost of durabilitySlightly reduced input window for heavy lifting creaturesAdded learned percentage of weapon skill to "Likes [Weapon]" descriptionIncreased shop securityShops now come in different typesShopkeepers offer different services based on their store typeAdded living space to shopsAdded background details to shopsMerchants will buy your items for closer to their actual value with higher LUCMixed potions now identify if their components are identified after being madeWeapons clashing gains the attention of nearby creaturesDisarming enemies while you have [Pilfer] now [steals their weapon]Using Grapple on enemies now [disarms them] if you have [Disarm]Made gamepad input for mighty stomp harder to do accidentallyRefined Air Dash behaviourImproved input responsiveness for quickly throwing things after taking Trajectory or Deft ThrowChanged appearance of Trajectory throwsTrajectory now briefly slows time when initiatedDeft throw now has a slight auto-aimWeapons thrown with trajectory only bounce onceRealized Amulet of the Void now only activates upon stealing energy/magicReduced Amulet of the Void's rangeIncreased INT requirement for enemy amulet useCan now ride bouldersCan now initiate trajectory bow shots downwardCrush trap chain reeling sound is now emitted from the crushing headCorpses are no longer valued by name lengthHumanoid corpses' worth now take into account their equipped itemsAdded ruin structures to AnticropolisFixesFixed pools of water spawning incorrectlyFixed amulets de-identifying when INT dropsEnergy with Void Amulet drains one from maxInput icon for class ability doesn't display when using controllerArrows behave a bit better in tight corridorsCrash when drinking Potion of Cleansing FlameIcicles are fine in lavaFlame pipes add excessive "Charred"s to corpsesTeleport traps can spawn on the ghost and other "up-to-interact" featuresBoulder traps don't trigger over too-short distancesFlame Wave, Infernus, and burning enemies don't properly produce lightFixed a bug with disabling out-of-view instancesInteractable object title text is drawn in the wrong colorBurrah-boi meal doesn't work at allStrange transparency artifacts with alphas while in fullscreenSolidified Lava in reaper room is rendered incorrectlyStill climb up and down ladders while tracking/aiming lanternCan heavy lift creatures while already holding an itemHeavy lifted creatures can be picked up by humanoids other than the one who initiated the heavy liftGhost sometimes provides too many, too few, or incorrect trait optionsAll the music was in mono BECAUSE I'M AN IDIOTCrash when ogo slime on feet explodes in a gas trapCrash when losing one's weapon-arm mid-attack while using a bowPotions are overly resource-intensiveFiring a bow homes in on switches even when they're behind youMissing particle effect upon level upBreathing Masks don't workNB becomes unresponsive after being blocked or shield parriedUsing raise dead on a player in co-op doesn't restore their charge starsDead things gain value as they degradeNear Future TO-DOThe Deep DarkTier 3 BoonsMore Minibosses. PAX East Minibooth!:
HEY! Just wanted to give y'all a heads up that I'll be showing Catacomb Kids at PAX East in Boston later this week as a part of the INDIE MINIBOOTH! It'll be my first time showing the game officially at any sort of convention or expo type thing, so if you're in the area come say what's up and maybe gimme a high five or something! Unfortunately this does mean that the next build won't be coming until after I get back from Boston. I was hoping to have it out in February but obviously that didn't happen -- With GDC going on and PAX stuff to prepare for, I was mostly bogged down in the whole "email and business and taxes" side of game dev that nobody likes to admit actually takes time. That side sucks, yo. Anyway, wish me luck!. 0.1.5 Patch Notes:
NewAdded "Look" menu! (default bound to "tab" on keyboard or "select/option" on controllers)4 New Boons!Multi-CastSiphonDangersenseCalculationsNew shop type - Gadgeter!4 new arm types!4 new leg types!2 New tinkerer items - Mana Battery, SpringChangesReduced amount of durability damage done to shoes from mighty stompThrowing enemies upwards with Grapple no longer tumbles the playerSlamming enemies into walls with Grapple now deals 1 damageCan more precisely place where enemies are thrown with GrappleIncreased time to aim grappled enemiesAdded boon icons to level-up menuRewrote flame cone code (Dragon breath, fire pipe traps, etc) It should behave mostly the same but perform much betterPlague now persists after creatures die rather than needing to re-plague corpses separatelyChanged appearance of plague fliesIncreased damage dealt by plague fliesGrumbul Tank Cannonball no longer destroys bridgesSlight changes to Grumbul Tank behaviorReduced size of holes in side of Grumbul Tank arenaWater washes off acidKicks deals damage based on which leg is kicked with (differs based on facing direction)Added gamepad rumble enable/disable option to controls menuGrumbul turrets are now battery-poweredGrumbul turrets now have sfx when drawing and firingIncreased power of zap grenadesGas grenades now continue to emit their gas for several secondsEmpty grenades can now be refilled if you have AlchemyArmor of reflection now reflects bouldersTracker and Pathfinder no longer stop tracking any items when descending floorsIncreased distance of wanderer's farsightLanterns no longer reduce their effective distance when low on fuelRewrote screen split handlingCo-op split screen bubbles are now a constant sizeReaper platforms once more disappear after a moment when stood uponFixesSpell inspection doesn't work from the skill gridUndead creatures can drownScreen steps back a frame when pausedAnticropolis ruin generation crash (for real this time)Inputs are sometimes ignored when the player is SlowedTank door no longer spawnsGrappling enemies can cause the player to shift around strangelyTraveling through lava with Dark Phase still lights you on fireCrash with certain bow shooting animationsCrash when trying to access a clogged pipeEating gorhounds and burrahbois doesn't heal with butcher meal effectGorhounds and burrahbois can't be cooked, and don't reflect seasoning in their namesCan no longer manually dodge with Acrobat using keyboardMore gamepads should be compatible, now/gamepad detection should be better maybe???A shopkeeper crashNot immune to fire or ice while in Dark Phase's dark phaseNo spell description for Orbis MalusLearning free spells (from the reaper pearl or spell-dealers) doesn't work in co-opTracking doors and crush-traps doesn't properly work when using a gamepadCeiling-portals repeatedly warp items in 1-high corridorsCrash when trying to track Grumbul Tank doorScreen sometimes continually splits and un-splits in co-opOrbs summoned by soul weapons can take damageStriking enemies while pouncing degrades your weapon and counts towards skill increasesReaper platforms can be destroyed by fireReaper rooms don't remove lava drips from vanished platformsCrush traps stuck between vanishing platforms shake the screen like crazyFixed crash upon resizing, moving, alt+tabbing, etc. the game windowSummoning the reaper destroys co-op ghost players if they're in the roomSlimes become faux-blighted when nearly but not-quite destroyed by crush trapsStone platforms are discolored by burningFrozen water surfaces can cause the player to clip into walls. The Anticropolis! Bows and Arrows! Wayward Kids!:
The Anticropolis. 0.1.3b:
UNFORTUNATELY this patch is only out on Windows for the time being. We've been having mad issues building for Mac and Linux but fingers crossed they'll be coming before too long. Alas, we're not entirely sure what the fix is yet so I can't provide an ETA. In the meantime, Windows folk, have a bunch of bug fixes!
CHANGESReduced Tinker-Bot max hp increase from class-up from +5 to +3 eachClassing to Engineer lets tinker-bot carry heavy itemsReduced Tinker-Bot stat increase when going from Mechanic to EngineerAdded option to tinker-bot to only pick up unusable objectsAdded input prompts to tinkerbot's manual modeAdded input prompts to character select menuEngineer's Tinkerbot changes sprite to reflect improvementTinkerbot repairs damage from poor repairs by descending floorsHeadaches now last for 2 floors instead of 1Tinker-bot is better at avoiding shifting platforms in the ACFIXESUndo isn't removed from the spell bar when maximum charges reach 0Missing leg causes air dash to behave strangelyOrb blinks when intersecting walls even when carried by TinkerbotBarrels sometimes burn them foreverCan be moved while going through doorsMoving Platforms in the AC can overlap the entrance/exit doorsBot hits self with thrown arrowsBot weapons don't disintegrate when brokenCan give bots heavy objects through the idle menuLikes/Good With [Weapon] doesn't specify weapon type when loading a template kidSpellbooks stolen by rats become invisibleReaper weapons fly away after unpausing from tinker mode switchSpikes in reaper room float when walls disappearWind-up turtle can be poisonedThrown weapons not reflected by armor of reflectionPotions deal damage incorrectlyCan't change Tinkerbot mode in coop while the screen is splitBear trap keeps you caught after UndoIf you ride a boulder into a wall, the boulder may push you slightly into itWeakness and a few other status effects aren't reciprocated by reciprocityLava bridges sprite turns to wooden bridge sprite when crushed by crush trapsNB sometimes spawns in walls and other strange placesTinkerbot mode cannot be changed when class ability is assigned to SPELLCustom Kids can't start with amulets"gml_Object_par_player_Step_0" crashesLocked rooms often generate without treasureWooden barricades can block off areas. 0.1.1!:
Have an update! I've temporarily removed the Wayward kids from normal level generation since they were causing a lot of crashing issues. I'm gonna put some more work into them and hopefully they'll be back next update ready to rock 'n roll! In the meantime, I'll be doing my usual dev-stream later today over at twitch.tv/fourbitfriday so feel free to come say what's up and talk about kids in 'combs and ask me why this game is taking so long to finish like I do every night as I fall asleep choking back tears. MAC USERS: Please let me know if this update fixes the gamepad issues! If it does then I'll know what the problem was. If it doesn't then I'll rule out a possibility and know what the problem isn't.
Fixes Pose doesn't change when climbing up onto ledgesFixed a bug with giant arrow damage calculationArrows catch fire if stuck in someone who runs past a campfirePlayer 2 Overheal UI is jankCasting Raise Dead with overcharges costs no overcharge and ignores blocked energyNegative status effects on allies may spread to you via ReciprocityThe number displayed for current energy when paused is incorrect when mp is blockedFlames from Fire and Ice can also burn alliesReaper room often reconstructs incorrectly after the battleGoo meal can overheal for greater than ones INTTeamed-up Wayward kids spawn as though fleeing when traveling to the next floorFire and Ice gave only Hot charges when picked up with Innate PowerDark Arts gave the incorrect charge typesEeol Labeled Eel in kixll listMelting/dangerous slimeballs are not labeled as suchCrash when boiling an orb of leveling in a bottle of waterCan get pushed into walls by boulders and barrelsCannot teleport out of a wall after surviving a teleport into oneMaking soup from a frozen corpse makes potato and [thing] soupSome kids don't drownMelting and dangerous slimes are not properly labeled as suchAir Dash can be buggy at times"Down" on keyboard still rolls/bashes even when roll/bash is bound to a different keyExtra Tough doesn't affect Bear TrapsFixed some typosDark Phase has no spell descriptionShops in the Anticropolis have no doorsNewNew Anticropolis Transition Stages!Amulets!Added a few more Encyclopedia entries!Changes Increased arrow damage Increased arrow accuracy Reduced chance of enemies dodging arrowsHalved the rate at which bows degrade from useTaunt now affects crabs and turretsIncreased frequency/severity of unstable undo's side-effectBarrels are empty more frequentlyof Health now heals to a minimum of 3hp, regardless of hp maxSpellbooks restore more charges and charge types when picked up with Innate PowerAdded Teleport OverloadAdded additional contextual button prompts (Sorry, no way to disable them yet! But there will be!)Temporarily removed Wayward Kids in order to address an abundance of crashesChanged Frolix AIHelms and Coifs now reduce stomp damage by 1 Non-"Hard Helms" and Coifs take a ton of durability damage when stompedRemoved STR requirement for pilfering enemies' weaponsReduced frequency of barrel assassinsImproved warhammers' statsAdded "Farsight" to Wanderer's Instinct class abilitySpellbooks can be Tomed by using class ability while holding a bookTransition stages don't count against meal effect floor countAdded button prompts for actionsEncyclopedia entry requirements can be met over multiple runsAnimated title dropFat humanoids landing don't knock other fat humanoids into the airMade fat grumbuls much less commonAdded sound effects to crabs and eelsAdded sound effects to laser trapsSkeletal mages now spawn in the AnticropolisMade standing torches rarer in the AnticroplisNear Future TO-DONew Class!Flesh out Encyclopedia
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