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0.2.10 Patch Notes

New
  • Saving and loading!
    • You can quit a run between floors and pick it up again later.
    • There are currently only 2 save slots each for single player and co-op. This might change later.
    • No mid-floor saving and quitting though
  • New stage transition/loading screen! I think it's cool I hope you do too!!
  • Three different game modes:
    • "Permadeath" is what you're used to!
    • "Continues" lets you spend Catacoins to retry a floor after death, getting more expensive each time.
    • "Generous" lets you retry a floor as many times as you want (but you won't gain Catacoins).
  • New [esc] menu lets you change sound and screen settings mid-game
  • New meals and meal effects:
    • Gorhound meal
    • Eeol meal
    • Frolix meal
    • Some others...
  • Added support for PSX and Nintendo gamepad input prompts, and an option to choose between them in options > controls

Changes
  • Suction feet now only activate when holding "up" while adjacent to a wall
  • Renamed "dragon breath" to "bear breath" because dragons aren't real
  • Added soups to Potion-dealers' shops
  • Changed appearance of soups to show what they contain
  • Added a new effect to peppered fishanha meal; grants armor while wet
  • Breakthrough is no longer impeded by blocks of snow
  • Gorhounds' pounce-bite scales in bite count with depth, but can now be shaken free of by button mashing
  • On floor 5, the grumbul bearing the device now has it stown away instead of spawning it upon their death
  • Made elemental shield enchantments' status effects proc less frequently
  • The view holds on breaking ice barriers for a bit longer now, so you can see them break
  • Dagger Skill 3, "Execute", now stabs foes 3 times, has a less complex input, and is generally better all around
  • Made Plague less effective against bosses

Fixes
  • Crash: Determining reputations relating to shields after having blocked attacks but without having been hit
  • Crash: Determining Reputations in a run after using only chain lightning or dark bolt without landing any melee combat hits
  • Crash: When hitting enemies with poison blob trance or dipped weapons
  • Bug: Only one prosthetic leg effect works at a time
  • Bug: Prosthetic legs draw incorrectly in the character's portrait
  • Bug: Could not properly rebind class abilities
  • Bug: Could not properly reassign inputs to dpad
  • Bug: Getting pounced on by a gorhound sometimes causes clipping through walls and floors
  • Bug: Gorhounds facing direction can change while in their climbing animation
  • Bug: Leaving the top of the level with dark phase causes a softlock
  • Bug: Portals sometimes don't warp the player if they crouch-jump upwards through them
  • Bug: Grumbuls don't always spawn on floor 5, making the tank door inaccessible
  • Bug: The grumbul bearing the device can flee floor 5, making the tank door inaccessible
  • Bug: Getting tumbled over water while wearing gossamer shoes can cause an infinite stun softlock
  • Bug: Dagger skill 3 "Execute" often fails when it shouldn't
  • Bug: Several issues with mirror puzzle generation in the Anticropolis
  • Cosmetic: Spikes spawning on top of flame pipes look strange, so that doesn't happen any more

0.2.10! Saving, Loading, Game Modes!

HEY!


It's me again, the guy making this game! It's been a minute but I'm back with an update!
(Including for Mac and Linux users!! Finally!!!)

Full Changelog Here

This update adds saving and loading to the game! Currently (and probably forever) you can only save/load between floors, but now if you're having a good run that you don't want to give up because you have a bus to catch -- or whatever it is that interrupts peoples' gaming these days -- you can just save and quit out upon each floor's completion and return to it later!


[h2]Saving and Loading[/h2]
This is something I'd been wanting to add for a long while, but as I worked on the Deep Dark and it became more and more apparent that an average, cautious run to reach the later levels would probably be an hours-long affair, the ability to save a game and resume it later suddenly changed from a nicety to an imperative. I want Catacomb Kids to respect your time, and not demand a disgusting amount of your day to beat.

So I took a (longer than expected) detour from working on the Deep Dark to figure out how to add saving and loading to the game. And as I toiled and approached a functional system, through my testing I came to realize something:

Playing the same floor over and over again can be really gosh-dang fun.

[h2]Game Modes[/h2]
A lightbulb went off in my head. Besides the long time this game is taking to complete, the number one complaint I get is that it's just too hard. This has never really bothered me much, because some people like hard games, and in any case I'm trying my best to make it hard in a way that feels fair. But my philosophy has always been; if someone wants to like your game, the game should not keep them from doing so.

In other words, if someone sees Catacomb Kids and thinks 'that looks like a game for fools and chumps', that's no skin off my back. I'd rather they go play something the would be more guaranteed to enjoy. But if someone sees Catacomb Kids and it seems like exactly their kind of game, they shouldn't be kept from enjoying it because of a lack of controller options, or because of strobing lights, or poor color choice, or awkward ui, or even - in some cases - the game's difficulty.

So all of this is to say that, in addition to the classic Permadeath - which is still the default game mode and will remain so for all of time - I've added two additional modes: Continues and Generous.


In Generous mode, you can retry a floor as many times as you want, and can even come back to it after quitting out in the middle of a floor (though it will still force you to play through that floor from the start again). You can't, however, earn Catacoins in this mode, so if you want to farm coins for a super sweet custom kid you'll have to play in the Permadeath or Continues modes.


In Continues mode, you get to retry a floor after you die, but doing so costs Catacoins. Each subsequent death increases the cost until eventually you decide it's not worth it any more or you run out of money. My hope is that this mode might act as a stepping stone between Generous and Permadeath, or as a sort of failsafe mode for people who enjoy permadeath but who would rather get one or two do-overs after dying in a particularly inglorious or anticlimactic way. In every other respect it's just like Permadeath mode, however; Quitting out of the game in the middle of a floor ends your run, and you can still gain Catacoins from your depth and reputations.


In both of these two new modes the gameplay is unchanged in every other way. That is to say; it's still the same hard game where you can get bodied by a room full of grumbuls or trip into a single tile spike pit on floor 1. But I'm hoping that these new modes will serve the manifold purposes of helping to ease people into the game a bit more, letting folks have fun exploring different solutions to the situations they find themselves up against, and in general adding to the different kinds of fun people can have while playing CK.

An example:
As I was testing Generous mode I managed to make it to the Grumbul Tank with only 2 hp left and a nearly-broken weapon. Needless to say it killed me. I swear I fought that fight at least a dozen times, always starting from 2 hp, always with a nearly broken weapon, taking note of every mistake that ended me until, at last, I emerged triumphant. The thrill! The rush! What a feeling that was! An impossible feeling before this update.

[h2]The Loading Screen (Doesn't Suck Any More)[/h2]

Lastly, because you can only save between floors, I needed to add a "between" for there to be. Previously the game would simply shuffle you automatically on to the next stage when you entered a door, but now you will be presented with a timeline of your run thus far, which will denote significant events like whenever you gain an orb of leveling, learn a new spell, beat a boss, etc. Shoutout to the viewers of my Twitch dev-streams for this timeline suggestion as I was brainstorming how to make the loading screen more interesting. I'm super duper pleased with how it turned out!!

[h2]Other Things You Cannot See[/h2]
Another thing I've been working on a lot lately is externalizing all the text in the game so that it can eventually be localized. This is a mostly invisible change going on in the background, except for the places where I've broken something. The text may look strange in some places but that's almost certainly just a side effect of the fact that I'm tearing out a huge amount of hard-coded text and turning it into something more flexible. Anyway I just wanted to give a brief mention of this here because it's SO TIME CONSUMING, good GOLLY I don't even remember writing half of this stuff. This game has so much text in it! And so much of it is some degree of modular!! What a task I've made for myself. I was hoping to have that done by this update but that definitely didn't happen - I'm maybe halfway there - but just be aware, I guess, that - as I stated above - I don't want the any meta-attribute of the game to get in the way of being enjoyed by folks who want to enjoy it, and that includes (eventually) having a means of localizing the game into different languages. Which languages? Don't ask me that, I'm not there yet. One step at a time.

Bouncing back and forth between implementing saving and loading, externalizing the text, and working on the Deep Dark has been where most of my time has been spent this past year - besides my work on UFO 50 and some other projects. I'd put the Deep Dark at around 65% ready for release? So hopefully it won't take too much longer. If you want to see how it's coming along, pop into one of my Twitch dev-streams sometime. It's probably most of what I'll be working on for the next few months. Alternatively, if you want to avoid spoilers, definitely don't check out my Twitch stream!

This post is longer than I had intended, so I'll post the patch notes separately for people who just want to look those over! There are a bunch of bugfixes and other changes that I really hope folks enjoy!

0.2.6b Hotfixes

Some quick fixes for 0.2.6!

Changes
  • Explosive arrows have a brief delay before exploding upon sticking in an enemy
  • Spinner motor stops spinning near switches and shopkeepers

Fixes
  • Crash: When aiming trajectory while standing in front of a level exit
  • Crash: Upon dying in water with a dipped weapon
  • Crash: When casting blink or infernus in vs mode
  • Bug: Characters can heal from being critically struck with Shake it Off with a sufficiently high level of DEF
  • Bug: Player loses manual control of tinkerbot if hitting a switch pans the view too far away
  • Issue: The reaper room returning to normal after defeating the boss or escaping is incredibly slow and sometimes hangs the game

0.2.6 Patch Notes

An update! Still pluggin' away on the Deep Dark, but in the meantime here are some bugfixes.

Also, I've finally begun implementing some of the modular nature of the Tinkerbots! This is something that's been intended from when I first added the tinkerer class; you can now find different motors, chassis, and propeller parts for your bot in mechanist shops and from a new "grumbul workshop" premade room in the upper dungeon. Your bot will equip them automatically upon picking them up.

New
  • New Tinkerbot parts, to be found in tinkerer shops or in the new "Grumbul Workshop" premade room
  • New Grumbul type, found in the grumbul workshop: Grumbul Mechanic
  • Several new encyclopedia entries
  • New "Explosive Arrow" that can be purchased from tinkerer shops


Changes
  • Slightly re-reduced impact of Luck on bought items
  • Tinkerbot now no longer instantly dies from crush-traps, if there's a place to the side - instead it becomes 'busted', as though imperfectly repaired
  • Gave Orb-Bearers improved abilities
  • Made Plague flies dodge-able
  • Changed the size of some spells on the spell grid: Break is now 2x1, Raise Dead is 1x3, etc.
  • Allied non-humanoid creatures (spirits, tinkerbots, thralls, etc), are immune to the effects of amulets of force
  • Normal Bears can spawn as early as floor 8 now, but only spawn once per game loop


Fixes
  • Crash: In Frolix Dens: data structure with index does not exist. "gen_map_make_reachable_path"
  • Crash: When leaving levels while a tinker-bot has died off-screen outside of the game's 'active' area
  • Crash: When a spring is struck by a melee attack as the attacker dies
  • Bug: Owl-man arms and legs fall off upon death
  • Bug: Whirlwind audio is borked
  • Bug: Legs in character portraits draw with the wrong colors
  • Bug: Can die by touching moving blocks in the Anticropolis while in Dark Phase
  • Bug: Spring legs don't work
  • Bug: Arrows that leave trails have incorrect collision boxes
  • Bug: Shop types don't cycle properly
  • Bug: Shopkeepers don't get mad if your tinkerbot grabs their wares
  • Bug: Tinkerbot interaction points remain behind when their owner dies while the bot is in idle mode
  • Bug: Wind-up Turtles and other carryable enemies can be struck even while held
  • Bug: Softlock when traversing distant intra-level passages while a tinker-bot is in idle mode
  • Bug: Pressing up in front of a door while aiming a trajectory throw will go through the door instead of aiming up
  • Bug: Furnace passages don't heat soups

0.2.5 Fixes

Just some bugfixes for now! Still hard at work on the Deep Dark.

Changes
  • Luck has a higher impact on values of sold items, and items sell for slightly more generally
  • Rewrote the code handling severed and unnatural limbs to make it more consistent and less buggy
  • A new hidden tinkerbot function


Fixes
  • Crash: Breaking crush trap chains while standing on top of them
  • Crash: Data structure with index does not exist. "gen_map_make_reachable_path"
  • Crash: When trying to fix tinkerbots as a non-tinkerer
  • Bug: Gas grenades still draw the old style of gas
  • Bug: Gas grenades look huge until they finish expelling their gas
  • Bug: Used/burning magical maps and spellbooks sometimes destroy other objects in the player's inventory
  • Bug: Realized Amulet of Hunger doesn't grant immunity to negative statuses from balls of slime/goo/mucus or mushrooms
  • Bug: Enchanters don't properly enchant headgear when using their second option
  • Bug: Crush traps can get stuck in solidifying lava
  • Bug: "Back" buttons don't work in the main menu
  • Bug: Break doesn't cast instantly with incantation
  • Bug: Whirlwind sound doesn't obey volume controls
  • Bug: The name of a mushroom becomes ridiculous when spiced
  • Bug: Spices do nothing when added to mushrooms outside of soup
  • Bug: "Look" doesn't work properly in co-op
  • Bug: Sometimes hidden ceiling spikes show through - and deal damage damage - on the tile above
  • Bug: Unfinished "text resolution" setting is sometimes enabled, causing text to look weird
  • Bug: Characters riding on top of boulders on top of elevators will be pushed through the ceiling
  • Bug: Extra Tough and Amulet of Life-Saving don't negate being crushed by the moving blocks in the anticropolis
  • Bug: Peppered fish meal grants byat meal effect
  • Bug: Orbs of Leveling sometimes don't spawn
  • Typo: "sough save!" instead of "tough save!"