Below the Stone is an extraction roguelike about dwarves on the quest for the deepest depths. A place where each and every descent will lead to new adventures -- and where only the most determined dwarves with many lost lives will be rewarded by the hidden world lying below the stone.
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Below the Stone's new Caves Awaken Part 1 update is now out!
Delve your way through new structures, enemies, and many community driven additions we've continued to work on to improve the game. The "Mega Map" is a new expandable map which will come in handy at pointing out undiscovered structures. By interacting with Lodestones, you will spot nearby structures and dungeons on your map, which will help in getting to layer 2 of the caves! We plan on expanding this feature more with further updates, adding new ways to sense nearby goodies and objectives to complete.
[previewyoutube=gpQjN1AW_mc;full][/previewyoutube]
We'll soon be working on Part 2 of the update, which will include new missions, saving NPCs, new enemies, treasures, and more things to do while in the caves. Layer 2 will get a heavy focus in the next update, and we want to include new methods of getting to the second layer (such as saving the engineer dwarf and building a drill pod to skip layers).
[b]We will be sending out an updated roadmap soon.[/b]
If you hadn't yet, please join our [url=https://discord.com/invite/MW72QReXKh]Discord[/url] for more game updates, and write in on our Discord/[url=https://steamcommunity.com/app/1170230/discussions/]Steam Community[/url] page if you have suggestions/ideas/bugs you have found.
[h1]Change Log:[/h1]
[h2]Alpha 0.5 - Caves Awaken Part 1[/h2]
[New Features]
* Added "Caves Awakening" timed event to the caves. After interacting with lodestones, A timer will begin which will spawn new "Shade" enemies, that will begin to thwart your run.
* Added "Megamap" to accompany the Minimap. With a larger map, you can now see much further and get a better sense of places you've explored. And look for good places to explore more. You can also pan around the view with mouse (panning only works for Keyboard at the moment, Controller support for this feature will be added soon).
* Added "map markers" within the Megamap. Most markers will represent interesting/important locations to explore to in the caves. This will reduce the amount of aimless wandering the player has to do to make considerable progress in the caves.
* Lodestones will be visible on your larger map immediately, giving a direction to head toward the moment you finish generating caves.
* Interacting with Lodestones will now show structures on your minimap.
* Added cool dwarf animation to Cave Generating screen (thanks to PixelPigeon)!
* [b]Added settings for screen shake intensity[/b]. So yall can now tone it down a bit.
* Added haunted skull enemy.
* Added boom-stone ore to caves.
[Bat Improvements]
* Bats are no longer guaranteed to attack you every time (your muscle memory may take some time to adjust to this, lol). Sometimes bats may fly around and just ignore you.
* Bats now have proper movement when they die (they dynamically fall to the ground). They also move up a bit when perching.
* Bats are now invulnerable when perched.
* Bats may sometimes group up and follow other bats around.
[Improvements]
* Updated music system to change how songs are played. Songs should no longer cut off other songs abruptly. And new songs will be played when moving into a different biome.
* All potion's are now crafted with a new item, "glass shards", which replaces the glass bottle ingredient in any potion recipes.
* Glass bottles are effectively being replaced by glass shards. Any place where you could get glass bottles, you now get glass shards instead. (Glass bottles still exist in your inventory, so you are free too treasure them).
* Updated which songs play in which biomes to more closely reflect theming (Certain songs are meant for specific biomes).
[Fixes]
* Fixed a bug where being too close to some breakable objects would result in the pickaxe hit not registering.
* Flying bats no longer make ripples in water.
* Fixed skull head cosmetic using the wrong data.
* Fixed a bug where the wardrobe dwarf preview would not display properly.