Early Access Content Update #1 - [The Path]

Ruine

A sidescrolling fantasy RPG with roguelike elements and a souls-like setting. The world of Ruine is amorphous, its past long forgotten by most. Forests and ruins are inhabited by creatures that once lived and now refuse to die. Use what you can find or craft to eradicate them.

[b][i]A path has opened up, leading to a place even darker than the one before. If it is challenge that you seek, then embrace the unknown once more...[/i][/b] [h3]Ruine's first content update is live! Let's go through the major changes together, shall we?[/h3] [i](The following changelog may contain spoilers)[/i] [u][h1]NEW THINGS[/h1][/u] [img]{STEAM_CLAN_IMAGE}/34995442/94a4abe1158230ae4f338eb60b05b53f34d79164.png[/img] Added a [b]brand new area[/b] with a longer, more challenging dungeon! These can be accessed by traveling to the right after defeating the boss of the Forgotten Tunnelways at least once. [img]{STEAM_CLAN_IMAGE}/34995442/6be516151ab0fc3dc15556ed9a308460e139f50a.gif[/img] [b]New spell: Magic Missile[/b] The player is guaranteed to start the game with this spell, and one other spell chosen at random. [b]Added:[/b] [list][*] [b]1[/b] new NPC [*] [b]2[/b] new enemies [*] [b]6[/b] new Foods [*] [b]5[/b] new Potions [*] [b]18[/b] new Weapons [*] [b]23[/b] new Armor Pieces [*] [b]20[/b] new Relics [*] [b]12[/b] Relic Variants (more info below) [*] [b]7[/b] new original songs to the [b]OST[/b], +remastered an existing track [*] [b]2[/b] new weapon prefixes: [b]"Small"[/b] & [b]"Large"[/b] [*] [b]Silver[/b] coins to allow items to have <1g value. [*] [b]Cooldowns[/b] for spells and consumables [*] New enemy health bars [*] Inventory sort button [*] A day / night cycle [*] Torchlight meter [*] Bloodstains [*] The ability to crouch down and perform low attacks:[/list] [img]{STEAM_CLAN_IMAGE}/34995442/9b2531583a21efafa42d60797ea7648f6c15c1d4.gif[/img] [b]Relic Variants[/b] Relic Variants put a spin on existing relic effects, and can only be found in chests within the new dungeon. They're rare, powerful, and at times somewhat... [b]double-edged[/b]. This puts the item count of this update at [b]73[/b] [i](85 including relic variants)[/i] which brings the overall item pool up to [b]177[/b] [i](or 189)[/i] nearly [b]doubling[/b] the size since 0.1.3! Many of these items were suggested by players at one time or another, so big thanks to all of you for being part of the creative process. [img]{STEAM_CLAN_IMAGE}/34995442/1aeb7ee449d80cdc0f48cc5d39485a293fb47601.gif[/img] [b]Dark Inventories[/b] A new system has been implemented to increase the immersion of being in a dank, dark dungeon. As torchlight fades, visibility in inventory panels will be reduced. If things get desperate, you can always use your mouse pointer to feel around. [u][h1]CHANGES[/h1][/u] [h3]Enemies:[/h3] [b]Skeletons:[/b] [list][*] Visual overhaul [*] Added new walking and laughing sound effects [*] Added a sound cue to help with predicting attacks in the dark [*] Lowered the drop rate of bone clubs. Added a chance to drop a bone shiv. [*] Increased the drop rate of gold[/list] [b]Slimes:[/b] [list][*] Adjusted color and animations [*] Added a chance to drop gold [*] Attacks now have a short cooldown to allow the player to pass safely if timed well, and to reduce overall damage output. [*] Made the small slime's jump attack easier to interrupt [*] Added a "charged" -variant that deals +50% dmg [*] Added a "frigid" -variant that inflicts chill, and is immune to chill and freeze [*] Small slimes can no longer spawn as "colossal" -variants[/list] [b]Wolves:[/b] [list][*] Wolves now have to get slightly closer to the player before they can charge and deal damage, giving the player a bit more time to react. [*] Turning away no longer causes the wolf to charge. [*] Slightly reduced movement speed[/list] [h3]Gameplay:[/h3] [list][*] Did a balance pass for weapons, armor and relics, with the goal of making less used items more viable, and moving modifiers around to distribute gear for different builds more evenly. [*] Slightly increased stat requirements for gear across the board [*] Reworked armor calculation, previously percentage based, now a flat DMG reduction. [*] Increased base enemy DMG to account for DMG reduction being easier to gain. [*] Lowered the base health of early game mobs [*] Made enemy health bars only visible if they have been attacked recently [*] Many INT-based items now give a reduction to spell cooldowns and / or mana cost. [*] Doubled the mana cost of all spells, as well as the size of the player's starting mana pool. This should bring the scaling speed of INT more in line with other stats. [*] Ice Spike now gains an additional spike at INT milestones 2,5,9... (and so on) up from 2,4,8... [*] Added a short delay before the player is able to turn after casting an aimed spell, much like with melee attacks. [*] Area spells like Radiant Blast no longer turn the player around to face the cursor. [*] Added sound indicator for trying to cast a spell while out of mana / on cooldown [*] Added a sound for when an enemy is about to unfreeze. [*] Lowered the max stack size for most item types [*] Weaker enemy attacks may now apply a shorter hurt animation [*] Made Forgotten Tunnelways boss less tanky but more hurty [*] Coins now fly out of enemies instead of being dropped as a bag [*] 3 Relics reworked: Lillendandie, Experimental Spices, Charred Skull [*] Wood required to build a chest reduced from 50 to 30[/list] [h3]Visual:[/h3] [list][*] Made adjustments to several item sprites [*] Coin stacks now visually represent the amount of coins in the stack [*] Firebolt now leaves a trail of sparks that give off light [*] Added open / close animations & sounds for chests [*] Torchlight now has a subtle flickering effect [*] Added a color grading shader to change the mood of the scene during night / low light [*] The player character's breathing now gets faster when running, and slows down when standing still. [*] Added visual effect for frozen enemies [*] Adjusted the motion of floating text (dmg numbers, etc.) [*] Added detail to the Furnace sprite, added smoke effect when used [*] Items in the inventory are now outlined when hovered over [*] a_QG NPC now removes his hood during the day [*] Gave some NPCs a breathing visual [*] Slight changes to the player character's appearance without armor [*] Adjusted beard styles, added a new beard option[/list] [h3]Technical:[/h3] [list][*] Manual saving no longer needed to fix object corruption when loading an outdated file [*] Improved object saving / loading, making future versions almost automatically compatible. [*] Added functionality for new help button & menu [*] Added sounds for dying and respawning [*] Added screen fade to respawning [*] Added a parallax rotation to background and foreground layers when zooming [*] Spell descriptions now include damage numbers and other useful information. [*] Relic descriptions support colored text to highlight keywords and separate positive & negative factors [*] Player can now be chilled [*] Added physics for dropped items [*] Player's HP bar now has a maximum (visual) size limit [*] Sliders (like volume or hair color) can now be grabbed at any part of the slider [*] Max HP can now be gained temporarily, decaying over time at a rate of 1 point per 2 in-game hours (=30 seconds.) Max HP can also be reduced temporarily, to be regained only via resting or death. Which is really just another type of rest. [*] Significantly reduced the size of the player's hitbox. [*] Status effects now have distinguishable tick sounds depending on their type. [*] Weapons can now hold attribute modifiers [*] Added functionality for one-way doors [*] When crafting, applicable ingredients in the belt (hotbar) now count towards the recipe.[/list] [h1]BUGFIXES[/h1] [list][*] Fixed a layer depth issue with wall torches [*] Removed an infinite item generation method. Chest "Genes" are now saved upon interacting with them, so as to ensure that new loot is not generated even if the game is re-loaded. [*] Fixed a number of issues with attacking, including getting stuck in the held attack pose, being able to charge weapons without the charge property, and shortened attack recovery time in specific circumstances. [*] A new failsafe attack cooldown was added to prevent unintended animation canceling in various circumstances. As the Twitch dagger's combo property relies entirely on animation canceling, it clashed with the new system, but fortunately got away with only a minor technical nerf. [*] Fixed inaccurate hitboxes for bloodied weapons. (This granted an unintended advantage against small enemies) [*] Fixed an issue with the player's attack hurtbox not existing for long enough to collide with enemies in some circumstances. [*] Item tooltips showed up on the wrong side of items if the game window was moved to the side of the display. [*] Patched up a number of memory leaks (big oof) [*] You can no longer dash through locked / lever-operated doors [*] Fixed a bug that prevented non-cleave attacks from connecting if another enemy was considered to be closer, despite not colliding with the hurtbox. [*] Relics were unable to be unequipped via the right click menu[/list] Unless I forgot something, that's pretty much it! I know this update doesn't address everything, some areas of the game are still very much bare bones [i](looking at you, furnace)[/i] but by putting these things out there I believe I can better focus on the next set of goals too. For now, have fun dying! [i]-Potku Special thanks to the playtesters: Foolbunny, Jabber, CFreq, Zeronium & 007Emil.[/i]