A Legend of Luca is a VR FPS Rogue-Like! Every run you explore vast dungeons as a freed slave caught in a war between gods. Fight hordes of monsters in search of powerful upgrade combinations to kill a god and unlock new classes.
Some major changes to the weapons of A Legend of Luca have arrived in the latest release!
The [b]ammo system was removed[/b] because it was difficult to understand and rarely led to satisfying game play. It was more annoying that anything, so the ammo system has been completely cut from the game. All player weapons will now always have unlimited ammo and their special abilities available. So now all players are even more powerful and the difficulty of the game has been increased to maintain the challenge of the game.
All of the melee weapons now have a ranged attack that's always available.
[b]Clemetia, the Axe of Mercy's[/b] special throw ability is now always available and won't run out.
[b]Veritas, the Greatsword of Truth[/b] has a charged lightning attack similar to brimstone from Binding of Isaac.
[b]Virtus, the Sword of Valor[/b], has a piercing special ability where the thrown swords will go through enemies.
[b]Firmitas, the Glaive of Tenacity's[/b] special ability of destroying touched blocks is now always on and has a constant particle effect to help remind you and because it looks awesome.
Level and enemy designs for levels 1 through 3 have been added to and overhauled. Levels 4 and 5 rooms will be redesigned in the next few weeks.
We added many new enemy variations and recolors of the enemies to have many more variations of attacks and movements to make the core combat more satisfying. As part of the design we've been trying to add more swarms of slower moving enemies to the rooms. As part of our play testing we wanted to make sure that all rooms can be beaten without taking damage to ensure that the game is fair to the players.
As part of the room design overhaul we've added room shape flagging to the level generator, so now (although the rooms will currently always be the same size) we can design custom rooms knowing that the player will enter from one side or that certain walls will not have doors. This enabled many new types of fun and unique room experiences!
Also added more rigid bodies to objects like candelabras, chairs, barrels and jars. This will make them movable and active physics objects, which is really cool and adds to the immersion and presence of the game.
In addition we've made many changes and tweaks to continue to polish and refine the game. Thank you all for your support and please continue to send great feedback.
:rhaegos:
[h1]Complete Change Log[/h1]
Zombie Fatties now differentiated by color
Slowed down roll speed of all Fatties except Side Shooting Fatty
Created new Fatty that spawns two smaller Fatties on death
New smaller Fatty moves and rolls slower than rest of fatties
Zombie Fatty roll attack is no longer seeking, this better matches expected behavior and will no longer roll into you after a side dodge
Zombie Fatty sound effects for rolling attack now better match the roll duration and includes a jump sound at the end of the roll
Added color variations to Skeleton Archer
Added some decoration to second floor start room
Added Archer Spawning from Pot
Skeleton Mages are differentiated by color
Added Skeleton Mage Spawn Commoner which after a short tell begins summoning Red Zombie Commoners
Added Skeleton Mage Spawn Medium which after a medium length tell summons a skeleton swordsman
Added Skeleton Mage Spawn Greater which after a long tell spawns a boss with reduced health
Fixed Fire Projectile to not dissipate before it would hit the wall since it had been slowed down previously
Disabled stop movement stun on Red Zombie Commoner, will now always run towards the player
Reduced Red Zombie Commoner Speed by 17%
Implemented door blocking, so that rooms can be designed to depend on certain walls to not have doors.
Increased room linking (some rooms wouldn't be as connected as they should have been. Missing doors)
Implemented random and specific room design flipping
Redesigned rooms on level 2
Added more rigid bodies to objects like candelabras, chairs, barrels and jars. This will make them movable and active physics objects.
Fixed Orcus Skeleton Boss gem projectile visual.
Adjusted boss healths.
Lowered shield drop rate.
Fixed instant room transition mode dropping weapons.
Some new Empty Rooms for all floors
Removed empty rooms exclusive to floor 2, should reduce empty rooms spawning too frequently in floor 2.
Increased health of fatties
Zombie Commoner intermittent attack working and attack sound is improved
Added two more tiers of zombie splitter. They never stop!
New blue slow arching projectile for Demon Grunt
Color differentiation for Demon Grunts
New Standing and shooting in falling arch Demon Grunt enemy
Removed all ammo systems from game.
Removed ammo scrolls.
Reworked ammo upgrade items.
Added projectiles to swords.
Added pierce special projectile to virtus.
Made Firmitas special break block ability always on.
Changed lightning greatsword to charge and hold.
Tweaked scale of projectiles.
Changed mass of projectiles to match scale.
Removed more boss spawn animation invulnerability.
Gave Fat dragon increasing health per level
Level 3 rooms re-designed
Lowered health of Zombie Fatty and Zombie Commoner in response to projectile multi hit being fixed
Added earlier audio tell before Skeleton Archer shot
Added Six shots that come out of Green Demon Grunt On Death
Removed extra empty and hidden rooms in 4th and 5th floor
Changed drop rate on barrels to be same as pots
Changed upgrade item drop rate on barrels to 0, will increase chest encounter rate to compensate if necessary
Fatty spawn and death sounds changed
Added Spawn animation to Demon Grunt Rise Up
Added new prefab for Demon Grunt Rise Up Spray and is configured for level editor
Added AnimationTriggerDelay to enhance tell on skeleton archers.
Changed enemy LOS checks to player come from the top of their head instead of their center point, so that they can sometimes shoot over blocks if they are tall enough.
Items no longer block you from porting on top of them
Skeleton Archer animation timing delayed to give more time for sounds before shot is fired
Fixed destructible walls bug where debris were not showing and wall would stay visible
Some Level 2 room tweaks
Lowered Potion drop rate
Increased Scroll drop rate
Added unique voice flagging so that the Goddess Diana never talks over herself.
Removed decorative spawns of items that block enemy movement
Fixed Diana multi voice on level loads.
Imp now makes a grunt for a second before charging
Fix room flipping messing up spawn positions of elevator and other plinths.
Changed stun particles.
All weapons of virtue now have unique spawn particles.
Switched stun particle to blind particle effect.
Added SpawnOnStart to enemy move system for summon ritual visual.
Demon Imp Jumps and screams before attacking
Imp jump sound cuteness improved
Dragon small does a backflip and sound before shooting at you
Reimplemented Stun
Added Visual effect to Skeleton Mage when summoning
Tweaked greatsword spawn/pickup particles.