Release Notes - All Bosses Redesigned - Levels 4 & 5 Overhauled - Game Difficulty Rebalanced - Improved Graphics - New Music Added - And Much More!

A Legend of Luca

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.

Changed Bomb physics to offer better control Updated tileset for future enemies Dragon Bouncy Splitter Added Increased Health of Orcus, Punisher of Broken Oaths Skeleton Swordsman SFX on hit when invulnerable plays a metal clang sound to communicate invulnerability Skeleton Swordsman improvements to charge animation. Skeleton Swordsman charge speed reduced by 50% Audio added to charge and sword swing of skeleton swordsman Changed drop and pickup sound of Bomb Bouncy dragon laugh animation now loops Skeleton Swordsman now steps back a couple steps and makes a noise before charging New Skeleton Swordsman enemy that moves to be the range of it's charge away from player Started on Silenus, Lord of Drunkenness alterations Silenus, Lord of Drunkenness Green projectile improvements Changed two of four summoning skeleton mages into shooting mages in a room on level 2 that was too hard Lord of Drunkenness health balanced with addition of Green version of Lord of Drunkenness Lord of Drunkenness jumps less frequently and does not shoot Lord of Drunkenness always spawns with Green Lord of Drunkenness Added Spiked Ball Projectile used by Mors, Personification of Death Mors, Personification of Death boss completely revamped now has Jump and slam charge attack, swing and slam melee attack, spin and throw spiked ball attack Changed start weapon from Comitas to Justicia. Changed ballistic Projectile enemy attacks. Added additional enemy voices to enhance the audio design of the bad guys. Tileset updated for new enemies New Zombie King Boss, encounterable on Level 1 New Demon Grunt arching spray attack New Shotgun like arching attack for Greater Summoning Skeleton Mage New arching more predictable trajectory rather than random attack for Dragon Spread New Enemy Zombie Murderer Lobber. Throws a series of 9 knives arching towards the area of the players location Pot breaking sounds amplified New more ceramic sounding pot breaking sound Increased Zombie Jumper size by 25% to make them easier to see and shoot New verbal taunts to Zombie Jumper Zombie Jumper will laugh occasionally even without vision of the player, should make it so you aren't surprised as easily going around corners Mors, Personification of Death sound design improved Added Enemy Movement Type BounceDiagonal for bouncy "Pong" like flying dragon movement. Added SpawnFourPrefabsAndSetUniqueDirectionsOnThemMove.cs for split flying dragon. Doubled size of coin pickup. Adjusted projectile physics. Turned off interprolation. Adjusted to make it less likely that they will penetrate colliders. Fixed haptic pulses not stopping when game gets paused in the middle of a pulse. :vc: Added Haptic Pulse for axe throw and catch. Added Haptic Pulse for lightning sword charge and fire. Fixed Scroll of Explosion bombs falling thru floor. Redid Zombie Murderer Recolors Added additional zombie murderer skin colors. Brown and Purple. Added clear target volume requirement for teleporting. Changed plinth and elevator to Depris layer so that you can port onto them. [b]Added Timed Spikes[/b] Dragon Companion shoots parallel to floor now, making it much more useful. :rhaegos: Fixed boss health gage when multiple bosses exist. 4 Timed Spike Varieties Added Spikes to Mors, Personification of Death boss rooms Clay pot breaking sound now on both pots Balanced 4 rooms in level 2 that were ending runs at exceedingly above average rates Added 4 new rooms to level 2 with new Splitting Bouncy Dragon Added spikes and bones to level 3 start room 4 new rooms including new bouncy dragon on level 1 Modified 2 maze rooms on level 1 Added 6 new rooms to Level 3 [b]Level 4 Redesign - 30 new rooms! Including 4 newly created enemies and redesigned skeleton swordsman.[/b] Level tweaks from play testing Added sound for spikes Room balance modifications after play testing Increased Skeleton Swordsman health New Demon Bomb Blaster enemy [b]Redesigned level 5 with 31 new room designs[/b] Demon Bomb redesigned with improved combat AI, sound effects, and animations Decorative candles for level 5 moved to debris layer so they no longer block movement New projectile attack added to Orcus, Punisher of Broken Oaths Vulcan, God of Fire now Taunts the player Vulcan sounds improved Vulcan fire projectile visual increases in size after being fired Improved Lord of Drunkenness sounds. Slightly modified effects of gold drop upgrades. Handle edge case of ballistic Projectile trajectory calculation. [b]Increased anti-aliasing. Turned on soft shadows.[/b] [b]Changed bow to have higher arrow speed as a bonus instead of seeking arrows, which were overpowered.[/b] [b]Increased boss healths for longer battles.[/b] Changed Lightning upgrade to be rechargeable. Lowered strength of White Lotus upgrade. Lowered strength of Bloodthirsty upgrade. Made levels bigger. Added additional dead end rooms. Changed Bow attack to not have seeking. Instead the arrows will move 3x as fast as the bows special ability. Make sword melee damage not explode the red walls. Red block mazes become nearly impossible to do as is. Many pots added to Level 2 rooms that were missing pots, should help with survivability on floor 2. Decreased amount of pots in some empty rooms with excessive pots New hidden room variation Changed sword projectiles. Instead of embedding in walls they bounce off and land on floor. Also changed the hitbox size and shape for them. Fixed Demon grunt can bug out and not run death animation when he dies from an explosion. Fixed Demon Bomb is playing and looping sound on awake, should stop playing sound on death Increased Scroll, Heart, Shield, and Bomb drop rates while lowering Coin, and Key drop rates. Dice added to loot table [b]Scaled Dice cost with floor and number of rolls. Changed pricing of all items in shops to scale with level.[/b] Fixed Orthogonal move toward player enemies should try to move around pillar or wall instead of running straight into it indefinitely Ensure treasure room doors are locked after level 1. [b]Added new music.[/b] Added hidden rooms. Lowered upgrade price a bit. Fixed Level 2 room with 2 upgrade chests behind walls in center of room. It was OP. Changed upgrade message time length to 4 seconds from 6. Added more hidden rooms. Added more hidden room variations. Added shields to shop items. Removed potion from shop items. Fixed explosion sound volumes. Hide spiked ball visual on collision. Check parent active on bombs so that everything doesn't explode when a room is destroyed (on level change) Cut the Nineteen Eighty Four "wireframe view" upgrade item, because it sucked.