The Forgettable Dungeon Beta - r1035 - Network/collision overhaul, Gameplay tweaks, New/tweaked inventory

The Forgettable Dungeon

The Forgettable Dungeon is an ONLINE co-op top down action roguelike that takes place in a procedurally generated destructible voxel world.

## Patch notes for r1035 Note: Linux build is not up to date due to not having Linux PC currently. Features: -- Implemented new button prompts for interacting & picking up items, now more consistent in informing you of your action ( PC bitmaps are temporary ) -- Implemented new networking and collision for dungeon tile system in preparation for Overworld, faster and less collision issues hopefully -- added movement item slot for things like feathers, dash boots etc, accessible via B on 360 and SPACE on PC ( Currently no picture in GUI ) -- added ability to put potions and scrolls in and out of pocket by pressing the LB button for 360 controller, or LEFT SHIFT on PC ( Currently no GUI feedback ) -- Implemented new magic ammo/stamina system for all equipable items -- There's now an outline/shadow of your character when you're behind walls, to aid with visibility -- added one new potion and staff type -- New memory leak... wait this isn't a good feature! Going to be fun to track this one down :( -- New play area in inn, will contain various items for users to mess with Changes: -- staff items are now a new beat em up style item class, while carrying you can't use other weapons/items -- boomerang is now an item again, has new charge ability -- One button is now used for picking up, throwing and dropping. Depending on aiming. -- exploding frog now plays death animation, then starts pulsing to better convey intention -- staffs now affect all objects in world ( This totally won't break everything... ) -- You will now attack more consistently in the desired direction -- You now start with no items -- Monsters will now stay in whichever room they spawned in more often, unless special case Bug fixes: -- fixed case where opening options menu while paused in single player would unpause game -- hopefully fixed crashing related to overloading of network packet -- fixed crashing related to skelton john boss fight, involving skull pots -- fixed case where you'd be unable to move for a time after camera transition -- fixed case where you could jetpack over doors without activating the room -- fixed case where spear traps could be moved by explosions -- fixed case where exploding enemy would break if corpse was used as a melee weapon