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