The Journey of Good Night, Knight (Part 2)

Good Night, Knight

A dynamic hack-and-slash adventure that mixes procedural generation with hand-made scenarios and a darkly humorous story. Featuring heavy-hitting deliberate combat, robust stealth mechanics, threatening enemies with unique movesets and a vast array of game-changing items to discover.

[url=https://store.steampowered.com/news/app/1133050/view/5262989303532966716]See the first part of this announcement for clarification of what is going on here :P[/url] [b]CHANGELOG SA11v1:[/b] * Fixed Entryway elevator crash when Bedrock area is explored but has no elevator activated * Fixed being able to grab objects while exiting a room * Dog rework: Added Dog 2.0 - Added ability to pet the dog * Added tree of dog-life event at Spire Base * Small dialogue changes on various events * Various graphical updates for items and tiles * Added protection bubble effect when health protection potion is in effect * Fixed full-screen window glitching when going back to Main-Menu while in full-screen Entryway: * New sprites for the eyewalls Items: * Slightly reduced provisions cost of all usable items * Jolter no longer replenishes stamina on use * Reduced Stamina Powder's maximum stamina increase [10 > 9] * Added Sparker * Added Armor polish * Added Eye Dropper * Added Sword Gem -------------------------------------- [b]CHANGELOG SA11v4:[/b] Misc: * Item sprites renamed to better handle them in the code, saves from previous versions will be broken in this version * Added ammo pickups * Prevented NPCs from getting wishlist icon under them in some instances * Prevented spider web from moving too far from its center * Pickups left in a room disappear when player changes rooms Items: * Added [redacted] potion * Added Beginner Foraging Kit, Professional Foraging Kit, and Magical Foraging Kit Coop: * Players now get downed instead of dying * Camera follows remaining player if a player is downed * A player can revive a downed player by giving them hp * Death screen only triggers if both players are downed * If player 1 is downed the camera will center on player 2 * Enemies will turn their focus towards the remaining player after killing a player * Player 2 health bar is hidden when sleeping * Fixed bug that massively reduced player 2's radial vision * Fixed minimap still being open on sleep screen if player 2 dies * Fixed Bedrock [redacted] event coop issues * Fixed camera issues with Bedrock bossfight * Increased player 2 radial vision [85 > 95] Text: * Clarified some tutorial texts Balance: * Tweaked [redacted] potion’s effect Audio: * Added "out of stamina" sfx when trying to do actions while out of stamina -------------------------------------- [b]CHANGELOG SA11v5:[/b] Elevators: * Added a quick-rest option to the elevator travel menu * Added dark-gray floor text above and under the selected floor in the elevator floor selection menu Coop: * Downed player automatically gets revived if there is no enemy left in room * Changed it so that a downed player can't be revived if there are still enemies in the room Items: * Added Invulne-rabbit Misc: * Fixed bug with spider web position when player 2 touched it Text: * Renamed a few items to have the text better fit the tooltip textbox -------------------------------------- [b]CHANGELOG SA11v6[/b] Music: * [redacted] [redacted]: * [redacted] Text: * Tweaked Trog-Mul dialogue Coop: * Fixed issue where Vivarium boss could lock-up game * Fixed player 2 vision range issue after defeating Vivarium boss Misc: * Item wheel opens up faster * Fixed elevator going up when it should be going down when quick-resting -------------------------------------- [b]CHANGELOG SA11v7[/b] Coop: * Fixed rare crash if player 1 tried to peek * Fixed rare crash related to invisible walls * Fixed crash when a player used the umbral cloak to pass through another player * Fixed [redacted] event softlock if player 1 died * Downed player doesn't automatically get up as soon as room is cleared: Has to be revived or revives automatically only when player changes room * Fixed players not being able to revive when in the spire's base area * Added teleport effect when player 2 teleports Audio: * Added chainmail sounds when player walks around, volume varies depending on stealth -------------------------------------- [b]CHANGELOG SA11v8[/b] Misc: * Restarting the game now quickly places player on Main Menu instead of rebooting the whole game * Pressing escape now closes the following menus: Shop, cooking, brewing, curses table, crafting, equipment * Prevented window from being resized/repositioned when restarting game, should work even on multi-monitors * Most characters can now be interacted with from a distance by targeting them and pressing the interact button * Fixed crash when defeating Vivarium boss * Fixed NPCs being marked as material-droppers when certain items were wishlisted * Fixed cursor being able to go down beyond screen area * Fixed being unable to press the 'ok' button when in coop and both players using a gamepad * When reappearing, Player 2 now teleports to the left of Player 1 instead of in front of them, unless something is blocking the way * Fixed character turning when selecting item in item wheel * Dying in permadeath mode now locks up the "Continue" button in main menu * Removing the wish note equipment now also removes the extra wishlisted equipment from player's wishlist Tent: * Curse table no longer shows food player has to spend to recover health * Using the cooking stove while in coop now hides player 2 health bar Entryway: * Added "Hey! Over here!" dialogue to the knight in the reverse-mimic room, for if player interacts with him from a distance * Fixed field-of-view flicker when entering the first couple of entryway rooms Coop: * Fixed two more instances of player 2 hp bar overlapping food indicator * Player 2 now only teleports when changing rooms, when player is talking or interacting with things player 2 freezes in place instead Main Menu: * Renamed "IronMan" mode into "PermaDeath" mode Audio: * Fixed walking sound constantly starting and stopping when using the Haunting Cloak or Boomerang, or attacking Bedrock: * Fixed crash when getting the Sprinting Greaves equipment Bedrock boss: * Fixed boss being marked as wishlisted in some instances [redacted]: * Fixed instances where [redacted], the [redacted] and the [redacted] could be marked as wishlisted enemy * Increased croaksu damage range [57 > 63] * Increased [redacted] difficulty [125 > 140] [redacted]: * Fixed instances where [redacted] would never leave his ranged-attack phase Misc: * Fixed player getting out of bounds when hit by enemies * Fixed black bar appearing when transitioning from rooms * No need to push a gamepad button to activate it anymore -------------------------------------- [b]CHANGELOG SA11v9[/b] Intro: * New intro sequence Entryway: * Fixed issue with lift area selection in first elevator Misc: * Areas that prevent player from opening menu also prevents player from opening the item wheel * Fixed bug that made some areas spawn much fewer enemies than it should * Fixed game pausing multiple times when gamepad device changed * Fixed remaining issues with characters getting out-of-bounds * Fixed issue when restarting game multiple times and leaving the tent Shop: * Added question mark for shop items the player hasn't discovered yet * Removed updog item (Temporarily?) -------------------------------------- [b]CHANGELOG SA11v10[/b] Coop: * Fixed player 2 freezing when dialogue box opens Misc: * Removed experimental blocking mechanic * Fixed projectiles disappearing faster if game is paused * Improved Bedrock boss' health indicator when boss is throwing projectiles * Projectiles stop animating when game is paused * Fixed instances where player could be sent out-of-bounds Audio: * New coop revive sound effect -------------------------------------- [b]CHANGELOG SA11v11[/b] * Added monster banners in the trade window: Shows which monsters drop the materials needed to create the wishlisted items * Fixed player 2 unable to open item wheel while player 1 is downed * Fixed player 2 not appearing at tent room after dying * Fixed Vivarium boss attacks being blocked by downed players * Fixed player 2 sprite changing into player 1 after defeating a boss * Fixed item icons appearing over player 2's head instead of player 1 * Fixed crash if player tried to use door on the right during the intro sequence * Increased pickup range slightly for equipment laying on the ground -------------------------------------- [b]CHANGELOG SA11v12[/b] * Updated [redacted] status effect icon * Added music notes pickup * Added Battle Drum * Fixed music notes falling down holes and in water * Fixed crash when using the first elevator at Entryway * Fixed Player 2 dying if Player 1 died in the [redacted] event * Fixed all enemies getting alerted when entering a room * Fixed slowdown when player tried to evoke item wheel while taking damage * Fixed players getting stuck if Player 1 entered a door while Player 2 was falling down a hole -------------------------------------- [b]CHANGELOG SA13v1[/b] Intro: * Made it so it's no longer possible to skip the Entryway area when starting a new game * Fixed falling rocks not displaying properly at intro * Text auto-skips at some dialogue points Entryway: * Entryway area completely overhauled * Many new events * Multiple floors * New enemy: The Bedlusk * New Entryway trap * Moved button sequence puzzle into an early Entryway floor [redacted] boss: * Made the [redacted] boss significantly easier Bedrock: * Made it so Bedlusk can spawn in Bedrock area as well HUD: * Added title graphic to beginning of game * Fixed main-menu buttons appearing out-of-screen on 4k resolution * Fixed flags not being correctly positioned when changing windowed resolution * Increased size of the Materials menu box to fit more monster materials [redacted]: * Added event room after boss Vivarium: * Updated the tall grass sprites * Added walking on grass effect * Reduced Vivarium's plant trap damage (6 > 5) Items: * Increased battlenote pickup hitbox size (3.5 > 7) * Increased resources and materials pickup hitbox size (3.5 > 4.5) Coop: * Reduced friendly-fire damage by 80% * Fixed coop camera shake at the Spire's Base when players got far apart when playing in 4k * Fixed player not looking at right direction when in Coop in the Entryway bushes event * Discovered and fixed the reason of rare crash when dying Misc: * Grabbing mechanic massively simplified: Just press "e" to grab things, and hold the grabbed thing over holes/water/fire/etc to automatically perform interactions * Removed the lengthy text tutorial about advanced grabbing mechanics * Slightly increased time the menu button has to be held to open the menu (14 > 17) * Pressing left mouse button when a multiple-choice box is being displayed no longer selects the highlighted choice * Pressing the interact button while blocking doesn't start an interaction with characters * Fixed holding the item button slowing game down when player is being thrown * Holding tab while in the targeting tutorial room doesn't open the menu anymore * Added explosion effect * Fixed rare crash when player made some dialogue choices * Fixed field-of-view flickering in a couple of Entryway rooms when transitioning from rooms * Increased Umbral Cloak's damage on unaware enemies (55 > 95) * Fixed mini-skells and Bedrock boss sometimes launching themselves at a slower speed -------------------------------------- [b]CHANGELOG SA13v2[/b] Entryway: * Added missing floor * Added a puzzle * Moved [redacted] miniboss from Bedrock to the end of Entryway * Fixed crash when re-entering the mermaid room after clearing it and resting Bedrock: * Moved shopkeeper event from Entryway to Bedrock Vivarium: * Moved [redacted] event from Bedrock to Vivarium [redacted]: * Slightly reduced [redacted] and [redacted] damage -------------------------------------- [b]CHANGELOG SA13v5[/b] Coop: * Players can grab and throw each other Bedrock: * Removed rooms which were moved into Entryway Audio: * Increased audio quality for all soundtracks Misc: * Fixed crash when transitioning from [redacted] room while in 4k * Improved performance when transitioning from room to room in 4k * Fixed enemies and objects borders not blinking * Grabbing things costs stamina again, but much less * Fixed rare cases where player's sprite could flip the wrong way -------------------------------------- [b]CHANGELOG SA13v7[/b] Coop: * Crash when killing firesnake fixed * Hidden player 2's HP bar in the menu where there was overlap * Players can't grab each other anymore if the gloves aren't equipped (But they can if the gloves are equipped) * Players can break free from being grabbed by other players by mashing attack/block/interact/jump buttons to quickly deplete the grabbing player's stamina * Added a limit to how much the camera can zoom out [maximum zoom out: 2.0x] * Fixed camera shaking weirdly when last enemy is killed * Changed text in coop orb at tent for clarification -------------------------------------- [b]CHANGELOG SA14[/b] Controls: * Added dedicated enemy targeting key (Default: [Y] on Xbox Controller, and [Q] on KB+M; ) * TAB key (Select button on Xbox Controller) opens the menu when pressed, doesn't need to be held anymore. Items: * Increased duration of extraction portal [2200 > 2650] Audio: * New combat soundtrack for Entryway area * New sound effects for the Entryway puzzles * New Vivarium boss soundtrack Misc: * Updated the sprite for the lightning effect when using the Jolter item * Removed duplicated curse room in Bedrock B5 * Vivarium trap damage reduced from 5 to 3.7 * Very slightly reduced overall difficult * Fixed tutorial text telling player potions spend provisions instead of ingredients * Slightly reduced provisions costs of most items and also reduced their maximum ammo * Fixed tooltip description on stamina potion * Fixed bushes quest knight not saying the correct line when interacted with https://store.steampowered.com/app/1133050/Good_Night_Knight/