Imagine if the original Zelda game was set in a science-fiction galaxy. Explore this open-world, action RPG with roguelike and metroidvania elements. Mighty bosses lurk deep within procedurally-generated dungeons. Wield, vanquish, unearth, collect, craft, progress, trip, adventure.
[img]https://steamuserimages-a.akamaihd.net/ugc/880874516073444481/8B336F0C5B6B0265B7187F82EE92517992C2F105/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:719&composite-to%3D%2A%2C%2A%7C1024%3A719&background-color=black[/img]
Songbringer trading cards are here. There are now 5 regular profile badges, 1 foil badge, 8 trading cards, 5 profile backgrounds and 5 emoticons. The drop rate is currently set to 1 card per hour of play time. You can combine the cards to make badges, earn the backgrounds and earn the emoticons.
:sbhat: :sbcactus: :sbcactus: :sbcactus: :sbsword: :sbjib: :sbtooth:
[h1]Courage Skeletons[/h1]
A new feature in this update is courage skeletons. When Roq dies in a regular, non-boss, non-switch dungeon room a courage skeleton is left behind. On returning to that room and dying again, the skeleton releases a burst of courage, refilling 3 teeth in the nick of time. Just enough to get out of a tight spot or push through a particularly difficult room. Since Songbringer is such a permissive game, one can end up in difficult rooms beyond one's current capabilities and strength. These Courage Skeletons are a way to keep the game just as permissive, yet help out for anyone who is persisting in an attempt to clear a certain room.
[img]http://cloud-3.steamusercontent.com/ugc/880874516072982162/5A3866BF9E101477994B2AB37D448F248D9C2C60/[/img]
[h1]Ghost Hat[/h1]
In swordless runs and swordless dungeons, the Ghost Sword becomes the Ghost Hat. This allows any crafted elements to still be usable in swordless dungeons and also enables usage of the Ghost Sword's projectile when Roq has not picked up the sword. If Roq [i]has[/i] picked up the sword or is playing a regular dungeon, the Ghost Sword functions exactly as it always has.
[h1]100% Features[/h1]
The equipment menu will now show your progress towards 100% map and 100% items as long as either are greater than 25% for the current run. This ought to help out tracking progress towards the 100% achievements.
There's one more hidden feature for anyone going for 100%. Whenever you beat the game, a list of unattained items is printed to Log.txt. It will tell you what items you have not obtained and will hint at their location without giving away the exact position. For anyone that is almost at 100% and wondering why, this feature is for you.
[h1]Skip All Dialogue Option[/h1]
Meant for speed runs, there's now an option in the Input Settings menu to "Skip All Dialogue." This makes the game skip all dialogue and cutscenes automatically. Handy for shaving a few minutes off the run. You can enable or disable this option at any time in the Settings > Input menu and it takes effect immediately.
Here's the complete list of what is new, improved and fixed in version 1.0.2:
[NEW] Steam trading cards, badges, profile backgrounds and emoticons
[NEW] Courage skeletons drop when Roq dies in non-boss, non-boss-switch dungeon rooms
[NEW] Courage skeletons give Roq a 3 tooth boost when reaching zero courage
[NEW] Ghost Sword becomes the Ghost Hat in swordless runs and dungeons so its elements can still be used
[NEW] Map and item percentages are shown on the equipment menu if either is greater than 25%
[NEW] Input settings option to skip all dialogue and cutscenes (meant for speed runs)
[NEW] Fire dungeon music is now procedural
[NEW] Added 16:10 window ratio option
[+++] When losing or gaining courage, the teeth on the HUD are animated
[+++] Diamond quantities in stores flash red if hero doesn't have enough diamonds to purchase
[+++] Water now surrounds acid horns so there is another way to overcome this challenge
[+++] Water glows when meditating or eating a cactus if it contains a hidden item
[+++] Story elements for Jib and Velle can now happen in the same room back to back
[+++] Provide hints to locations of unattained items in Log.txt on beating the game
[+++] Dungeon 1's downstairs key card is shown as a point of interest on the minimap
[+++] Dialogue text is a little closer to white for more contrast and readability
[+++] Hide bomb, cactus, superbomb, and courage refills from store if already at max
[FIX] Fixed not being able to meditate in front of upper-floor tower monoliths
[FIX] Fixed kilobombs causing some secret walls to close
[FIX] Fixed a situation where bombs would not re-equip if acquired and then exhausted since last save
[FIX] Fixed Jib not responding to kilobomb if enemies on screen
[FIX] Fixed overworld area rewarding the same important item after save, quit and resume
[FIX] Fixed open walls sometimes overwriting hidden items (rare situation)
[FIX] Fixed not being able to obtain a hidden item on the overworld (rare situation)
[FIX] Fixed some types of secrets not being revealed by cactus or meditate
[FIX] Fixed some kinds of foes dying when jumping into walls
[FIX] Fixed being able to be crushed by the moving goal room stones
[FIX] Fixed boss roar not playing for Radruiel in some worlds
[FIX] Fixed a rare crash on Windows
[FIX] Fixed a crash on Linux in bomb rooms if using a controller with rumble
[FIX] Fixed Jib swooning endlessly if over a fire
[FIX] Fixed rare issue where the fear dungeon's locked boss door could block a tease room
Cheers,
Nathanael