Catacomb Kids7/11/2019
About This GameThe Origin Of Dungeons500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.What Lies BeneathCatacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness. b4d347fde0
English
catacomb kids. catacomb kids lyrics One of my favorite games of all time.. Fluid, fast, a lot of mix and match playstyles. Enjoyable and surprisingly deep mechanics to explore.. Hasn't been touched in a year. Completely dead and completely disappointed that I spent money on it.. It's Very Very Good. 0.1.0 Changelog:
NewNew Class! The TINKERER!New Items - GrenadesRobot FollowerCatacoins!Custom Kids!Battle music!AC Forts!ChangesOog now have energy for the void amulet to drain Changed some reputation requirementsLarge mushrooms are now heavier and bounce away creatures when not upright or when struckMushrooms are know knocked away by attacksImproved Magic 101's charged tome attackImproved Magical Combat's charged tome attackAs a Spellwright, projectiles from tome attacks will auto-aimUndo is now removed from your skill grid when its max charges reach 0Arrow types can be swapped by holding "Stow", even when having held/stown itemsMade Anticropolis background details better and more uniqueAdded splash visual effect for entering waterAdded bubble effect to lava surfaceChanged explosion visual effectChanged flame wave visual effectMade icy slopes much more slipperyAdded a V-Sync option in Graphics options for Windows users Setting V-Sync to "ALT" should help WIN 10 users with their black fullscreen issue but may introduce other issues !!-This is only a temporary fix. A true solution is coming soon-!!Added option to disable contextual prompts in Graphics optionsSome changes to lighting in the AnticropolisOrb of Leveling light now cycles through colorsClassing up as a wanderer more dramatically increases farsight distanceImproved camera point of interest functionalityDoubled charged duration of Soul weapons and added a damage penalty for losing chargeChanged behavior of shadow strikers for Soul weaponsStronger enemies generate more shadow strikers when killed with soul weaponsChanged the behavior of lanterns to make them more usefulLanterns now remove invisibility from lit enemiesWearing sandals, going barefoot, or being naked in the AC increase heat lossSandals have less durability... Sandals/bare feet kick faster and increase freerun wall-run speedBoots have higher durability... Boots kick slower, and decrease freerun wall-run speedHeavy weapons and equipment increase freerun startup timeBoots reduce damage from ground spikes 1 at the cost of durabilityHelms and Coifs reduce damage from ceiling spikes by 1 at the cost of durabilitySlightly reduced input window for heavy lifting creaturesAdded learned percentage of weapon skill to "Likes [Weapon]" descriptionIncreased shop securityShops now come in different typesShopkeepers offer different services based on their store typeAdded living space to shopsAdded background details to shopsMerchants will buy your items for closer to their actual value with higher LUCMixed potions now identify if their components are identified after being madeWeapons clashing gains the attention of nearby creaturesDisarming enemies while you have [Pilfer] now [steals their weapon]Using Grapple on enemies now [disarms them] if you have [Disarm]Made gamepad input for mighty stomp harder to do accidentallyRefined Air Dash behaviourImproved input responsiveness for quickly throwing things after taking Trajectory or Deft ThrowChanged appearance of Trajectory throwsTrajectory now briefly slows time when initiatedDeft throw now has a slight auto-aimWeapons thrown with trajectory only bounce onceRealized Amulet of the Void now only activates upon stealing energy/magicReduced Amulet of the Void's rangeIncreased INT requirement for enemy amulet useCan now ride bouldersCan now initiate trajectory bow shots downwardCrush trap chain reeling sound is now emitted from the crushing headCorpses are no longer valued by name lengthHumanoid corpses' worth now take into account their equipped itemsAdded ruin structures to AnticropolisFixesFixed pools of water spawning incorrectlyFixed amulets de-identifying when INT dropsEnergy with Void Amulet drains one from maxInput icon for class ability doesn't display when using controllerArrows behave a bit better in tight corridorsCrash when drinking Potion of Cleansing FlameIcicles are fine in lavaFlame pipes add excessive "Charred"s to corpsesTeleport traps can spawn on the ghost and other "up-to-interact" featuresBoulder traps don't trigger over too-short distancesFlame Wave, Infernus, and burning enemies don't properly produce lightFixed a bug with disabling out-of-view instancesInteractable object title text is drawn in the wrong colorBurrah-boi meal doesn't work at allStrange transparency artifacts with alphas while in fullscreenSolidified Lava in reaper room is rendered incorrectlyStill climb up and down ladders while tracking/aiming lanternCan heavy lift creatures while already holding an itemHeavy lifted creatures can be picked up by humanoids other than the one who initiated the heavy liftGhost sometimes provides too many, too few, or incorrect trait optionsAll the music was in mono BECAUSE I'M AN IDIOTCrash when ogo slime on feet explodes in a gas trapCrash when losing one's weapon-arm mid-attack while using a bowPotions are overly resource-intensiveFiring a bow homes in on switches even when they're behind youMissing particle effect upon level upBreathing Masks don't workNB becomes unresponsive after being blocked or shield parriedUsing raise dead on a player in co-op doesn't restore their charge starsDead things gain value as they degradeNear Future TO-DOThe Deep DarkTier 3 BoonsMore Minibosses. 0.1.4!:
Yo! It's update time! This one might not seem too big at first but there are quite a few changes of note beyond just bug fixes: Firstly, I've finally moved development fully over to Game Maker Studio 2. This is a much more friendly development environment from my end, and in addition to a number of improvements to the IDE that will make the game much easier to work on it also addresses issues that were a result of using GMS1.4, such as the black fullscreen on windows 10. Secondly, I've started implementing shaders! I'm still learning about them so don't expect anything too fancy just yet, but with the first couple effects implemented -- heatwaves over lava, distortion to things under water, and a much improved "loud noise" effect -- the way is being paved for implementing much cooler visuals and replacing old ones with more computationally economical effects, which should ultimately help with the game's performance. However! I am! Aware! That this build does have a few visual oddities as a result of both of the above facts! For instance, the shaders will occasionally render on top of UI elements, and the scrolling text that shows up when you level up or learn a spell might come with some strange side effects. These are all things that I'll be working through in the coming builds, but they tend to be relatively minor (as far as I know!) and don't impact the game too much aside from very occasionally looking pretty silly. And of course, if you don't like or have technical issues with the shaders, you can disable them in the Options menu to go back to the way it was before! Lastly! After much ado we've finally got Windows and Mac versions building in the new dev environment, but unfortunately Linux users will have to wait a wee bit longer! We literally (literally literally, not figuratively literally) only just got the Mac build working late last night after hours of trying, and, fingers crossed, the linux version will be coming sometime later this week.
NewGame is now being developed in Game Maker Studio 2!Added 3 new meals and meal effectsAdded new environmental hazard to upper dungeonAdded shaders!ChangesCan now track entrance/exit doors, boulders, and teleport trapsTracked objects now have arrows pointing to off-screen instances of themIncreased Catacoin value for depthInvisible byats' eyes are no longer visible unless they're attackingRemoved hold-to-aim for spellwright to avoid conflict with trance and overloadCan now see the exact health of undead followersChanged the behavior of teleport: It now can either warp immediately or leave a waypointAfter leaving a waypoint, casting teleport again will bring you to itCan now cancel teleport aim by jumping or attackingMushrooms now lose their poison regardless of how they're cookedCooked mushrooms no longer poison water forever; only when they're first cookedImproved Anticropolis ruinsFixesBlack fullscreen in Windows 10Crash when tinker-bot picks up chestsUnable to cast spells when stuck in a wallTeleporting into a wall with your last charge of teleport doesn't kill youIncorrect description text for clothiers enchanting headgear with +LightFishanha meal does't workTracking light-emitting objects as a pathfinder lights all such objectsOwl-men corpse and zombie heads don't change color to match the rest of themPotions of might, regeneration, and haste last for 660 ticks with resourcefulTank door spawns on floor 10 in anticropolisTank still spawns in place of the twinsAmulets are equipped to missing arms when looted from corpsesLooting corpses behaves strangely with hates/likes weaponsWeapons near explosions and fire sometimes burn forever (behaving infernally)Weapons thrown with deft throw and trajectory don't deal any damageShops sometimes don't upgrade your equipment (fixed?)Arrow ammo draws incorrectly in co-opCrash when attempting to loot the other player in VS modeCold burst has no name when castingNear Future TO-DOLeaderboards (for serious this time)Flesh out Encyclopedia. 0.1.2:
Ahh! Sorry! This build is kinda way overdue! I know the last build was pretty buggy and crashy, and this should hopefully fix a lot of that. It's only available on Windows for the time being, with Mac and Linux following sometime this weekend, hopefully. There isn't too much new stuff to play around with yet, but I'm making very good progress on the upcoming Tinkerer class, as well as implementing a currency to be spent between runs.
NewNew Reaper Spell!New Amulet!ChangesCan now aim Chain Lightning's trance downwardReaper spells are now considered "Dark" for charge typesFully realized Amulets now have a (Realized) tagPush and Push trance now affect crush traps and falling iciclesAmulet of [Void] no longer drains energyAbsorbing magic with the Amulet of [Void] now restores energy to the bearerAmulet of [Void] no longer disables the Orb of LevelingAmulet of [Hunger] now has a fully realized versionEnemy amulet abilities now tied to enemy INTEnemy amulet effects are now invisible unless you already know said amuletCan skip logo intro on main menuBlink trance now protects from projectiles and being crushed by the Grumbul TankFixesPouncing with Chain Lightning's trance expends all minibolts at onceCrash when trying to display context button prompts for nonexistent objectsTomed spellbooks sometimes the visual of being used when using another objectSpellwright shopkeepers crash when casting an aimable spellLooting menu shows stats for last selected item when selecting AmuletsSometimes the same amulet type will appear and identify as two separate onesSometimes two different amulet types will have the same appearancePlague poisons alliesPlagued flame bodies are excessively explosiveINT requirement for identifying amulets was wrongAnother crash related to Reaper arena blocks spawning inGet stuck in ceiling while standing on grumbul tank with extra tough while it jumpsThe bottom row of tiles in a level is often cut off or misgeneratedRunning Water Anticropolis transition freezes during generationThermal indicator shows during level generationNear Future TO-DONext ClassMetacoin CurrencyFlesh out Encyclopedia. 0.1.2b:
Just some quick bugfixes, as well as getting Mac and Linux caught up!
ChangesDisarm now disarms upon critical hitFixesSome particles are drawing incorrectlyFixed 2-tile water flickering bugTracking off-hand items as Wanderer doesn't properly show items equipped by enemies. 0.1.1!:
Have an update! I've temporarily removed the Wayward kids from normal level generation since they were causing a lot of crashing issues. I'm gonna put some more work into them and hopefully they'll be back next update ready to rock 'n roll! In the meantime, I'll be doing my usual dev-stream later today over at twitch.tv/fourbitfriday so feel free to come say what's up and talk about kids in 'combs and ask me why this game is taking so long to finish like I do every night as I fall asleep choking back tears. MAC USERS: Please let me know if this update fixes the gamepad issues! If it does then I'll know what the problem was. If it doesn't then I'll rule out a possibility and know what the problem isn't.
Fixes Pose doesn't change when climbing up onto ledgesFixed a bug with giant arrow damage calculationArrows catch fire if stuck in someone who runs past a campfirePlayer 2 Overheal UI is jankCasting Raise Dead with overcharges costs no overcharge and ignores blocked energyNegative status effects on allies may spread to you via ReciprocityThe number displayed for current energy when paused is incorrect when mp is blockedFlames from Fire and Ice can also burn alliesReaper room often reconstructs incorrectly after the battleGoo meal can overheal for greater than ones INTTeamed-up Wayward kids spawn as though fleeing when traveling to the next floorFire and Ice gave only Hot charges when picked up with Innate PowerDark Arts gave the incorrect charge typesEeol Labeled Eel in kixll listMelting/dangerous slimeballs are not labeled as suchCrash when boiling an orb of leveling in a bottle of waterCan get pushed into walls by boulders and barrelsCannot teleport out of a wall after surviving a teleport into oneMaking soup from a frozen corpse makes potato and [thing] soupSome kids don't drownMelting and dangerous slimes are not properly labeled as suchAir Dash can be buggy at times"Down" on keyboard still rolls/bashes even when roll/bash is bound to a different keyExtra Tough doesn't affect Bear TrapsFixed some typosDark Phase has no spell descriptionShops in the Anticropolis have no doorsNewNew Anticropolis Transition Stages!Amulets!Added a few more Encyclopedia entries!Changes Increased arrow damage Increased arrow accuracy Reduced chance of enemies dodging arrowsHalved the rate at which bows degrade from useTaunt now affects crabs and turretsIncreased frequency/severity of unstable undo's side-effectBarrels are empty more frequentlyof Health now heals to a minimum of 3hp, regardless of hp maxSpellbooks restore more charges and charge types when picked up with Innate PowerAdded Teleport OverloadAdded additional contextual button prompts (Sorry, no way to disable them yet! But there will be!)Temporarily removed Wayward Kids in order to address an abundance of crashesChanged Frolix AIHelms and Coifs now reduce stomp damage by 1 Non-"Hard Helms" and Coifs take a ton of durability damage when stompedRemoved STR requirement for pilfering enemies' weaponsReduced frequency of barrel assassinsImproved warhammers' statsAdded "Farsight" to Wanderer's Instinct class abilitySpellbooks can be Tomed by using class ability while holding a bookTransition stages don't count against meal effect floor countAdded button prompts for actionsEncyclopedia entry requirements can be met over multiple runsAnimated title dropFat humanoids landing don't knock other fat humanoids into the airMade fat grumbuls much less commonAdded sound effects to crabs and eelsAdded sound effects to laser trapsSkeletal mages now spawn in the AnticropolisMade standing torches rarer in the AnticroplisNear Future TO-DONew Class!Flesh out Encyclopedia
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