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Steam News25 August 20169y ago

Major Update! 20 New Enemies - 75+ New Room Designs - New Special Weapon Attacks - Unlimited Ammo!

Some major changes to the weapons of A Legend of Luca have arrived in the latest release! The ammo system was removed because it was difficult to understand and rarely led to satisfying game play.

Full notes

Full A Legend of Luca update

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What changed

1 fix0 additions1 change0 removals
  • Balance
  • UI and audio
changedSome major changes to the weapons of A Legend of Luca have arrived in the latest release! The ammo system was removed because it was difficult to understand and rarely led to satisfying game play. It was more annoying that anything, so the ammo system has been completely cut from the game. All player weapons will now always have unlimited ammo and their special abilities available. So now all players are even more powerful and the difficulty of the game has been increased to maintain the challenge of the game. All of the melee weapons now have a ranged attack that's always available. Clemetia, the Axe of Mercy's special throw ability is now always available and won't run out. Veritas, the Greatsword of Truth has a charged lightning attack similar to brimstone from Binding of Isaac. Virtus, the Sword of Valor , has a piercing special ability where the thrown swords will go through enemies. Firmitas, the Glaive of Tenacity's special ability of destroying touched blocks is now always on and has a constant particle effect to help remind you and because it looks awesome. Level and enemy designs for levels 1 through 3 have been added to and overhauled. Levels 4 and 5 rooms will be redesigned in the next few weeks. We added many new enemy variations and recolors of the enemies to have many more variations of attacks and movements to make the core combat more satisfying. As part of the design we've been trying to add more swarms of slower moving enemies to the rooms. As part of our play testing we wanted to make sure that all rooms can be beaten without taking damage to ensure that the game is fair to the players. As part of the room design overhaul we've added room shape flagging to the level generator, so now (although the rooms will currently always be the same size) we can design custom rooms knowing that the player will enter from one side or that certain walls will not have doors. This enabled many new types of fun and unique room experiences! Also added more rigid bodies to objects like candelabras, chairs, barrels and jars. This will make them movable and active physics objects, which is really cool and adds to the immersion and presence of the game. In addition we've made many changes and tweaks to continue to polish and refine the game. Thank you all for your support and please continue to send great feedback. ːrhaegosː
fixedComplete Change LogZombie Fatties now differentiated by color Slowed down roll speed of all Fatties except Side Shooting Fatty Created new Fatty that spawns two smaller Fatties on death New smaller Fatty moves and rolls slower than rest of fatties Zombie Fatty roll attack is no longer seeking, this better matches expected behavior and will no longer roll into you after a side dodge Zombie Fatty sound effects for rolling attack now better match the roll duration and includes a jump sound at the end of the roll Added color variations to Skeleton Archer Added some decoration to second floor start room Added Archer Spawning from Pot Skeleton Mages are differentiated by color Added Skeleton Mage Spawn Commoner which after a short tell begins summoning Red Zombie Commoners Added Skeleton Mage Spawn Medium which after a medium length tell summons a skeleton swordsman Added Skeleton Mage Spawn Greater which after a long tell spawns a boss with reduced health Fixed Fire Projectile to not dissipate

Some major changes to the weapons of A Legend of Luca have arrived in the latest release! The ammo system was removed because it was difficult to understand and rarely led to satisfying game play. It was more annoying that anything, so the ammo system has been completely cut from the game. All player weapons will now always have unlimited ammo and their special abilities available. So now all players are even more powerful and the difficulty of the game has been increased to maintain the challenge of the game. All of the melee weapons now have a ranged attack that's always available. Clemetia, the Axe of Mercy's special throw ability is now always available and won't run out. Veritas, the Greatsword of Truth has a charged lightning attack similar to brimstone from Binding of Isaac. Virtus, the Sword of Valor, has a piercing special ability where the thrown swords will go through enemies. Firmitas, the Glaive of Tenacity's special ability of destroying touched blocks is now always on and has a constant particle effect to help remind you and because it looks awesome. Level and enemy designs for levels 1 through 3 have been added to and overhauled. Levels 4 and 5 rooms will be redesigned in the next few weeks. We added many new enemy variations and recolors of the enemies to have many more variations of attacks and movements to make the core combat more satisfying. As part of the design we've been trying to add more swarms of slower moving enemies to the rooms. As part of our play testing we wanted to make sure that all rooms can be beaten without taking damage to ensure that the game is fair to the players. As part of the room design overhaul we've added room shape flagging to the level generator, so now (although the rooms will currently always be the same size) we can design custom rooms knowing that the player will enter from one side or that certain walls will not have doors. This enabled many new types of fun and unique room experiences! Also added more rigid bodies to objects like candelabras, chairs, barrels and jars. This will make them movable and active physics objects, which is really cool and adds to the immersion and presence of the game. In addition we've made many changes and tweaks to continue to polish and refine the game. Thank you all for your support and please continue to send great feedback. ːrhaegosː

Complete Change Log

Zombie Fatties now differentiated by color Slowed down roll speed of all Fatties except Side Shooting Fatty Created new Fatty that spawns two smaller Fatties on death New smaller Fatty moves and rolls slower than rest of fatties Zombie Fatty roll attack is no longer seeking, this better matches expected behavior and will no longer roll into you after a side dodge Zombie Fatty sound effects for rolling attack now better match the roll duration and includes a jump sound at the end of the roll Added color variations to Skeleton Archer Added some decoration to second floor start room Added Archer Spawning from Pot Skeleton Mages are differentiated by color Added Skeleton Mage Spawn Commoner which after a short tell begins summoning Red Zombie Commoners Added Skeleton Mage Spawn Medium which after a medium length tell summons a skeleton swordsman Added Skeleton Mage Spawn Greater which after a long tell spawns a boss with reduced health Fixed Fire Projectile to not dissipate

Source

Steam News / 25 August 2016

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