In this update3
Full notes
Full Allumeria update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone!
What changed
- Gameplay
- Workshop
- Maps
- Performance
- Balance
- Fixes
Allumeria changes
over the next few weeks I will be releasing updates at a very fast pace in order to prepare the game for Steam Next Fest. When new content is done I want it out as soon as possible so that I can refine it and gather feedback.
Today's update focuses on updating the old forest dungeon to use the new engine features developed since the dungeon was originally added in May last year. The dungeons have some new traps and mechanics, so I'd encourage you to go in spoiler free. Otherwise you can read about what was added in detail below.
0.13
Additions
Added the Forest Hammer, crafted with forest ingots. The forest hammer is now required to hammer forest dungeon bricks and other equivalent blocks. This is to prevent easily cheesing certain dungeon mechanics.
Doors can now be in a locked state, requiring a key to unlock.
Right clicking a locked door will tell you what key it requires.
Added the Door Locker item, a creative only item (for the time being) that allows map makers to lock doors that they place manually.
Added the Forest Key and the Iron Key.
Forest keys are for Forest Doors and Iron Keys are for regular doors.
Keys are consumed on use.
Iron Keys are unobtainable in regular gameplay but have been added as a tool for map makers.
Forest keys are dropped by enemies on rare occasions or found in chests.
Added Unstable Dungeon Bricks
These bricks crumble when stood on
They start a chain reaction causing nearby bricks to crumble as well
Added Forest Jelly
This is a transparent block that is typically solid.
Added Jelly Spoon trinket
When equipped, allows you to pass through jelly as if it was air.
Enemies in the forest dungeon drop spoon fragments, these can be crafted to create the spoon.
Added new forest dungeon generator.
There are now only two forest dungeons per world instead of 4
Forest dungeons spawn as tree trunks on the surface and require a forest key to unlock
Forest dungeons now spawn Mushroomers and Forest Fuzzies.
Forest dungeons are now much bigger and use the new structure system introduced in 0.9
It's now harder to rush the dungeon to get the Forest Pickaxe. The main forest dungeon chest spawns in the central chamber.
Changes
Increased FPS cap from 200 to 1000
Flaming arrows are now more expensive
Undergrowth rock can no longer be blown up
Returning potions are now way more common and can be found from multiple sources, such as crates
Most of the previous dungeon exclusive trinkets now have a chance at showing up in regular loot chests underground
Fixes
Fixed grass dying when not exposed to direct sunlight
Fixed hit cone calculation bug introduced in 0.12.2
Fixed issue where boomerangs would break in water
Fixed entities having weird behaviour after entering the fake "limbo" chunk that the engine uses to store entities outside of world bounds. This fixes the following issues
Arrows that are shot in the air falling to the ground but not despawning, making a very loud noise and spewing particles
Players leaving world bounds becoming invisible to other players
Entities leaving world bounds having broken lighting sampling
Fixed elevator not checking to see if the space above is valid and placing players in a block
0.12.3
Removed debug message that was accidentally left in
Thanks everyone! I hope you enjoy the new dungeon.
Source
Changelog.gg summarizes and formats this update. How we read updates.
