Full notes
Full Cavern update
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Repeated intro
Hello All!
What changed
- Performance
- Gameplay
- UI and audio
- Balance
Thanks for picking up the Next Fest Demo of Cavern.
I hope you all had a good time with it.
Among a few crashes and poor experiences, the feedback I got was mostly positive and excited!
I've tried to help new players get started with a better (more forced) tutorial with more explanation and imagery.
I think this should help a lot. Let me know!
I've added a few other small changes:
Better character descriptions for all characters
Hover over the player portrait for desc.
Rocks in the main menu start as invulnerable, so you cant strand yourself without swapping.
cobwebs slow less
unique Upgrade rooms now properly load! (more floor variation, and some special traps)
Mina buff (arrow gets a +1 damage mod, so that all types of damage are slightly more effective on Mina).
Burn change - burn is slower and only ticks once (dealing 1 fire damage) but can stack!
Poison change - can stack
New upgrade - Disguise (enemies have a chance not to notice you
Poison dart changes - can "backstab" enemies, dealing extra damage to enemies that are not targeting you actively.
Charge Module - an early shield based swap you can get to generate shields on status cooldown.
Mini Antidote - an early anti status effect swap you can get, eliminates one bad status effect.
Wooden Key - early key swap, 20% chance to unlock a chest with a gold lock.
Dirt Bomb - a way to generate rocks
Edge tile optimizations!
All health upgrades now heal
Thanks for checking it out. I'm planning to do a huge rework of the "Equip" and "Pickup" system to merge the two. Making it simpler for new players, and more intuitive as a whole. It will buff and change many of the characters early, (POJ-II is a problem) but I will find better ways to balance that after. The core experience should be fluid and seamless, and the balance has to support that.
I'll keep ya'll updated on the youtube!
Cheers,
Brendan
DogmaQuest
Source
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