Full notes
Full City of Brass update
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What changed
- Gameplay
- UI and audio
- Fixes
- Balance
City of Brass changes
- Ancientmap
Hi all, we've been cranking away, and while we will be taking a break over Xmas, we wanted to get the next major update out for you to play with. So here it is: Secrets of the City! So What's New?
Player Progression: Ranks!
Killing enemies and collecting loot awards XP. Gather enough XP to rank up and you will be rewarded with gear for your next run.
Secret Rooms
Each level now has hidden entrances to secret areas, with different entrances depending on the district. Can you find them all?
New Weapon
Sword of Antar - Shock your enemies into submission.
New Throwable
Puzzling Fowl - distract your enemies with this screeching undead bird.
New Boss Areas
We continue to expand the mini- boss Arenas, giving each their own Arena with custom art.
Gatekeeper boss behaviours refined and new ones added
Player Polish
Weapon Feedback, Hit Decals, Trails, animation revision.
New Melee Weapon hit detection to improve hit consistency.
New Features
Step-turn animations for AI characters
Directional locomotion animations added to reduce sliding in movement on AI Characters
New custom animation set for shield carrying AI
New ‘Shield Whip Pulling’ behaviour for shield carrying AI
Shield bearing enemies can be whip pulled again after whip pulling their Shield away
New custom animation set for Shield Gatekeeper
New attack animations for Spear AI
Directional whip pull animations for AI
Hit decals for player whip and sword
‘Swish’ trail effect on player sword and whip
Scorch decals for explosions (thrown and explosive barrels)
Improved visuals of box loot item found on platforms
‘Tall Shield’ Gear item now has visual feedback when equipped and active.
New Loot Variants! Gather ancient treasures, more than just a box and a teapot!
Journal now has an equipped category to describe what you already have on you
Portals now cost wishes on use
Sprint state is remembered between levels on a single run
Space bar now also accepts menus
Player now takes momentum from being damaged in certain situations
New Mage Boss Arena ‘The Pergola’
New Melee Boss Arena ‘The Pit’
New Archer Boss Arena ‘The Ring’
Started to create unique start rooms for each level
Background towers and cityscape generated outside the playable level
More variations on the breakable doorway
Community Feedback and Tuning
Whip Grab recovery reduced
Journal button on gamepad changed to the Special Left key (Back / Select / View / Share)
Player Sword animation tuning and polish; fixed broken arm (elbow) pose, all sword swipes travel at a more consistent rate and have more consistent path through reticle. (center of the screen), changed sword combo idle poses to take up less screen real estate.
Reduced physics forces applied to ragdolls from explosions and projectiles, also tuned some broken ragdoll constraints.
Suppressed enemy spawning in the first room / corridor
Fixes
Fixed broken cloth on Spearman weapon
Genie Icons tint green when wished
Improved whip hit area for projectiles
Fix text not wrapping correctly in the journal
Fix destructible objects not breaking from shove if very close
Fix radius damage and effects not applying correctly when they were near the edge of the radius or the object was larger than the radius
Fixed the Cudgel of Refutation from being able to stun enemies when it hits their shield
Fixed cases where the death animation would put
Source
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