Full notes
Full Heroes Of Loot: Gauntlet Of Power update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- UI and audio
- Maps
- Balance
- Fixes
Heroes Of Loot: Gauntlet Of Power changes
Pretty quickly after the 0.0.5 demo drop, this demo brings you a lot of new goodies, and a small change to how things work. I rewrote the whole item-pool-usage system and split things up into proper item categories. Make sure to download the demo from Steam and don't forget to Wishlist + Follow!
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
What this means is that we now have active items, passive items, and consumables/trinkets. You can carry only one active item at a time, and it will now be activated (once charged) with a special button, instead of the automatic activation in previous builds of the game.
The other items are either instant usage (like the Book of Magic will automatically level-up all your magic weapons, but also heart-containers, potions, etc.) and other items will have some sort of triggered use (like the Dash-boots).
I created a Support page for Heroes of Loot 3 over here : Orangepixel Game support and I'll update it as new items are being added, and eventually will also include information on the various monsters and other things of the game. For now you can find all current items that I've been adding in this build and figure out some information on what they do (there will be an in-game codex eventually).
Besides all the items I've also been working on more variation in the dungeon layouts. So there are now narrow hallways, obstacles, and more will be added as we turn this game into a worthy dungeon (action) adventure!
I'm now fairly confident with the state of the game, and I'd think we can call this a proper vertical slice! So if there are any publishers out there interested, make sure to contact me (already talking to a couple!)
Full changes list:
added: Treasure room now needs key+player interaction to open (no more auto-open if player has a key)
added: visual changes for the Axe for 6 levels
added: visual changes to the Arrows for 5 levels
added: Dashing will break wooden obstacles
added: little puff indication effect for when dodge-move is "active" again
added: wood-debris to arrow-hazards being broken
- addednew danger-room (floor spikes everywhere)
added: Big Map view (keyboard input might need reset-defaults)
added: 35% chance a completed room drops an item of value
added: Active items, requiring charging and button-press to activate
- addedImproved dialog and pop-ups
added: item: Book of Elves - level up arrows
added: item: Book of Magic - level up magic weapons
added: item: Big coin - gives 10 coins
added: item: Panic button - teleports you back to starting room
added: item: Hourglass - freezes enemies for a few seconds
added: item: Dungeon-map - reveals current dungeon layout and room locations
added: item Voodoo doll - revives you after death
added: item: Master-key to open all chests and treasure rooms
added: item Compass for quick travel on map
changed: Showing empty heart containers in HUD
- changedimproved working of floor-spikes
changed: rebalancing difficulty of creatures in later levels
changed: unified look to hud + interface
changed: Tiny keys won't vanish like normal loot
changed: Book of skill is now an item, not a weapon-upgrade
fixed: If at Tinychest or Doors that need interaction, bomb's won't be dropped by accident anymore (Same button)
fixed: some collision detection issues/inconsistencies for bullets/walls
fixed: exit on gameover screen not clickable
fixed: shortened duration of the boss-appearance effect
fixed: start room of a dungeon will remain empty from obstacles spawning
fixed: monsters not moving / attacking
fixed: shop-prices are all $00
- fixedremoved big-coins from the shop
fixed: "single-drop" items now properly checked across all item pools
Source
Changelog.gg summarizes and formats this update. How we read updates.
