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
- Balance
- UI and audio
- Fixes
- Performance
Heroes Of Loot: Gauntlet Of Power changes
A new demo drops just before the holidays! So come and play in the warm dungeon full of loot!
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
Since it's been a month (and a day) since the last demo update, and I've been working on the game every day, the list of new things, changes and improvements is extremely long, so let me highlight some of the more important things here:
New enemies added, like that happy Skully chap in the GIF above, but a few others will cross your path New boss-fights, although they are on a "low" spawn in the current demo, you will probably encounter them every now and then Weapon-tree/level up system - FINALLY got around to this, more on that below Hit feedback for the player (most requested by demo players)
So let's dive into the weapon system, it was always the goal to make this more interesting then just mounting weapons in all directions! Just had to figure out what I wanted to do with it exactly.. and I couldn't decide on just one way, so there are now multiple ways to upgrade your upgrades, here's a little cheat-sheet I made (will be extended, might change over time, but for now this is accurate) :
So we have combo weapons, these require your main weapon to be at max level of 6, and then you can combine it with another weapon to turn it into a "combo weapon"
The other thing you can do is create a "union" of two weapons mounted next to each other on the Gauntlet of Power, and once they have the correct level, you can decide to union them into a new cool gadget like the Rune of Fire!
On top of all that there are modifiers that will modify any weapon at a specific level. Right now if you level up that weapon the modification will be gone! I might change this later.
I'm still play-testing the weapon system myself, but very open to feedback on these things as you encounter them (although it can be hard to experience all these upgrades during the duration of the demo)
I'll have this weapon sheet uploaded and updated over on the -> Orangepixel Support Wiki alongside all the new items that got added to the game as a nice reference.
Full changes list:
added: Moved player-preference save file location
added: Little bump effect when player gets hit
added: "Hurt" Sound effects to player getting hit
added: made Gauntlet fire when near wooden crates/obstacles
added: Slight increase on loot-pickup vanishing timer
- addedCompass drop chance early in game increased
added: Small Health flask to restore a single heart
added: Gauntlet can now be checked in Pause screen
added: Shields are now upgrade items, not Gauntlet slots
added: Combo weapon functionality
added: Combo-Weapon Twirl Arrows
added: Combo-weapon Soul Sword
added: Combo weapon Chaos Knife
added: Combo weapons options now light up (feeling the power)
added: Combo weapon: Magic of Impact
added: Weapon modifier: Vampiristic
added: Weapon modifier: Fire
added: Weapon-union system
added: Union weapon - Sword of Light
added: Union weapon - Rune of Fire
added: Union weapon - Stormbreaker
added: Union weapon - Blades of Fury
added: Axe of Protection
added: enemy Skully
added: enemy Bolt - can electrify your Gauntlet weapons on touch
- addednew enemy: Bombies
added: Boss - ToFuMagic
added: Boss - Muddy
added: Boss - Shelly king
added: Boss - Ironicle
added: Bombies can spawn from objects in later area's
added: Visual distictions for Magic-weapon levels
added: Temporal-chest will now show the item it would unleash at current level
added: Active item Dice - rerolls the pickup items in current room
added: Active item recharging now done from previously-collected purple/blue gem
added: Item Blast protection now defends against all hits
added: charge item Book of Darkness
added: charge item Lamp of Shinies
added: Shields now also block fire/flame/bullets from creatures
added: Blood-debris setting
added: Dungeon progress bar
added: Dungeon # to status bar hud
added: Score word shown in HUD
added: Blue and Purple gems now shown in side-hud
added: Separated GUI gamepad controls from game-controls
added: remapped default gamepad controls (B - bombs instead of A)
added: Credits screen
added: Codex access from settings menu
added: selected mount-direction in level-up now glows
added: Active charge item now more visible in HUD
added: Codex pages for missing items
added: general visual effect for Active-item usage
added: Upgrades now include character class in weapon drops
added: Extra spawn-effect, warning player of incoming critters
added: Rebalanced dungeon obstacles first-appearing level
- changedBombs now drop at actual location (no velocity added)
changed: slight increase in bomb-explosion delay (after dropping one)
- changedremoved loot-drop on mini Flames spawned by Flamehead
changed: Made gems more shiny (and proper palette use)
changed: Bolt won't spawn in starting room of a dungeon
changed: Dungeon progress now area-based
changed: Shovel of descent now takes you to next "area" not level
changed: Charge items only use gems when used, not just when collected
changed: Bombies now have lower HP, and move into "explode mode" when shot
changed: Lamp of shinies usage - loot shouldn't be collected instantly, make it fly towards player
- changedAdded proper GUI key controls (framework upgrade)
changed: Weapon-max levels and branching now more uniform across all weapons
changed: Balancing difficulty and loot drops
changed: Made starting Gauntlet room smaller
fixed: Unique (single-drop) items can still be dropped multiple times
fixed: Secret room can't be re-entered after leaving
fixed: hit-feedback on player/screen
fixed: healing potion doesn't restore full health
- fixedWizard slide+exit animations aren't updated to new looks
fixed: Reflection rotated images is wrongly positioned (Framework fix)
fixed: Screenshake preferences aren't remembered
fixed: Exit screen doesn't fit on all resolutions
fixed: Secret room to the right has treasure infront of door
fixed: Visual explosion seems off from the actual blast area
fixed: Cyclo-brothers always move to lower-right corner of the dungeon
fixed: Bolt moved outside the room walls
fixed: Boss fights will hurt player before they are fully spawned
fixed: Crash bug opening pause menu
fixed: Spooky, Bolt and Skully have no spawn-delay when entering a room
fixed: Active-item recharge should be gradual, not instant
fixed: Proper difference between Bomb and Interact key settings
fixed: Codex crashes on last item on the page
fixed: Backing out of pause menu drops a bomb
fixed: Shellies can bump things out of room boundaries
fixed: Rendering bug in dungeon walls
fixed: optimized dungeon rendering
Source
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