What changed
0 fixes3 additions1 change0 removals
addedSeven new sub-regions are now part of the world: Blooming Valley, Glaring Gorge, Rocky Barrens, Stranded Village, Crab Forest, Riddled Brines and Shady Ridge. I also improved the way enemies attack and made the way they are placed more adaptable to the path.
addedI hope you like the new areas! Thank you for making this game possible!
addedSeven new sub-regions are added to the game - Blooming Valley: a long and colorful valley - Glaring Gorge: a giant and sun-blazed rock - Rocky Barrens: a crumbling stretch of sand and rubble - Stranded Village: a land-locked fishing village - Crab Forest: a dense and shaded palm forest - Riddled Brines: a group of warm tidal pools - Shady Ridge: a wind swept area below a cliff
changedA region of the forest is now flooded - Pulling a boulder now also squishes things - Squished skeletons don't leave a skull - OpenGL initialization on windows is improved - Enemies are now spawned procedurally - Enemy attacks are now primary or secondary - Enemies now spawn in designated groups - Enemies now shoot a bit farther - How many enemies spawn was readjusted - The path has gotten longer - Nightfall now occurs later in path - Disarming traps now only gives experience once - Shield bashing objects does nothing now
Rangedrifter changes
addedSeven new sub-regions are now part of the world: Blooming Valley, Glaring Gorge, Rocky Barrens, Stranded Village, Crab Forest, Riddled Brines and Shady Ridge. I also improved the way enemies attack and made the way they are placed more adaptable to the path.
addedI hope you like the new areas! Thank you for making this game possible!
addedSeven new sub-regions are added to the game - Blooming Valley: a long and colorful valley - Glaring Gorge: a giant and sun-blazed rock - Rocky Barrens: a crumbling stretch of sand and rubble - Stranded Village: a land-locked fishing village - Crab Forest: a dense and shaded palm forest - Riddled Brines: a group of warm tidal pools - Shady Ridge: a wind swept area below a cliff
changedA region of the forest is now flooded - Pulling a boulder now also squishes things - Squished skeletons don't leave a skull - OpenGL initialization on windows is improved - Enemies are now spawned procedurally - Enemy attacks are now primary or secondary - Enemies now spawn in designated groups - Enemies now shoot a bit farther - How many enemies spawn was readjusted - The path has gotten longer - Nightfall now occurs later in path - Disarming traps now only gives experience once - Shield bashing objects does nothing now
I spent most of the week moving the playable world further south, all the way to the ocean, and changing the way enemies are placed in the game.
Seven new sub-regions are now part of the world: Blooming Valley, Glaring Gorge, Rocky Barrens, Stranded Village, Crab Forest, Riddled Brines and Shady Ridge. I also improved the way enemies attack and made the way they are placed more adaptable to the path.
I hope you like the new areas! Thank you for making this game possible!
Seven new sub-regions are added to the game - Blooming Valley: a long and colorful valley - Glaring Gorge: a giant and sun-blazed rock - Rocky Barrens: a crumbling stretch of sand and rubble - Stranded Village: a land-locked fishing village - Crab Forest: a dense and shaded palm forest - Riddled Brines: a group of warm tidal pools - Shady Ridge: a wind swept area below a cliff
A region of the forest is now flooded - Pulling a boulder now also squishes things - Squished skeletons don't leave a skull - OpenGL initialization on windows is improved - Enemies are now spawned procedurally - Enemy attacks are now primary or secondary - Enemies now spawn in designated groups - Enemies now shoot a bit farther - How many enemies spawn was readjusted - The path has gotten longer - Nightfall now occurs later in path - Disarming traps now only gives experience once - Shield bashing objects does nothing now