HomeGamesUpdatesPricingMethodology
Steam News22 February 20188y ago

Vagante 1.0

It’s been a long road (over four years!), but we’re super happy to present version 1.0 of Vagante. It wouldn’t have been possible to make it this far if it weren’t for all the people who supported us.

Full notes

Full Vagante update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

30 fixes9 additions16 changes1 removal
  • UI and audio
  • Gameplay
  • Store
  • Balance
  • Fixes
addedIt’s been a long road (over four years!), but we’re super happy to present version 1.0 of Vagante. It wouldn’t have been possible to make it this far if it weren’t for all the people who supported us. Thank you all for sticking with us throughout Steam Early Access! What’s in store for the future of Vagante you might ask? We plan on continuing development as we have throughout Early Access, with bug fixes and new content, as well as adding localization and porting to other platforms. We’ll also start looking into support for modding and adding user-generated content to the game. Vagante will retain its Early Access price until February 25 2018, after which we’ll be increasing the price to $17.99 . However, if you miss this window of opportunity you can look forward to Vagante participating in future Steam sales. If you like the music of Vagante, Sam English has released the full Vagante OST on bandcamp . We’ll also be making the OST available on Steam in a couple days, if you prefer getting it here. Without further ado, you can read the full changelog below. New/Balance
addedAdded final area + credits to the game
addedAdded new progression and unlocks system
changedReworked Shadow Knight Boss
changedReworked Necromancer Boss
addedMultiple Rock Worm Boss can now be hit with the same swing
monster health scaling per player33%25%monster health scaling per player decreased, nerfBonfire healing hp (1020Bonfire healing hp ( increased, buffbat instability1.91.0bat instability decreased, nerf

Vagante changes

addedIt’s been a long road (over four years!), but we’re super happy to present version 1.0 of Vagante. It wouldn’t have been possible to make it this far if it weren’t for all the people who supported us. Thank you all for sticking with us throughout Steam Early Access! What’s in store for the future of Vagante you might ask? We plan on continuing development as we have throughout Early Access, with bug fixes and new content, as well as adding localization and porting to other platforms. We’ll also start looking into support for modding and adding user-generated content to the game. Vagante will retain its Early Access price until February 25 2018, after which we’ll be increasing the price to $17.99 . However, if you miss this window of opportunity you can look forward to Vagante participating in future Steam sales. If you like the music of Vagante, Sam English has released the full Vagante OST on bandcamp . We’ll also be making the OST available on Steam in a couple days, if you prefer getting it here. Without further ado, you can read the full changelog below. New/Balance
addedAdded final area + credits to the game
addedAdded new progression and unlocks system
changedReworked Shadow Knight Boss
changedReworked Necromancer Boss

It’s been a long road (over four years!), but we’re super happy to present version 1.0 of Vagante. It wouldn’t have been possible to make it this far if it weren’t for all the people who supported us. Thank you all for sticking with us throughout Steam Early Access! What’s in store for the future of Vagante you might ask? We plan on continuing development as we have throughout Early Access, with bug fixes and new content, as well as adding localization and porting to other platforms. We’ll also start looking into support for modding and adding user-generated content to the game. Vagante will retain its Early Access price until February 25 2018, after which we’ll be increasing the price to $17.99. However, if you miss this window of opportunity you can look forward to Vagante participating in future Steam sales. If you like the music of Vagante, Sam English has released the full Vagante OST on bandcamp. We’ll also be making the OST available on Steam in a couple days, if you prefer getting it here. Without further ado, you can read the full changelog below. New/Balance

  • Added final area + credits to the game

  • Added new progression and unlocks system

  • Reworked Shadow Knight Boss

  • Reworked Necromancer Boss

  • Multiple Rock Worm Boss can now be hit with the same swing

  • Items stolen from Shops now have a new property that identifies them as Stolen

  • Reduced monster health scaling per player from 33% to 25%

  • Reduced Mechanical Soldier vertical spinning speed

  • Polished title screen

  • Polished game over menu

  • Changed default keyboard controls

  • Added input presets

  • Reworked emote menu

  • Reworked Tutorial

  • Removed starting affinity point

    • Leveling up now occurs at Bonfires, rather than on entering an intermission

  • Increased Bonfire healing hp (10 -> 20)

  • Fish Man now has a chase leash range

  • All characters can now aim up and down with bows

    • Bow aim persists between shots, until you attack with another weapon or press Melee while aiming

  • Reworked Archery affinity

  • Changed exiting of levels to use holding Up instead of Interact

  • Increased lighting persistedness

  • Increased Summon Monster spell tier, and slightly reworked the levels

  • Reduced bat instability 1.9 -> 1.0

  • Increased starting Int of non mage classes

  • Polished a number of weapon sprites

  • Added some new backgrounds

Bugfixes

  • Fixed Rock Worm Boss sometimes getting stuck in walls

  • Fixed multiple bugs with the Thief sidequest

  • Fixed speech bubbles sometimes not being drawn

  • Fixed Factory monsters not being frozen properly, and sometimes dealing damage while frozen

  • Fixed Icebolt and other projectiles not hitting monsters that it spawns on

  • Fix wallmeat spawning in tiles that serve as platforms

  • Fix boulders being pushed by Vine Lord’s poison clouds

  • Fix players being able to phase through non-level geometry

  • Fixed Mushroom Golem Boss’s boulder attacks teleporting through walls.

  • Fixed Spikes sometimes spawning in Breakable Walls

  • Fixed Shopkeepers not spawning when loading a saved game

  • Fixed some units not having a visible sprite until they have a target

  • Fixed Piranhas freezing at bottom of water

  • Fixed frozen imps falling through walls

  • Fixed arrows sticking to Wisps after their death

  • Fixed intermissions not being indestructible

  • Fixed Wisp Queen aggroing from non-player damage

  • Fixed a handful of untraversable room types

  • Fixed being able to hurt self when using Lion’s Roar while standing on a crate

  • Fixed being able to roll while casting spells

  • Fixed being able to roll through Tower gates

  • Fixed being able to get underneath Tower Serpent boss without triggering boss fight

  • Fixed charged sword’s sprites wandering off when the game is paused

  • Fixed Man-eating Plant eating doodads other than crates/barrels

  • OMPFixed tile updates not being synced sometimes for new levels
  • OMPFixed a number of issues with Platforms and their sync.
  • OMPFixed Demon Armor attacks being desynced sometimes
  • OMPFixed bug where shop inventory becomes desynced
  • OMPFixed rod charges being set to zero upon starting a new game
  • OMPFixed being able to use an item while moving it, resulting in an inventory desync

Source

Steam News / 22 February 2018

Open original post

Changelog.gg summarizes and formats this update. How we read updates.