Full notes
Full Vagante update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Store
- Balance
- Fixes
Vagante changes
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
Changelog.gg summarizes and formats this update. How we read updates.
