Full notes
Full Witchinour update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Events
- Maps
- Balance
- Fixes
Just a patch to deal with some lingering issues I've had. By the way, I'm still working on a new game! Witchinour came out almost three years ago and my art, design, and programming skills have all improved a lot since then. The new game I'm working on is, like Witchinour, a roguelite top-down shooter. It's not a sequel to Witchinour but it shares Witchinour's focus on speed. I've also redesigned it and restarted its development an embarrassing number of times times now, which is why I've been quiet about it, but its most recent form is something I'm extremely satisfied with! I'm not ready to reveal it yet but when I do, I'll post a Steam announcement. I think if you like Witchinour even a tiny bit you'll find my new game extremely cool.
Made some small changes to UI and in-game art to make things easier to look at with scanlines off (and to look better generally)
Removed background from unlock and alert bars
Recolored parallax backgrounds
When using a gamepad there is now a 10% deadzone for showing the crosshair
The mouse will only lock to the game window while in game now (ie if you pause the game the mouse unlocks)
Made some fixes to map generation
Ballistic upgrade now makes your bullets pierce enemies
Sniper upgrade now makes your bullets curve towards enemies
Scope upgrade now increases your bullets' speed
Max HP/MP upgrades no longer recover 1 HP/MP when taken
Mana Fountain and Recovery now recover 2 HP/MP when you kill a boss instead of increasing the rate at which you find potions
Instead of increasing per-loop, enemy limit per floor now starts low and increases over the course of the game
Fixed a bug that was causing the sound and music volume options to sometimes not actually go to 0% when set to 0%
Fixed XP bar text cutting off
Fixed a bug that was causing upgrade screen to take player input from just before upgrade screen loaded
Fixed a bug that was causing two enemy types to target the player at the beginning of a floor regardless of whether player was targetable or not
Source
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