We've got the swamp area pretty far along now, going to add more quests there including the one to get the Frog Flute so you can ride Croakers. Right now the Croaker Keeper will just hand over the flute when you talk to him until we get the full quest in. Going to be focusing on the second dungeon next which is our last major content piece before getting ready for Kickstarter and early access.
We heard from you guys that the game was taking a bit to launch on Steam and after checking it out we realized the initial content loading was taking a while to complete. To address that we've added a loading screen pre-title, now the game should launch instantly and load the content at the loading screen. For faster machines and SSD's this should only be a few seconds, for older machines and HDD's it'll take a bit longer but you'll be aware that it's loading now at least. Unfortunately Monogame doesn't have a system for Asynchronous loading but if it makes sense we can spread the loading of different content over the course of playing as it comes up to speed up that initial load.
We've added a new currency you'll find in the game called Tasian Gold. We were struggling with providing rewards on the overworld without breaking the Gem economy balance that keeps progression interesting and makes getting big runs in the dungeons so rewarding. Our solution is this second currency that you'll get in the overworld for various activities, sidequests, fighting monsters, and breaking objects. You'll spend this currency in the actual dungeons to help your runs, whether that's buying items from the dungeon merchants, paying for a minigame like rolling the slots in a gambling room, or unlocking certain chests. This makes Tasian gold something that enhances and aides your runs so they'll help you get more gems without the overworld providing Gems directly. We feel as we add more uses and sources for Tasian Gold as we go along this system should work well to feel more rewarding while doing whatever you want outside the dungeons while keeping the benefits of Gems coming only from dungeon runs themselves.
Version 363 should be live for closed beta players on Steam now. Here's the patch notes:
Made ammo for unowned equipment not drop
Sped up application launch by splitting chime sound effect load out to preload and the rest of the audio over to the main loading routine
Added new sources of overworld drops (Picking up rocks, barrels, crates, regrowth, tall grass, small jungle trees)
Added NPC data that gets saved, like whether or not they've been met yet
Added company jingle, delayed music start time to accommodate
Added PC input label to single player class selection
Added PC prompt to class selection cards for their classes ability
Added a bit of rotational velocity to thrown bushes
Replaced enemy monster sphere drops with Tasian gold
Added text info to gear display on Status screen
Added Floor Layer transfer region checks to thrown objects. Before objects thrown onto bridge passed under it
Added new pit crumble sound effect, borrowed sound effect was removed but not replaced
Added pots raining from the ceiling by a floor switch
Added shading and bullets to quest list to make more readable
Made title menu not pop into place on hitting confirm before it finishes
Adjusted fade speed and timing along with title fade in and movement to improve the flow
Made Lost Traveler sound effect volume based on distance and made cut off if killed
Adjusted mud sinking speed, made player move slower in mud by sinking depth, made sink more slowly the deeper they go, retuned mud boots to match scaling of non mud boots sinking better
Made picking up arrows or bombs at max display MAX instead of 0
Made hue of stamina circle shift to red as it gets low so it's more noticeable
Made Grazer stomping sound effect stop if playing when killed
Made not able to purchase dungeon map if not needed, added "Floor Already Known" message to shop if so
Made input panel class ability label fade out along with Slash when out of stamina
Shortened delay before gem roll out starts when spending gems
Made burning an object roll for a drop
Replaced Game Over text with You Died. Game Over sends the wrong message since there's technically no real fail state or going backwards, checkpointing, continuing etc.
Marked CampFire's volumebydistance drop off rate setting to Fast, similar to the warp statues
Split swamp tree into two parts so it can be zordered but still draw over layer 2 shadows and other lower lying objects
Made lethal hit avoider prefer to leave 2 or 3 more often to make less noticeable
Turned off collision checks for Tendron so they don't get pushed away by collision changes (ie players skull object lands on them)
Set maps H10 and H12 to swamp tileset/tilesheet
Made Bash Glove destroy most breakable objects including rocks, and rock barrier type objects. Adjusted timing for attack check moment to sync better with animation, made facing down attack check earlier to match quicker strike
Made StickPiles shake with new sound effect and SwordTing and sparks to indicate unbreakable status
Moved the 3 outdoor swamp NPC's to Floor Layer 2
Increased wurmulon's take damage bounds (too small)
Increased overall size of enemies bounds that they take damage from by about 33%. Mostly effects projectiles since sword mostly
Gave a slightly longer window to attack after skull spear thrust attack. 340 ms > 450 ms
Made frogs sink in mud
Made Tendrons able to be used for grappling
Moved NPC prompt and quest mark to UI layer
Added window focus check for mouse control on map screen so you don't highlight and hear sound effects when the game window doesn't have focus
Fixed deadzone setting for dock house screen making the UI difficult to use with a controller
Fixed fish swimming animations not running in dock house displays
Fixed Teraspis fish not displaying in Dock House or UI
Fixed world map player marker position for village level zoom
Fixed bubble spawn position for larger fish
Fixed mouse selector not working for village zoom level dot
Fixed issues with CaveSwamp tileset loading
Fixed crash when getting a stat popup for a stat that takes less than 10 for next rank (divide by 0 error)
Fixed issue with triggering a chest with a power sphere causing a crash
Fixed hut interiors getting cut off on the bottom
Fixed frogs hopping through trees
Fixed sound effect and animation timing/syncing for Lost Travelers. Made not hit reactive once starting to burst to prevent desync
Fixed Seasoned Traveler stat popup appearing way too often, side effect from error in recent crash fix
Fixed disparity between distance that the Talk prompt appears and the actual distance you can start an interaction at
Fixed Siyo not being marked to use blink and talk sheets
Fixed bug that made upgrade equipment carry between saves
Fixed Grazer gallop sound effect can get stuck on when cancelling attack from player leaving their floor layer
Fixed B1 and B2 collision not being implemented correctly. Caused issue with log bridge in swamp
Fixed audio/attack desync in Araknars when attacking them during their spit animation
Fixed issue with Nik the researcher side quest not completing correctly. Dialog to hand over book was being overwritten by default dailog
Fixed build griffs shop sidequest not completing correctly
Fixed closing bottle select in dungeon shop also closing the shop window
Fixed purchasing dungeon floor map opening a got key item popup
Fixed using scroll wheel to change equipment in coop changing equipment for all players
Fixed crash when killing a lost traveler, caused by attempting to stop a sound effect instance that didn't exist
Fixed wurmulon bullets colliding with trees and splatting but continuing on
Fixed camera culling bounds of swamp house parts, disabled collision, moved to layer 2, made fade out when going under
Fixed issue in path clearance check for frogs that was causing them to check only the start and end of the path
Fixed animated water edge tile rotation import correctly from tile layer
Fixed doors on the interior of swamps using the normal cave door style instead of the swamp style
Fixed player getting their sinking progress reset when taking damage
Fixed a compression issue that was causing load times to be longer than necessary
Fixed bug in font draw Wrap Centered function causing end of tips getting cut off
Fixed red flash from taking damage not working since addition of skin overlay
Fixed Lost Travelers not being marked as having a sound cue causing their sound effect to not pause and to occasionally get stuck looping
Fixed bridge issue from C13 to E13
Fixed screen shake not getting reset on quitting
Fixed take damage red flashing getting stuck on when quitting while taking damage
Fixed Zap Jelly connections not drawing, was only drawing light layer
Fixed Leech health bar drawing underwater
Fixed leechs tail needing to 'catch up' when reentering section
Fixed bug in floor layer region check for Blink that made the check always pass and transfer to the 1st floor region's layer it found in the section. Caused blinking to stop showing shallow overlay effect after due to getting surface type at wrong floor layer
Fixed Fireball rune spell not lighting stick piles
Fixed skull shots on swamp towers getting pushed off after getting reset for section entering
Fixed using the Mage's Blink ability causing mud sinking to get reset