We've been working hard! Here's the massive changelog since the last version of Crypt Run you've played. These changes are now live on the web-based demo:
- Support enter/return keys anywhere space is supported
- boomBarrel, boomSpear tweaks
- Tutorial flow tweaks; introduce resurrection object
- zombieGraveRobbers are role=monster by default
- Cleanup dungeon seeding so the player isn't stuck in a specific challenge
- Art for shattering ice block; fix a step script bug
- Don't start music from beginning on unpause
- Play sound effects when counting up numbers on results screens
- Add shovel sounds
- Fix white border bug when fading out after death
- Make player face direction of dungeon room when exiting a room
- improve step enraged behavior with a few more properties
- probably fixes: (zombie)GraveRobbers get stuck on solids
- Polish ResultsScene & ProgressScene
- Polish plants shooting fireballs
- give humanoids blood 'n guts; set groundwork for plant polish
- Art/polish for blinking shopKeeper
- Determine loot drops at generation; loot tables are now zone specific
- New challenge UI
- Add zombieGraveRobber to zombieRoom and graveHeist
- zombieGraveRobber; direBat health nerf
- don't piss off the new graveRobber
- intl tweak; Add required scenario rooms; clean up scenario data; add tombstoneRoom requored scen
- Private PRNG for dungeon generation
- Triple Dagger intl
- ?killerBees=1 to start with killerBees
- Get killer bee's buzz sound to work
- Container lootTables are attached at generation time
- looping ogg files
- Reduce chance of mimic traps; give mimics a proper loot table
- Increase healthPotion cost (HP = 100 per point healed)
- Fix shopKeeper torchTurret activation
- Use marbleBlue for HoT
- graves spawn 10 zombies max
- goldenAxe spawns treasureNugget
- Multiple room trial zones
- Guard against detatched entities in utils/Entity.updateHealth
- Scale zombieRoom with room difficulty
- Fix debug container data
- blueSoulOrb collectible (awards blueSouls), dark monsters drop blueSoulOrbs (often)
- Refactor containers; include pots; fix boomBarrel and bigBoomBarrel debris
- graveRobbers drop shovels rarely
- Humanoids sometimes drop treasureNuggets
- First pass at lootTables; torches drop treasureNuggets
- Add arrows to tutorial; buff spikeTraps in tut death room to get past leather; type
- treasureNugget prefab
- Mimics are traps, not monsters
- Add boom barrels to zombie rooms; randomize zombieRoom entity quantities
- Art for freeze state, code too
- killer BEEEEEEEEEEES
- In tutorial, change lantern reward to something with a more obvious benefit
- Art for keys/doors with keyholes
- Art for gold nuggets
- art for armor (placeholder)
- MEAT
- food.png
- Damage reducing armor items
- Display item names when collected
- Fix error when dropping gold
- Polish spawning of dropped items
- Refactor view/ui/Inventory; add boots2; boots are equipment
- Refactor inventory dropping into sim/systems/shared/inventory; drop equipment when player dies
- Fix Room.spawnEntityByTile centering
- nerf greatOwl
- Nerf werewolf
- Mini-map fixes from geoff-post-alpha
- Preload core env graphics
You'll be getting weekly builds of Crypt Run for Windows or Mac in your inbox if you back Crypt Run for at least $25. Thanks for your support! More soon.
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