v0.24 Released - Death Animations, Beautification, and Bug Fixes Galore!
While I continue work on the Celestial Caverns, I am also going back and polishing up a lot of the older stages and content. Currently I am up to Stage 3-8 in the new zone, with 12 stages planned. I am going to pare back Zone 2 to just 12 stages, as playing through it again makes me realize just how *long* it is. I will still keep all of the enemies and hazards, they'll just be consolidated into some of the other stages. I will do 12 stages for Zone 2-4, and 15 for Zone 5.
Meanwhile, I am adding in something that has been missing for a very long time - DEATH ANIMATIONS to enemies. That's right, enemies now have an animation that plays whenever they die, making each kill feel so much more impactful. I have a preview video here:
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In addition, I am also touching up The Slime Warrens and The Steamworks Foundry even more, making levels feel much less bare and more detailed than they were before. The Slime Warrens in particular feels so much more complete with these additions, and I don't imagine that I'll be making a lot more cosmetic changes from this point on.
Spell Icons are also now added to each spell you have in your book, making them look much more visually interesting:
And of course, I've also fixed a lot of little bugs that have been present for some time:
-Fixed obscure issue where having more than one active Frigid Air would destroy all of them if it hit a Flame Hugger.
-Fixed issue with floating enemies' wandering behavior causing them to redirect above liquids.
-Fixed Hard Head's buggy collision code, as well as an issue with his damage not being re-calculated after making a collision with something.
-Fixed a bug where drinking a potion and exiting a room before it was done would not cause the full amount to be restored.
-Fixed a bug with the Iron Kensai where setting up a sword beam attack would cause you to take damage anyways if you were near the sword before it swung. Also added in an attack delay to his sword swings.
-Acid Shot now properly debuffs enemies.
-Charisma and Persuasive Salesman had their bonuses swapped. This has been corrected.
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The last couple of changes are that Acid damage is now orange instead of dark green, and the Damage Taken indicator is turned on by default. This can still be turned off in the game's options.
The new content continues to progress nicely. I have made a new cutscene, and soon I will be working on the Zone 3 boss. The re-work of the game's spell and feat system is also on the horizon, as is an update to the Character Screen UI. More to come on that soon.
Files
Get Tower of the Immortals
Tower of the Immortals
Tower of the Immortals Demo
Status | In development |
Author | Bynary Fission |
Genre | Action, Role Playing |
Tags | 2D, 8-Bit, Action RPG, arpg, Boss battle, Fantasy, NES (Nintendo Entertainment System), Pixel Art, tower |
Languages | English |
Accessibility | Color-blind friendly, Configurable controls |
More posts
- v0.23 Released - Slime Warrens Facelift, Bug Fixes, Enhanced Controller Experien...50 days ago
- Progress on Zone 3 - Lots of New Enemies, Spell System Rework, and a Zone Secret...63 days ago
- Build v0.22 Released - Controller Support Added, New Save Files Needed91 days ago
- Zone 3 Roadmap - Upcoming Features and AdditionsDec 18, 2024
- v0.21 Patch Released! Full Changelog Inside, and Teaser for Zone 3 RoadmapDec 07, 2024
- Upcoming v0.21 Patch - Enemy AI Enhancements, New Spell, Bug Fixes, and More!Dec 07, 2024
- Build v0.20, containing Zone 2 - The Steamworks Foundry - is RELEASEDOct 21, 2024
- Planned October Release for Zone 2 - What's New in the Next BuildOct 03, 2024
- Status Update - 9/15 Levels Finished, New Video Devlog, Boss DesignSep 02, 2024
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