Aura of Worlds Project Update 0.47.15

Changes from 0.47.14 to 0.47.15:

  • Player now loses a fraction of their momentum gained when releasing the controls alone (rather than waiting till they descend).
    This feels more predictable and intuitive through testing. Letting go of the controls & stepping off a platform loses more momentum then after a jump is performed.
  • Controller support changes:
    • More changes to inventory swapping
    • Double tap left/right to run has been re-enabled.
  • Other Changes:
    • Crossbow buffed slightly and projectile is launched slightly lower.

Changes from 0.47.13.3 to 0.47.14:

  • Multiple additional tweaks to how the inventory HUD works.
  • Other Changes:
    • Ceiling lickers will drop what they’re holding if injured or stunned.
    • Explosive mines will not detect cloaked players (though they will still trigger if touched by them or hit).
    • Removed delay for using double jump.

Changes from 0.47.11.8 to 0.47.13.3:

  • Brand New Weapon: Crossbow!
  • Added self exploding trap lanterns.
  • Other Changes:
    • Improvements to A.I. detection of targets when attacked.
    • Skeletal snake will be far less likely to lunge at you if it can’t reach.
    • Tweaked the attack speeds of numerous creatures.
    • Renamed “The Guardian” to “The Hunter”.
      The word “guardian” will be reserved for something much more dangerous…

Changes from 0.47.10 to 0.47.11.8:

  • Fixed issues with player inventory mapping picked up items to incompatible slots.
  • The inventory menu has been reworked, and should be more intuitive to use.
  • The drag and drop interface works more like other applications and you can swap between items with the Interact button (Left Bumper by default on controller).
  • Each of the 3 hotbar inventory slots (and the 2 quick slot slots) are now restricted to have items corresponding to their purposes
    Slot 1: Melee Weapon.
    Slot 2: Throwables & special abilities
    Slot 3: Mobility Item.
  • Tweaked player physics
    (grappling now has its speed limited, stepping off a platform and releasing controls, causes the player to stop, tapping the opposite direction of movement reduces speed more effectively).

Changes from 0.47.9.2 to 0.47.10:

  • Chests are now separated into smaller (containing regular consumables) and larger chests (containing health potions and equipment).
  • New chest graphics & larger chests now have their images randomized.
  • Changed controls of player slightly – lose momentum on pressing the opposite directional button.
  • Fixed bug with mimics and large chests not dropping their expected items.
  • Melee weapons are now shorter but attack faster.

Changes from 0.47.3 to 0.47.6:

  • New Ability – Cloaking: (has corresponding status effect, sneak by foes unseen)
  • New Ability – Shadow Sight: See enemies, traps and terrain edges, highlighted by a glow; useful for the dark or when fog obscures your vision).
  • Enemies will try and face your last known position when you hit them (if they don’t have a target to track). Depending on the enemy, this gives you a much narrower window to evade detection.
  • Newer graphics.

Changes from 0.47.1 to 0.47.3:

  • Level themes have a better chance of being spread out evenly across a given run, and a much smaller chance of appearing in a given run.
  • Redistributed enemy spawns for a more balanced difficulty.
  • Automatically use health potions (will make this an option later), when below 33% health.
  • Remapping of controller buttons based on feedback.

Changes from 0.46.16 to 0.47.1:

  • Enemies and breakables can no longer spawn on top of each other.
  • innumerable bug fixes and balance chances in preparation for IGDA.
    *Newer graphics.

Changes from 0.46.6.12 to 0.46.16:

  • Created new filter colorMult.frag.
  • When living creatures and crates are damaged (but not destroyed), they will flash red according to the damage taken.
  • Fixed issue with damage numbers not displaying for status effects.
  • Fixed some issues with incorrect offset of damageTexts;
  • All text sizes increased to match the new default font (coders_crux).
  • Placeholder graphics for Crystal Eye.
  • Full scaled minimap map mode (Press Tab).

Changes from 0.46.6.9 to 0.46.12:

  • New sentry style enemy: Crystal Eye (non hackable)
  • New projectile type: continuous lazer.
  • Fixed hit detection issues with circles for the case that edges but not the points are in the circles.
  • Fixed issue with sand being used to calculate solid issues on the terrain.

Changes from 0.46.6.3 to 0.46.6.9:

  • Temporarily replaced default font with coders_crux.ttf
  • You can swap fonts with /nextfont and /prevfont commands.
  • Fixed issue with distortion of pixel graphics when rendering to menus on certain resolutions.

Changes from 0.46.3 to 0.46.6.3:

  • Overall the game has become considerably more challenging, but this will allow for perks and hopefully encourage players to explore more
    for health potions/mana stars and later gear
  • Level Gen changes:
    • Dead end branches now have a much higher chance to contain chests at the end.
    • Prevented spawning within spikes.
    • Fixed issue with the generator sometimes spawning objects above their intended rooms (and almost never at floor level).
  • Aside from that almost entirely balance changes and bug fixes:
    • Enemies hit harder and are more resilient to damage.
    • Fixed bug with crystal dagger never losing energy.
    • Shield, parrying, grabbing and stunning mechanics reworked.
    • Shield will no longer send you flying when you are within an enemy’s hit box.
    • Bend time ability has a shorter duration.
    • You regain less health between levels.

Changes from 0.45.1.5 to 0.46.3:

  • New object: water area (separate from the world’s tide level)
  • New (uncommon) Procedural Template: Liquid pool complete with piranhas.
  • Other:
    • Giant worm’s body no longer harms you (unless it’s charging), but armor is much greater around non head segments to prevent cheesing.
    • Fixed bug with WormEgg’s deactivating when off screen.
    • Fish enemies are faster and more deadly.
    • Fish enemies also remember the last pool they swam in, and will try and return to it if stranded.

Changes from 0.45.18.5 to 0.46.1.5:

  • Cells have generated entrances on the far left/right or middle now when generated to make floors more distinct.
  • Giant worm:
    • New attack pattern, spits an egg to summon a minion.
    • Now swaps between attacks much more evenly (instead of always sticking to shooting in the open and charging in closed spaces)
    • Fixed bug with worm armor not working.
  • New Enemies: Worm egg and cavern worm.
  • Other:
    • Hanging lanterns need 3 tiles free, below them to generate successfully (preventing them from being obscured by ground objects).
    • Spears now appear in front of everything to prevent obscuring.

Changes from 0.45.17 to 0.45.18.5:

  • Rooms are 20-35% shorter so that you can see from floor to ceiling more often.
  • Entrances bordering rooms above and below now either generate one segment in the center or two on either side by default (previously they were all open, leading to floors being indistinguishable in some areas).
  • Other:
    • Refixed grapple physics.
    • Camera is now 64 pixels above object center and dimensions of the window have increased for better awareness of your surroundings.
    • Refixed the bug of spears hiding behind sand.
    • Ceiling lickers can no longer pick up immovable objects;

Changes from 0.45.14.6 to 0.45.17:

  • Major changes to procedural generation:
    • Whole new procedurally generated template: the eroded grid maze.
    • The way rooms can be split into sub-rooms has changed slightly.
    • Consistency when generating level terrain from a given seed (still not working properly for objects spawns yet).
      Laying the foundations for daily challenges later.
    • Trap and enemy spawns now scale much better with the current level.
  • Enemy changes:
    • FireFlyer has been nerfed: changes direction slightly slower, and is more prone to self destruct,
    • The damage giant worm takes when hit on its segments is now only a third of that of its head (to prevent cheesing strategy).
  • Camera change: shifted 48 pixels (1.5 tiles) up to better view your surroundings.

Changes from 0.45.13.7 to 0.45.14.6:

  • Altered trap spawning behaviour to scale better with levels and level themes.’
  • Ceiling and wall background objects can now spawn in areas without background wall
  • Background objects are *much* more common.
  • Fixed bug with ceiling background objects spawning over wall objects;
  • Fixed bug with narrow background objects not spawning.