v1.2: Anniversary patch! (Ability demos & new passive!)
Kingsvein » Devlog
It's been exactly one year since Kingsvein launched, so let's celebrate with a big new usability feature: ability demos! Now when you look at an ability in your class window, you get to see an example preview of it! There's also two new items and a new passive to play with, plus plenty of little bug fixes.
FEATURES
- New ability previews! Hover abilities in the class window to see a demonstration!
- New accessory, Shattered Heirloom, which powers up Defy Death, found in the Pale Ravine, but only for saves that haven't visited it yet
- New accessory, Lamprey Disc, which adds a debuff to shield attacks, found in the bottom of the Pale Ravine, but only for saves that haven't visited it yet
- New Titan passive, 'Full Power', which increases club, fist, and shield damage based on your HP
BALANCE
- Fanger's 'Whiplash' base range increased by +1
- Marksman's 'Backscatter' primary shot base damage is now always 100% instead of starting at 80%
- Reduced most Knight and Mystic base ability XP costs to improve early game pacing
- Slightly increased XP reward for defeating Wisps
- Slightly increased average starting XP
- Remir now starts with Brave learned
FIXES
- Advanced Tips section now mentions that damage always rounds up
- Fixed AI aiming Catalyze at empty tiles
- Fixed AI sometimes using the wrong weapon for their Counter
- Fixed NPCs being able to rank up Defy Death
- Fixed unnecessary delay when ending turn with Chilling Curse passive
- Fixed being able to cure Vixflies of their time limit
- Fixed tooltips not pointing at object
- Fixed Dendal saying his peaceful dialog when you attack after befriending him
MODDING
- Fixed procgen items with toMake=; creating 'blank' items
- Reverted extra, unnecessary fReq check on ItemReaction actions
- Converted Zone.actors to MyDictionary for better error detection
- AI now ignores ActorValueAffecters with forActEvalPurposesOnly
- Added 'flying' actorValue that allows airborne movement. (Does not have any visual change)
- Fonts can now be added. Place an .xnb font file in a mod folder and it will automatically be added. (NOTE: it is extremely finicky about the correct type of .xnb)
- Modded abilities default to having no preview demonstration, but can be given one using the format explained in c_actions_knight.txt
Thank you all for playing this weird little RPG this year - and thank you everyone who discussed, tested, modded, and helped others with Kingsvein! These patches wouldn't be possible without you!
Files
Kingsvein_v12i.zip 646 MB
3 days ago
Get Kingsvein
Kingsvein
Explore and reclaim the infested castle-city of Kingsvein!
Status | Released |
Author | Rad Codex |
Genre | Strategy, Role Playing |
Tags | 2D, Dark Fantasy, Exploration, Fantasy, Metroidvania, Pixel Art, Singleplayer, Strategy RPG, Tactical RPG |
Languages | English |
Accessibility | Configurable controls |
More posts
- v1.1.32: Re-Desecrated53 days ago
- v1.1.22: Big TooltipsSep 30, 2024
- v1.1.21: Bookmarks and glyphsJun 27, 2024
- v1.1.11: Delayed powerApr 20, 2024
- v1.1: New class, the Swarm's Eye!Mar 04, 2024
- v1.073: Fell ShardsFeb 24, 2024
- v1.062: Mod menuFeb 16, 2024
- v1.05: New Crysolith passive!Feb 03, 2024
- v1.04: making the balance less FragileJan 29, 2024
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