Rogue Night (0.2.8a)
Rogue Night » Devlog
This update includes a complete overhaul of all weapon attack animations, as well as zombie attack animations, as well as various other changes listed below. This is one of the largest updates to Rogue Night to date, and there's still lots more to come!
Changelog 0.2.8a ================== NEW FEATURES ================== - The Rogue's stealth ability lasts twice as long, and can only be spotted if touching an enemy. - The Knights shield ability now lasts twice as long. - Slightly raised the volume within the IDE and the music controller. - Zombies are now 2.14% more likely to drop keys. This may be too much. - Structures being built now display a progress bar above them. - Resource pick-ups shouldn't bounce as far horizontally now. - Any unlocked NPC is now saved, however, all NPC's will need to be rescued again after death. - Added framework and saved data for a new upgrade - 'Starting Resources'. - Changed the way the 'Attack Speed' stat functions - It is now tied directly to the time between attacks. This is much less convoluted than the old way. - Updated attack animations for all weapons. These animations will continue to be fine tuned. - While the club is equipped, knockback is raised to level 1 minimum. - While the great club is equipped, knockback is raised to level 2 minimum. - While the warhammer is equipped, knockback is raised to level 3 minimum. - Set crosshair option to 'off' by default. - Synchronized weapon attack sounds with their animations. - Zombies spawn roughly 300% faster, and the cooldown after spawning has been halved. Too much? - Updated the animations for multi-tool swings. - Reworked entire resource gathering system, all resources will react when struck. - Updated weapon icons. - Audio should no longer stack while picking up a large stack of resources. - Updated zombie attack animations, as well as 2 skeleton types. - Removed a lock door in the north wing of Oar River Mine. - Re-scattered all resources - they've likely all moved. - Green zombies will now spawn at a higher rate. - The game now saves when at 0 HP, preventing an alt+F4 save scrub. ================== BUG FIXES ================== - Fixed a bug where the player sprite would appear as the color palette before crashing the game. - Fixed a bug where the game would crash if an unavailable class was chosen. - Logs can now be chopped from the bottom. - Fixed a bug where the player could get stuck inside a door while opening or closing it. - Enemies can no longer walk through doors. - Fixed a misplaced tile south of the starting area. - Fixed a bug where knockback was backwards - Thought I fixed this already?? - Pick-ups should no longer get stuck in objects! Finally! - Health should start at max after upgrading your maximum health. - The lumberjack will now provide light - like the other NPCs. - Fixed a 'bug' where skeletons bled. - Fixed a bug where skeletons would get stuck on walls.
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Rogue Night
A rogue lite survival game - Explore a fallen kingdom, while gathering resources and rescuing NPCs to build your base!
Status | In development |
Author | Grey November Games |
Genre | Adventure, Action, Role Playing, Survival |
Tags | 2D, Fantasy, Pixel Art, Roguelite, Sandbox, Singleplayer, Survival Horror |
Languages | English |
Accessibility | Subtitles |
More posts
- Rogue Night on ItchJul 28, 2024
- Rogue Night 0.4.9aMay 12, 2024
- Rogue Night 0.4.8aApr 21, 2024
- Changelogs now on Steam!Mar 17, 2024
- Rogue Night (0.4.0a)Feb 17, 2024
- Rogue Night (0.3.8a)Jan 31, 2024
- Rogue Night (0.3.7a)Jan 29, 2024
- Rogue Night (0.3.6a)Jan 23, 2024
- Rogue Night (0.3.5a)Jan 21, 2024
- Rogue Night (0.3.4a)Jan 18, 2024
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