Update 0.6 (the Artifact update)



This update has been a long time coming, but I wanted to cram as many changes into it as possible before releasing it. The biggest change is the addition of Artifact Dungeons. Artifact Dungeons consist of a series of randomly chosen rooms that the player must successfully clear of enemies before being allowed to move on. Eventually the player will reach the treasure room where they will be awarded 1 randomly chosen artifact. Artifacts apply a passive bonus to the player as long as the artifact is in their active inventory. I'll leave it up to you to figure out where in the world you can enter the dungeon ;)

As always, I recommend deleting your save file before playing this new version as new inventory items were added and the game will need to remap everything. You can delete your save files via the Settings menu.

If you run into any bugs, please don't hesitate to reach out on Discord

Changes

  • Artifact Dungeons! This is the first iteration of them. I still want to add more rooms and variety, so this is just the most basic implementation. 
  • Music! Added new custom music for the overworld, mines, boss fight, and mig puzzles. Music by www.fracturesmusic.com.
  • Fixed a bug where the details panel of the crafter UI would appear for a single frame and then disappear before the UI was done animating.
  • Fixed a bug where if the player is in mig form when exiting a mine while over dirt tiles the game was counting it as a death.
  • Made it so enemies only spawn mig xp loot when killed directly by the player in mig form.
  • Made it so enemies stop attacking if the player is frozen.
  • Fixed a bug where ice tiles wouldn't crumble if the player was ice poisoned.
  • Made it so when the player destroys smelters/dirt processors any unprocessed minerals will be returned to the player.
  • Made it so smelters/dirt processors show how many minerals they have left to process, and how much time it has left on the current mineral being processed.
  • Fixed a bug where using a zapper with one hand, then using the same zapper with the opposite hand would result in the zapper not firing.
  • Fixed a bug where if the player drops an item and picks up an item while in full inventory UI, button would not update with the new item image, but the details screen would show the item.
  • Made it so objects cannot be placed on top of each other (machines, torches, etc.).
  • Made it so world objects show health when they have less than 100% hp.
  • Made it so small slime enemies don't leave a slime trail, but can still slime poison you if they hit you. large slimes still leave a trail.
  • Enemies now have an anticipation "anim" before performing an attacking (you'll see them scale up prior to attacking). 
  • Made it so player can now rotate hands up and down when holding a gun for better aiming (RS on controller, Shift/Ctrl on keyboard). Not sure if we'll keep this--depends on if it feels more fun to use projectile weapons.
  • Added damage flash color for enemies when they are hit.
  • Reduced mig damage done to enemies as it was a bit too OP, even by my standards.
  • Enemy loot drop amounts (level points, armor points, graps, mig xp) now scale based on enemy level, so the higher level the enemy, the more they will drop. the total amount is still a randomized range, but the result will be multiplied by a modifier, which means it's still possible to see a medium difficulty level enemy drop the same amount of loot as an easy enemy, but on average you will get more.
  • Updated lava tile art to give it a better sense of depth.
  • Made it so if player is hit as the room is transitioning to a new area, the damage *should* not count. this is very timing specific and hard to test, so let me know if it's not working this way.
  • Changed how penalties are applied to damage amounts when using a non-tool to mine a resource and a non-weapon to attack an enemy. The penalty used to be a percentage of the total attack based on the item's level, however this would still cause very powerful swords to be great for mining, and vice versa. Now if a weapon is being used to mine resources, the damage done will not be based on the weapon's actual level, but instead a predetermined "penalty" level. Same goes for using tools to attack enemies with.
  • I changed how the game handles sprites. Instead of having an in-game version of a sprite and a UI version, there is now only 1 version of each sprite in game and the code handles drawing it properly based on whether its being used in game or displayed on a UI screen. So if you see any wonky issues where the player isn't holding an item properly or a sprite isn't properly centered in a UI window, just let me know.
  • Added a fancy screen-wipe effect when entering new rooms.


Next Steps

For the next update I think I'll be focusing on making updates to combat to help make it feel more satisfying. I have some ideas already jotted down which will be a bit more involved to get into the game, but I think will be worth it and open up more avenues for future content. I still need to do a tuning pass for enemy difficulty levels between different biomes, however that is fairly time consuming to test and I'd rather have the improved combat system in place before making any major tuning decisions.

I also plan to spend a bit of time doing some experiments for the overworld area of the game. I don't want to say anything too specific because I don't know if it will work, or even if it does work I don't know if I'll keep it. 

So that's all I'll say for now. Hope you enjoy all the new changes!

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