Solid Alpha 1 Changelog:
Improved procedural layout generation
LOTS of new items
New enemies
New tent furniture: The Anvil is where provisions can be spent to increase your ammo past the maximum
Material gathering from monsters system
System for trading materials for equipment
New active item, the Butchering Portal: Grab unaware enemies and bring them to the portal for extra materials
High-Priority enemies: They yield more materials if killed by portal, drops 1 material if killed normally
New characters and events
Many new sound effects
New music tracks
Improved stealth and enemy vision ranges
Added more possibilities for making enemies fight between themselves
Gamepad support
Gamepad button prompts
Keyboard and gamepad-specific text based on which is currently being used
In-game options menu
Key and button rebinding
Tutorial area (Partially done)
Burning enemies now shakes food off them
Drowning enemies now shakes ingredients off them
Parrying enemies now shakes provisions off them
Small amount of food can be obtained from pots in case of food emergencies
Small amount of ingredients can be found on bushes in case of ingredients emergencies
Small amount of provisions can be found on grass in case of provisions emergencies
Improved monsters spawnpoints randomization
Experience is not distributed among equipment that didn’t ‘see combat’
Special thanks item box for supporters names. Each item permanently gets assigned one supporter name
Haunters now drop materials when trapped in urns
Ghost
sheet much more useful now, enemy won’t get suspicious at all when seeing the knight on it, but moving around reduces its durability
Reworked how exp is earned after clearing rooms, cleared rooms now reward experience based on how many enemies it contained and how hard they were
Adjusted equipment material costs
Updated penalties for dying
Ironman mode
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