The new version is HOT, but first, here’s some…

Assorted news!

Bad Juju Games, the company behind Desura, has filled for bankrupcy, fired some of their staff and is pretty silent about the future of Desura. Until there are news about it, I’m pulling the fellowship edition off it, and leaving only the standard, free to play one there.

We are working on a new trailer for the upcoming release on Steam. It’s going to be awesome! here’s some teasers:

So far I have released two versions of the game on testflight, this is going to be the final one before submitting it into the AppStore. I need people with all sorts of iPhone devices to test this! If you have one contact me for a free Fellowship edition in exchange of testing in your device!

We are also on the way to the humble store for desktop.

Game submitted to IndieCade, hoping jurors lo like it and get more exposure!

New Version 1.64!

This version contains a lot of changes, specially for user experience!

User Experience

Add big directional buttons for mobile

Add “jumping” animations for movement and attack.

Add new map sprites for weapons and armor

Show more help on item effects on the object inspector

Show more help for monster effects on the object inspector

Check if can use items before proceeding to use them.

Relayout inventory window

Add arrows to directional buttons

Relayout Desktop UI

Add spellcasting SFX for energy and elemental magic.

Allow selecting target when using item on ground

Move confirm and cancel buttons to lower bar on mobile

Add targetting indicator

Add more indications for Alchemy.

Add new explosion animation

Spice up spell descriptions

Change name of Pump Crossbow

Gray direwolf

Gameplay

Add pathfinding for monsters

Increase defense of leather armor to 2, switch some defense values, make black robe non unique

Make player block LOS of monsters

Make ranged attacks spend points for enemies, allow animated directed projectiles for enemies

Bugfixes

Keep friendliness and summonness of monster when polymorphing

Prevent mask reset when blinking red, while keeping the interpolation within bounds (hoping to fix the fades to black issue)

Use new version of pathfinding lib, enable diagonal pathfinding

Fix flow for underlying items usage

Prevent examining features while targetting

Fix Mouth and Kobold description

Allow using items on self when standing same tile as pet.

Prevent relayed action like magic attacks from ending before they are done

Remove duplicate animation for charm monster spell

Reduce number of consecutive corridors, and corridor size, for lagoon to reduce clashing

Prevent multi upgrades on level up

Technical

Change static images for “image” instead of “sprite”

New music controller with built in audio creation, decoding monitoring and destruction