Fight The Dragon

Fight The Dragon 4.9.3

Version
4.9.3
Version Date
Nov. 6, 2014
Links

Patch Notes

Alpha 4.9.3 - Update 36 - Keys to the city!

Welcome to Alpha 4.9.3 - Update #36!

So we’re back from our week away at GCAP (an Australian game developers conference) and PAX Aus, which was amazing. We did a heap of interviews, won an award, and got to talk to an absurd amount of people about Fight The Dragon! Now we’re back and getting back to work on some more awesome updates for you!

Updated Unity Game Engine Version


Just a note that we have updated FTD to a newer Unity engine version, and though we have not seen any issues in our internal testing, new engine specific issues may pop up, so this is just a heads up incase anyone sees any strange behaviour - if you do please let us know.

Key Props


Want to place a key in your environment but not use a chest? Now you can! Individual keys can be placed in your adventures like a normal prop, they also have a spawn event, so you can make them pop into the world when it suits you.
http://steamcommunity.com/sharedfiles/filedetails/?id=337000670

Split-Screen persistency


When you end an adventure in split-screen, the second player now stays “signed in” which means they have some HUD on the right of the home screen. When you start a new adventure, both players will spawn at once, removing the need for the second player to pick their character again to drop in.

Note: The second player will be “signed out” if you enter your house to switch characters, enter the ACK or go to the Dragon Arena.

Mutator changes


We’ve taken on board a lot of your feedback on enemy mutators and made a few changes. We’ve added some restrictions on certain combinations of mutators (Hardy+Regen, Frostbite+Lightning) that were proving problematic to some players.

We’ve also removed the Grabber mutator in this update. While we love the mechanic of dragging the player around, there were clearly a lot of issues in the actual implementation of this mutator and as a result it was rarely a fun experience. So we’re going to take it back to the drawing board and hopefully rework it into something more enjoyable for a future update.

Alpha 4.9.3 Change List

New
  • Added placeable keys (Interactive toolbar under KEY tab)
  • Added some new UI to introduce new Creators to the Publish and Campaign systems
  • Added option to turn on/off enemy HUD UI
  • Added functionality for second player to auto-drop in when another adventure is started
  • ACK: Added 2x single width gates (yay)
  • Added the ability to perm-lock a door so that it doesn’t use a key and shows a cross when trying to enter it - no more confusion for players when this is used!
  • Added game option (home screen) to Auto Pickup Potions - many of you wanted this so here it is!

Changes/Improvements
  • Increased damage for two handed melee weapons, particularly greatswords
  • Removed Grabber mutator (will be reworked and hopefully brought back into the game soon)
  • Can now press Escape to exit the inventory
  • “Hardy” mutator now absorbs 75% of incoming damage, instead of making the enemy invincible
  • Tweaked some fire visual effects to make them look better and be less expensive
  • Various performance optimizations across the board, but particularly on low quality
  • ACK: Moved all Gates to a new “GATE” tab in the Interactive toolbar
  • Re-arranged settings UI in home screen to give camera settings it’s own panel

Fixes
  • Fixed issue where spawners (Crypts, Nest and Sarcophagus) could be marked as Raging
  • Fixed split-screen line drawing on top of key display
  • Fixed first hover off the home tile on the world map would not populate the UI properly
  • ACK: Fixed some UI issues with Logic Blocks that are on neighbouring tiles
  • ACK: Fixed being able to make water/mud/lava destructible
  • ACK: Fixed teleporters not saving their “Used By” setting


4.9.3 Patch 1


  • Fixed Outline shader (loot/chests etc) on Windows
  • Fixed physics weirdness with Gates and Doors
  • Improved character collider penetration on gates, doors and props in general
  • Fixed new key props not being counted in publish screen when checking for a key for every door