About This Game The Origin Of Dungeons500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.What Lies BeneathCatacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness. 6d5b4406ea Title: Catacomb KidsGenre: Action, Indie, RPG, Early AccessDeveloper:FourbitFridayPublisher:FourbitFridayRelease Date: 20 Feb, 2015 Catacomb Kids Activation Code [key] catacomb kids lyrics. catacomb kids Fluid, fast, a lot of mix and match playstyles. Enjoyable and surprisingly deep mechanics to explore.. A very fun title, very heavy on variation and experimentation. This game is an excellent example of emergent gameplay.. It's Very Very Good.In a Nutshell: Spelunky + Heavy Roguelike elements.This game has depth, there are mechanics upon mechanics, and many ways to approach it. There are 4 classes, with a lot of room for differentiation in play-style via starting conditions and build. The Catacombs are cruel, and punish smack down hubris, the A.I is clever, and more advanced enemies will trick you. Like, it's fun, very fun.. Hasn't been touched in a year. Completely dead and completely disappointed that I spent money on it.. One of my favorite games of all time. Build 0.0.8!: HEY.So here's the first full month update for CK! It's a lotta bugs addressed, gasses re-gassed, trances trancified, and goo balls ga-boinked.Hope you're not too disappointed if you were lookin' for a new class and daily run mode. Between GDC, getting ready to move, and addressing bugs, I figured it'd be better to focus in this build on several less involved things so as to get you all something substantial rather than half-assin' two major features without first addressing the existing issues.As I was working on those other tasks and thinking about classes, however, I hit upon a bit of a problem. My plan has always been to completely finish the Poet and bully Before moving on to the next classes - so that they can serve as sort of a template and guideline for the others in terms of scope and ability. However, as I tried briefly to tackle finishing the Poet this past month I found the UI unable to accommodate the vision I have in mind for the class.So now, fixing up the UI has become a much larger priority if I am to finish the Poet and move on to the other classes quickly as planned, so that's going to be the first order of business going into April.Don't be a blue blob, though! I had always planned on redoing the UI once co-op was implemented, and to change the game to a 16:9 aspect ratio. It's just gonna happen now rather than later. This is also good news because the new UI will be made specifically with multiple players in mind, meaning I'll be able to jump into work on Co-op much sooner than the 'later' I had planned.So that's what's coming in the future, but let's check out the now: You can find the full patch notes for alpha 0.0.8 below!FixesFixed some issues with level connectivityOrb of leveling spawns in wallsNon-humanoid enemies try to drop weapons when parried with DisarmGrumbuls will attack mushrooms even when they're held by an invisible playerACTUALLY fixed infinite byat flappingFor real this timeRemoved debug shortcut for activating 'tome' abilityFixed crash when dying while talking to the ghostTrampling enemies with Stampede now makes them target youRaise Dead spirit followers now properly follow you through doorsChain lightning cost unaffected by energy overchargeSpells equipped to slot 3 offset text alinment for alt spell charge count"Your lantern goes out" text stays for as long as you hold a spent lanternRats don't bleedMoving portals into boulders gets them stuckLifting boulders sometimes drops them on your headCan't walk backwards while charging hammer focus strikeCrush trap chain sound continues even after breakingSpaz out when dragging bouldersCrash when throwing certain enemies with trajectoryPotions caught in explosions boil infinitelyPerformance improvements (Ever-in-Progress)Item bottles played no sound when brokenWhirlwind doesn't cause items to hit enemiesSome Trances cast the Overload versions of spells'Acrobatic' overrides taunt combo inputLadders interfere with Sword Skill 1 and Axe Skill 3 (Downwards Thrust, Earth Splitter)Reduced number draw calls for Temporal Step. Hopefully this fixes a crash?"+" symbol offset when learning 1x1 spellsBalls of goo stay suspended in air if the wall they're stuck to is removedRerolling transitional levels doesn't bring you back to the same level typeTrances don't follow from floor to floor-of Escape doesn't escapeSimple enemies die when they touch immobile bouldersNew StuffMore Spell TrancesCharge StarsOverhauled GassesChangesGlobally reduced enemy damage on the first few floorsEnemy damage ramps up more graduallyShadow Cloak wears off much fasterStatuses from armors "Of The Ghost" and "Of Power" wear off fasterPortal has fewer chargesInfernus has fewer chargesBalls of Goo have increased knockbackBalls of Goo bounce off of the environment and creaturesBeing jumped on no longer immediately removes invisibilityLeveling up weapon skills no longer rounds them downBeing struck while speaking with the ghost will exit the menuFishahnas can no longer critByats only crit on their charged attackMoved "show info" to 'F1', instead of '1'Looking around with lanterns shifts the viewRefueling lanterns gives a bit more fuelReduced size of camera influence area during reaper summonChanges to lava and water appearanceMade spirit followers more accurateSlime-blinded enemies are more blindMushrooms now only grow with each poison burstSome level generator changesAdded option to control config menu to use class abilitiesChanged collision shape of broken crush trapsCasting portal on top of a door breaks the doorWet status shown in pause menuBottles and other items continue to make noise after first impactBottles of LavaPotions slightly more fragilePotions won't identify if the target is immune to their effectsSwarm Form is now the Trance of plague, rather than its OverloadThings thrown with Trajectory can pass thru portalsCan't go through level exits while attackingCan't go through level exits while looking around with lanternPurple Slimes ignore wooden bridgesThe Twins' door locks behind you when the fight beginsThe Grumbul Tank entrance door stays locked after the fightMinor changes to Level GenerationMinor changes to enemy AIThe Cursor Keys, Enter, and Escape always work on the main menuPress Delete to unassign individual keyboard controls and backspace to reset to defaultSome Changes to PotionsNew Potion "Colors"Next Build TO-DOOverhaul UIMake game 16:9Finish Poet?Add Daily Run mode. 0.1.5 Patch Notes: NewAdded "Look" menu! (default bound to "tab" on keyboard or "select/option" on controllers)4 New Boons!Multi-CastSiphonDangersenseCalculationsNew shop type - Gadgeter!4 new arm types!4 new leg types!2 New tinkerer items - Mana Battery, SpringChangesReduced amount of durability damage done to shoes from mighty stompThrowing enemies upwards with Grapple no longer tumbles the playerSlamming enemies into walls with Grapple now deals 1 damageCan more precisely place where enemies are thrown with GrappleIncreased time to aim grappled enemiesAdded boon icons to level-up menuRewrote flame cone code (Dragon breath, fire pipe traps, etc) It should behave mostly the same but perform much betterPlague now persists after creatures die rather than needing to re-plague corpses separatelyChanged appearance of plague fliesIncreased damage dealt by plague fliesGrumbul Tank Cannonball no longer destroys bridgesSlight changes to Grumbul Tank behaviorReduced size of holes in side of Grumbul Tank arenaWater washes off acidKicks deals damage based on which leg is kicked with (differs based on facing direction)Added gamepad rumble enable/disable option to controls menuGrumbul turrets are now battery-poweredGrumbul turrets now have sfx when drawing and firingIncreased power of zap grenadesGas grenades now continue to emit their gas for several secondsEmpty grenades can now be refilled if you have AlchemyArmor of reflection now reflects bouldersTracker and Pathfinder no longer stop tracking any items when descending floorsIncreased distance of wanderer's farsightLanterns no longer reduce their effective distance when low on fuelRewrote screen split handlingCo-op split screen bubbles are now a constant sizeReaper platforms once more disappear after a moment when stood uponFixesSpell inspection doesn't work from the skill gridUndead creatures can drownScreen steps back a frame when pausedAnticropolis ruin generation crash (for real this time)Inputs are sometimes ignored when the player is SlowedTank door no longer spawnsGrappling enemies can cause the player to shift around strangelyTraveling through lava with Dark Phase still lights you on fireCrash with certain bow shooting animationsCrash when trying to access a clogged pipeEating gorhounds and burrahbois doesn't heal with butcher meal effectGorhounds and burrahbois can't be cooked, and don't reflect seasoning in their namesCan no longer manually dodge with Acrobat using keyboardMore gamepads should be compatible, now/gamepad detection should be better maybe???A shopkeeper crashNot immune to fire or ice while in Dark Phase's dark phaseNo spell description for Orbis MalusLearning free spells (from the reaper pearl or spell-dealers) doesn't work in co-opTracking doors and crush-traps doesn't properly work when using a gamepadCeiling-portals repeatedly warp items in 1-high corridorsCrash when trying to track Grumbul Tank doorScreen sometimes continually splits and un-splits in co-opOrbs summoned by soul weapons can take damageStriking enemies while pouncing degrades your weapon and counts towards skill increasesReaper platforms can be destroyed by fireReaper rooms don't remove lava drips from vanished platformsCrush traps stuck between vanishing platforms shake the screen like crazyFixed crash upon resizing, moving, alt+tabbing, etc. the game windowSummoning the reaper destroys co-op ghost players if they're in the roomSlimes become faux-blighted when nearly but not-quite destroyed by crush trapsStone platforms are discolored by burningFrozen water surfaces can cause the player to clip into walls. New Class - Tinkerer Update!: So, it's been yet another while and a half, and here we are again. I come bearing gifts. Watch this:https://youtu.be/S0DF43O-3mUIf you don't feel like watching that then read this stuff (it's mostly the same words):The Tinkerer!. 0.1.3b: UNFORTUNATELY this patch is only out on Windows for the time being. We've been having mad issues building for Mac and Linux but fingers crossed they'll be coming before too long. Alas, we're not entirely sure what the fix is yet so I can't provide an ETA.In the meantime, Windows folk, have a bunch of bug fixes! CHANGESReduced Tinker-Bot max hp increase from class-up from +5 to +3 eachClassing to Engineer lets tinker-bot carry heavy itemsReduced Tinker-Bot stat increase when going from Mechanic to EngineerAdded option to tinker-bot to only pick up unusable objectsAdded input prompts to tinkerbot's manual modeAdded input prompts to character select menuEngineer's Tinkerbot changes sprite to reflect improvementTinkerbot repairs damage from poor repairs by descending floorsHeadaches now last for 2 floors instead of 1Tinker-bot is better at avoiding shifting platforms in the ACFIXESUndo isn't removed from the spell bar when maximum charges reach 0Missing leg causes air dash to behave strangelyOrb blinks when intersecting walls even when carried by TinkerbotBarrels sometimes burn them foreverCan be moved while going through doorsMoving Platforms in the AC can overlap the entrance/exit doorsBot hits self with thrown arrowsBot weapons don't disintegrate when brokenCan give bots heavy objects through the idle menuLikes/Good With [Weapon] doesn't specify weapon type when loading a template kidSpellbooks stolen by rats become invisibleReaper weapons fly away after unpausing from tinker mode switchSpikes in reaper room float when walls disappearWind-up turtle can be poisonedThrown weapons not reflected by armor of reflectionPotions deal damage incorrectlyCan't change Tinkerbot mode in coop while the screen is splitBear trap keeps you caught after UndoIf you ride a boulder into a wall, the boulder may push you slightly into itWeakness and a few other status effects aren't reciprocated by reciprocityLava bridges sprite turns to wooden bridge sprite when crushed by crush trapsNB sometimes spawns in walls and other strange placesTinkerbot mode cannot be changed when class ability is assigned to SPELLCustom Kids can't start with amulets"gml_Object_par_player_Step_0" crashesLocked rooms often generate without treasureWooden barricades can block off areas. 0.1.0c Changelog: Fixed the Crab Crash:Fixes. 0.0.11b: Sproing! Just a couple bugfixes. Literally two.Fixes 0.0.11bGame crashes when bottling corpsesCompleting meals of +0hp with messy eater deals damage. 0.0.10b+: Fixed a crash. Windows only for now but Mac+Linux should be coming soon.Fixes: Crash upon using Trajectory Crash upon pressing Enter. 0.0.11: So this past month I added a couple new transitional stages, made some changes to magic, improved certain boons, and implemented end-of-run Reputations. Unfortunately we weren't able to get online leaderboards done, but I'm hoping the reputations will help tide y'all over in the meantime. I've had leaderboards in too many "next-build to-dos" without delivering yet which makes me feel bad, so I'll leave 'em off this time and maybe it'll actually get done next month! That's how these things work, right? (In all seriousness, Stevie and I have been making good progress on leaderboards so it shouldn't be much longer! <3)Magic has changed in that all spells are now of a certain type, noted in the bottom-right corner of the spell learning screen (and to be made more clear in more places with further updates). Regaining spell charges (for the most part) is now limited to only recharging one type of spell at a time, though there are certainly exceptions to this.Charge Stars, previously only used to replenish trance and overload spells, have also become a much more interesting item. They're not quite finished yet, but I've got some fun plans for them in the future.And as always, there have been a number of bugfixes.Next month I'll be focusing on a long-coming AI update, as well as improving performance issues.Here's the full changelog!FixesPressing "O" gives all grumbuls berzerk"Delete" crash when opening doors next to bouldersIce from ice bolt/cold burst/glacial shoes sometimes drawn behind tilesGame crashes if you pilfer a hated weaponHeavy bat and Hunter's Thrust don't work with sprint bound to a buttonGrumbul Tank pilot is immortalStill can burn your own shieldGame sometimes freezes after level generationByats can die by touching still bouldersHitting boulders on the back-swing will knock them into youNew Stuff2 New Transitional stages!End-of-Run Reputations (WIP)Status effect iconsChangesImproved Tier 3 Axe skillTravels further, curves both up and down walls.Improved Mighty Stomp Range based on height of fallReduced time after stomp before you can attack againImproved Tier 1 Sword skill Reduced time after landing before you can attack againImproved DisarmWeapons are flung further away, damaging other foes along the wayShield parrys disarmImproved PlagueInfects corpses; infected corpses explode after timeEffect of explosion depends on the type of corpseHard Helms offer more protectionStone footwear offers more protectionHaste increases attack speedUpdated some spell spritesFancier/improved event textReverted 'Sprint button' to previous functionality; release to stop sprintingCan no longer roll with heavy lifted objects above your headEnvironmental green slime bounces itemsChanged Charge Stars (WIP)Stars are hidden in walls and no longer drop from enemiesThey begin as uncharged 'Hollow Stars' and must be charged before useSpikes can be brokenRewrote food eating and meal code (behavior is mostly unchanged)Byat meal doesn't stackDisease occasionally causes weaknessCrouch-attacking on top of a boulder will strike the boulderPlayer no longer immune to [ ]'s destructionPlaceholder sfx for swinging blade traps (WIP)Next Build TO-DOBetter AI!. 0.0.10 - Wanderer Update!: Art by Joe GribbinSO.It's been a minute, eh? A minute and a half, even. That's fine though, because I'm still alive, and this is still happening. That's right! As a beaten, bleeding, heart-still-beating Kid once said; "I'm not dead yet!"So what have I been up to, you may be asking yourself. Maybe you aren't. How would I know? I'm not your brain. I'll tell you anyway though:Wandering is what I've been up to -- as in, making the new Wanderer class. They're speedy and have senses sharp as knives, they do. I hope you enjoy them. As well I've laid the groundwork for unique weapons and added a few, and made some not insignificant changes to the level generator, not least of which are locked doors and new premade rooms. It may have taken a while but I can say at last that the generator is ready to be iced over and flipped upside down for the coming Anticropolis.I've also added Alchemy and Dipper, the two second-tier INT boons, which marks at last the implementation of all the first two tiers of stat boons. Some of the other boons, spells and skills have also been updated and improved.For the next update (IN A MONTH I SWEAR) I'll be working on finishing the things I didn't manage to for this update: Daily run leaderboards, more and better transitional stages, and certain talked-about changes to magic that those who watch the dev streams might be aware of.Full changelog below:FixesCasting Flame Wave burns your own shieldSeveral crashesKept gaining overheal even after hitting max hp limitMax mp doesn't increase with the proper mealPoets' tome is unwielded after going through a level doorClass Input method doesn't save for gamepadsClass ability icons appear incorrectly in the spell slotsThird spell slot miscolored when low on spell chargesIssues with using tome as a 'Skill' class inputFood queue doesn't show up in pause menusEating twins results gives a grumbul food instead of undeadHeavy Lifting doesn't properly override normal object pickups when grabbing enemiesCertain spells show a charge star when they shouldn'tTome attacks hurt your own followersFootwear with stats don't apply their statsNew StuffNew Class! -- WandererNew INT Stat BoonsDipperAlchemyWaterfallsCouple new weaponsLocked doors and keysWooden barricadesStairsIntra-floor doorsNew premade roomsMany changes to level genChangesSticks burnFire spreads more from enemies to youBeing struck physically by burning enemies has a high chance to burn youLimited foes' ability to spam kickInfernus flames start blue, but turn orange quicklyInfernus now burns the caster once orangeSword Skill 3 (Hack 'n' Slash) is easier to use:Strikes at least 3 times in succession upon hitting an enemyAdditional enemies caught in the flurry add more strikesStun upon missing or ending the flurry is longerGorhounds have more hp, more DEF, and are more evasiveCrush trap chains behave more predictably when struck"Poised" now reflects knockback from attacks back upon the enemyA few new thingsChanged the way levers spawn and are placedChanged the way ladders/elevators spawn and are placedImproved Air DashNow chains from enemy to enemyAdded trances to Blink and Frost BoltLeft joystick now triggers class abilities on gamepadClass ability trigger now defaults to "Button" rather than "Combo"Poet's Tome behaves differentlyActivating Tome uses the books' ability rather than wielding/unwielding [except on 'combo' input]Charged Tomes follow behind the player charged until used againGrumbuls will stow items that spawn near themRelatedly, added two new grumbul types (based on what they grab)Grumbuls no longer wield bardichesNormal Grumbuls sometimes occasionally wield hammersGrumbul assassins slightly more commonBlue slime balls (now "mucus") have their own propertiesReaper no longer immune to invisibilityGrumbul Turrets can now spawn on main floorsShop doors lock behind youStat loss from severed limbs is now repairableStat loss from severed limbs doesn't stack through repeated dismembermentsRegeneration only restores one limb at a timeLosing an arm penalizes both STR and DEFLearning points now appear next to the orb of leveling icon in the hudHaste is slightly slowerHaste grants the auto-dodge from FreerunHaste auto-dodges jump attacksRemoved auto-dodge from FreerunExtra Tough protects from death as long as your hp is over 75%Regenerate heals more slowlyOverload Break deals more damage to equipmentJumping will cancel trajectory throwsStampede no longer runs through cornered enemiesStampede tramples multiple enemies at oncePoison Blob bounces off of wallsTemporal Tricks tome time bubble bigger by bunchesIncreased range of SlowLucky footwear is luckierByats are more evasiveNext Build TO-DOChanges to MagicDaily Run Leaderboard / General Stat-Tracking (for realsies!)
Catacomb Kids Activation Code [key]
Updated: Mar 31, 2020
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