Controllers and Clarity Update
Hey again, Caden here - I come bearing wonderful news and patch-notes for you all.Momentous days here at Bookwyrm - thank you all for
3000
all-time unique players!
This time around we have a decently sized update coming to you that fixes a few things, makes speedrunning easier, make the archmage's tower easier to navigate, and enemies easier to find.
Changelog
- Controller mapping layouts have been changed - no longer are they 'bumper jumper' controls, but instead have been changed to a more standard scheme due to high demand. Possibility of bringing it back as an option later is possible!
- All levels have had tweaks to lighting to make them easier to navigate, hopefully meaning Thaumaturges don't get as lost during their descent.
- The remaining 3 enemies in a wave are revealed through walls to players via an outline, enemies be lost in the level no longer!
- Certain entities in the final fight are no longer accidentally skippable, and have been added to the wave counter in those areas.
- Kill-floors are now one-way - Lab Speedrunners Rejoice! (This was implemented last patch, this is more of a hotfix to certain kill-floors not working.)
- Level-End screens have been updated, now continuing, quitting, and restarting are easier.
- A 'Quick Restart' button has been added to the menu, this will later be additionally mapped to a key on the keyboard for quick-er resets
- Updates have been made to the Ghost feature, and it more reliably updates based on time.
- Player falling is now capped... again, players were phasing through triggers in the tower!
- There were certain 'friendly' gargoyles that refused to fire at the Thaumaturge, they have since been re-agressed.
- 'lips' between areas have been minimized - hopefully Thaumaturges will no longer bounce back from whence-they-came at light speed.
- numerous bug fixes.
Coming Next (Soon...ish)
We have a lot of very exciting things that are on their way, and we're working diligently to send out some new updates as new bugs, and desired features based on player feedback arise.Our sights are set currently on:
1. Bug-squashing
2. Feature and conveyance enrichment
3. Development on a fun, slow-moving new entity that seems to have evaded the Thaumaturge up until now. They love cuddling (if you can get past the spines)
4. Development on a new post-game area has our heads in the clouds, and we're beyond excited to start sharing some things with you.
Thanks again for 3000 unique players!
Changed files in this update