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Embersteel v0.5.0 Patch Notes

· 3 min read
Josh Devine

New Features

  • Added new enemy: Chrono Crawler
  • Introduced Steam Powered Treant (Note: Currently buggy)
  • Added Steam Cannon and its first upgrade
  • Added Sprocket Mosquito and its upgrade (Note: Currently buggy)
  • Implemented a basic system for probability-based sound effects
  • Introduced Location State Machine
  • Added new sprites for various weapons and enemies
  • Added the Replicating Wisp
  • Added new enemy, Corrupt Glowing Wisp
  • Added simple upgrade shop in the lab for weapons
  • Introduced global Damage Mod and extra guards

Improvements

  • Visual improvements to status effects
  • Added object pooling basics to weapons
  • Created master controls for SFX and Music in FMOD project
  • Updated metaProgression and added some progression logic to the LocationManager
  • Added special, added cooldown ticker to equipment display
  • Finished special implementation for RustedCogBlade, added knockback
  • Major refactor of turnManager and Entity movement
  • LocationManager State Machine working and improved game state flow
  • Visual improvements to the special tracker
  • Made small changes to the typewriter timing
  • Update Radiant Forest and work on game balance
  • Visual improvements to weapon unlock system
  • Various balance changes
  • QoL improvements and balance changes
  • Added some dev keys for QoL and built 0.4.10
  • Added rules for how chests are created or destroyed in-game
  • Updated enemies to use object pools
  • Added Meta Cog Progression

Optimizations

  • Performed optimization testing
  • Initiated work on grid system for further optimization
  • Added EnemyCounterPoolManager and optimized Counter function

Bug Fixes

  • Fixed some bugs in weapons
  • Addressed issues with Treants and Steam-powered Treants
  • Debugged issues with Steam Cannon and its first upgrade
  • Fixed bugs for weapon and equipment managers where duplicate weapons were an issue
  • Fixed error when counters were not updated if entity died under certain conditions
  • Fixed bug with obstacle dictionary that prevented game from reloading
  • Fixed bug with Cog Door

Code Refactor & Audits

  • Refactored Electro Axe and its upgrade
  • Refactored CopperCogRecurveWithRapidReleaseGear
  • Finished refactoring Rusted Cog blade and Copper Cog Recurve
  • Began weapon refactor to use object pools
  • Added interface for game rules and refactored/audited a few more classes
  • Added Custom Debugger and audited TurnManager

Miscellaneous

  • Set up initial methods for handling game over
  • Shore up endgame logic
  • Cleaned up actions for restarting and endgame
  • Added Status Effect Manager
  • Added some test frameworks
  • Adjusted walls and added more improvements for doodads
  • Created a loading screen, fixed various movement bugs