Version 1.2 | Balance, hints and fixes
Hey y’all! Launch has been crazy! I’m so happy that this game has been this successful this quickly! In this patch, I’m hoping to change a bit of the balance to hopefully make early game better, fix some small things and add some quality of life things.Version 1.2 is now LIVE✨ What’s new?UIConsumables now show a description of what they do when you hover over them. (De rien, ZeratoR)SoundThere is now a sound for when you miss an attack.Picking up keys and unlocking door have new sounds.Interaction fails now have a sound.Camp has a new track.⚙️ ChangesCombatIn an attempt to make early game a little faster and more fun to get through, I’m lowering the early levels enemies health. Let me know how that new early game feels! This should let you prestige faster and thus get stronger and be able to go deeper quicker!Enemy health now has a 50% reduction from floors 1-25, and gradually goes away until floor 50.Enemy health exponent changed from [c]floor^2[/c] to [c]floor^1.97[/c]EquipmentHelmet reset is now softer (half of base helmet, 0.75), but only multiplies damage by [c]5x[/c].RebirthKooky ClickerCost Mult: [c]10x[/c] → [c]8x[/c]OptimizationCost Mult: [c]10x[/c] → [c]8x[/c]Base ProductionBase Cost: [c]250[/c] → [c]100[/c]Material ExpertBase Cost: [c]500[/c] → [c]200[/c]Object PermanenceBase Cost: [c]500[/c] → [c]300[/c]Speedy ClicksBase Cost: [c]250[/c] → [c]100[/c]HoarderSkill Price Mult: [c]15x[/c] → [c]5x[/c]Sharp ClawsCost Mult: [c]10x[/c] → [c]4x[/c]9 LivesCost Mult: [c]10x[/c] → [c]5x[/c]Quick ThinkingBase Cost: [c]1000[/c] → [c]750[/c]Helmet ExpertiseBase Cost: [c]1[/c] → [c]3[/c]Cost Mult: [c]20x[/c] → [c]5x[/c]Touch GrassMax Levels: [c]9[/c] → [c]5[/c]Cost Mult: [c]2x[/c] → [c]5x[/c]Base Offline Production: [c]10%[/c] → [c]50%[/c]MaterialsYou can now activate sparkles by hovering over them while holding down click.SettingsThe resolution picker is now greyed out while the game is in full screen as it doesn’t impact the game in any way, in an effort to curb confusion.LocalizationSome typos were fixed in french.ExplorationThe character with suicidal ideas now gives a hint with a bit more detail while pleading for help.Charon no longer hints at breaking wood once you’ve completed that task.Charon no longer hints at respecting the wishes of the creature if that task has been accomplished.MiscSome sound effects that reuse frequent sounds now override their audio bus to match the SFX volume.Material names are no longer forced to be lowercased in the shop.Keybinds now describes shortcuts, by displaying “while the map is open” in settings.???? Bug FixesBoon to heal familiar now is based off the familiar’s full boosted health and not simply its base health stat.Now correctly saving last selected material on click in equipment room.Fixed some overflowing of the combat looping button while using french.Thanks for playing!Want to support development? Feel free to grab the supporter pack:https://store.steampowered.com/app/4326710/Horripilant__Supporter_Pack/FAQ:The game starts lagging after a long play session!We’re aware of and investigating a memory leak at the moment, but it’s very hard to diagnose as it seems to be outside of Godot’s heap which makes it very difficult to diagnose as its not picked up by the engine’s profiler tools. If this has happened to you, please enable crash reporting and contact us with some info:How long were you playing for before it started lagging?Have you been using an autoclicker? If so, what time interval / frequency have you set for clicks?Were you playing on normal or compatibility mode?What specs are you running? OS, Graphics Card, Are drivers up to date, etc?Describe your play session quickly.If possible, please supply us a copy of your savefile, and logs, see the video below for instructions!Please email your info via support\[at]http://pasgame.ca or share it via us on the discord!My controller keeps control of the game even though i’m tabbed out.I would like to fix this but as it stands - I cannot do this in the current version of Godot, apologies for the annoyance! It is an engine feature that is being worked on, however, so hopefully it gets intergrated into the engine soon so I can fix this for y’all!My resolution is greyed out!The game’s resolution picker takes into account the task bar and the bar on top of the window of the game. If it cannot fit the game’s window inside the height of what’s left of your monitor, it won’t let you go higher, as it would hide the game’s window behind the task bar, and you’d lose the game’s top bar.Also - as it stands the game is always rendered at 1920x1080 so changing the resolution while in full screen doesn’t do anything, we’ve thus decided to disable the resolution picker if you’re in full screen to prevent confusion.I don’t know how to solve X puzzle!The main big puzzles in the game are a little bit different than most games, they require you to think outside of the box, and use all the tools available to you as a player to solve them
Hey y’all! Launch has been crazy! I’m so happy that this game has been this successful this quickly! In this patch, I’m hoping to change a bit of the balance to hopefully make early game better, fix some small things and add some quality of life things.
Consumables now show a description of what they do when you hover over them. (De rien, ZeratoR)
There is now a sound for when you miss an attack.
Picking up keys and unlocking door have new sounds.
Interaction fails now have a sound.
Camp has a new track.
In an attempt to make early game a little faster and more fun to get through, I’m lowering the early levels enemies health. Let me know how that new early game feels! This should let you prestige faster and thus get stronger and be able to go deeper quicker!
Enemy health now has a 50% reduction from floors 1-25, and gradually goes away until floor 50.
Enemy health exponent changed from [c]floor^2[/c] to [c]floor^1.97[/c]
Helmet reset is now softer (half of base helmet, 0.75), but only multiplies damage by [c]5x[/c].
Kooky Clicker
Cost Mult: [c]10x[/c] → [c]8x[/c]
Optimization
Cost Mult: [c]10x[/c] → [c]8x[/c]
Base Production
Base Cost: [c]250[/c] → [c]100[/c]
Material Expert
Base Cost: [c]500[/c] → [c]200[/c]
Object Permanence
Base Cost: [c]500[/c] → [c]300[/c]
Speedy Clicks
Base Cost: [c]250[/c] → [c]100[/c]
Hoarder
Skill Price Mult: [c]15x[/c] → [c]5x[/c]
Sharp Claws
Cost Mult: [c]10x[/c] → [c]4x[/c]
9 Lives
Cost Mult: [c]10x[/c] → [c]5x[/c]
Quick Thinking
Base Cost: [c]1000[/c] → [c]750[/c]
Helmet Expertise
Base Cost: [c]1[/c] → [c]3[/c]
Cost Mult: [c]20x[/c] → [c]5x[/c]
Touch Grass
Max Levels: [c]9[/c] → [c]5[/c]
Cost Mult: [c]2x[/c] → [c]5x[/c]
Base Offline Production: [c]10%[/c] → [c]50%[/c]
You can now activate sparkles by hovering over them while holding down click.
The resolution picker is now greyed out while the game is in full screen as it doesn’t impact the game in any way, in an effort to curb confusion.
Some typos were fixed in french.
The character with suicidal ideas now gives a hint with a bit more detail while pleading for help.
Charon no longer hints at breaking wood once you’ve completed that task.
Charon no longer hints at respecting the wishes of the creature if that task has been accomplished.
Some sound effects that reuse frequent sounds now override their audio bus to match the SFX volume.
Material names are no longer forced to be lowercased in the shop.
Keybinds now describes shortcuts, by displaying “while the map is open” in settings.
Boon to heal familiar now is based off the familiar’s full boosted health and not simply its base health stat.
Now correctly saving last selected material on click in equipment room.
Fixed some overflowing of the combat looping button while using french.
Thanks for playing!
https://store.steampowered.com/app/4326710/Horripilant__Supporter_Pack/
FAQ:
We’re aware of and investigating a memory leak at the moment, but it’s very hard to diagnose as it seems to be outside of Godot’s heap which makes it very difficult to diagnose as its not picked up by the engine’s profiler tools. If this has happened to you, please enable crash reporting and contact us with some info:
How long were you playing for before it started lagging?
Have you been using an autoclicker? If so, what time interval / frequency have you set for clicks?
Were you playing on normal or compatibility mode?
What specs are you running? OS, Graphics Card, Are drivers up to date, etc?
Describe your play session quickly.
If possible, please supply us a copy of your savefile, and logs, see the video below for instructions!
Please email your info via support\[at]http://pasgame.ca or share it via us on the discord!
I would like to fix this but as it stands - I cannot do this in the current version of Godot, apologies for the annoyance! It is an engine feature that is being worked on, however, so hopefully it gets intergrated into the engine soon so I can fix this for y’all!
The game’s resolution picker takes into account the task bar and the bar on top of the window of the game. If it cannot fit the game’s window inside the height of what’s left of your monitor, it won’t let you go higher, as it would hide the game’s window behind the task bar, and you’d lose the game’s top bar.
Also - as it stands the game is always rendered at 1920x1080 so changing the resolution while in full screen doesn’t do anything, we’ve thus decided to disable the resolution picker if you’re in full screen to prevent confusion.
The main big puzzles in the game are a little bit different than most games, they require you to think outside of the box, and use all the tools available to you as a player to solve them. If you’re ever in a bind, visit the guy in the crack in the cave, he’ll give you hints on your journey if you’re not sure what to do next. Some puzzles require you to delve deeper to find items, some puzzles you just need to think a little.
You might have clicked quickly and missed it: once the helmet reaches cap, it resets its own speed but gives you x10 damage as a bonus (this is changed slightly in today’s update).
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