Devlogs
Unity Underground devlog #7 - daily(?!) bug patch
Posted April 19, 2026 by Kweepa
#bugs #tech
This is getting to be a habit...
Recent fixes, again thanks to Slegnor's twitch stream:
- Fixed blood stain spawning. I rather carelessly just spawned blood when a critter died. There was already code to snap it to the ground, but it was intended for pre-placed blood stains, and didn't check for water or lava, or that the stain was high in the air (for example when a flying creature was killed).
- When a critter is summoned with Kal Mani, it doesn't have a target until the player attacks something or is damaged by something, and then it goes and attacks that. That meant that it would attack the player. Now, player spawned critters will initially wander.
- The wands of Acid and Electrical Bolt didn't work. Acid didn't work because there isn't a spell called Acid, so I added a dummy spell. Electrical Bolt didn't work because the spell to cast an electrical bolt is called Lightning. That's fixed now.
- When I reduced the footstep volume, I missed the water walk and lava footsteps. Those are now using the same multiplier as the normal footsteps.
- There are a couple of patches of water in Dorna Ironfist's room that are actually bridges masquerading as water, I think so you won't drop into them if you walk on them. They showed up on the map as brown squares. Now they are blue as expected.
- There's a throw charge feature if you press and hold the X button, but it wasn't discoverable. It's only really needed in one place in the game - the eyes/emerald puzzle on level 6. I added a charge ring to the button icon. I also forgot to clamp the throw force. Fixed.
- When I centered the conversation ui, I neglected to also center the trade items, so they were floating off generally to the left. Fixed.