Posted August 01, 2025 by Schmidt Workshops
#update #crpg #dungeoncrawler
I have changed pretty much every texture in the game to "DDS" format, as this is the recommended format for the game engine I am using. Somehow I end up using PNG as it is requires a couple less steps to export. But I wanted to tidy things up, so I ended up doing it this week. It should not make any difference to the gameplay. I've tested all the dungeons and have not found any missing texture errors, but let me know if you encounter any.
In the original game, the only thing in the armor inventory was actual armor. So I left off the word "Armor" for some types, to save room.
As you can see, in the list of items, the name may be truncated, but when you click it will show the full name at the bottom.
I hope that helps new players to understand what's going on better.
If you fight an enemy in the overworld, and its corpse ends up on a treasure location, you would not be able to dig for the treasure. Now you should be able to dig and find treasure, even when a corpse is on that spot. Interestingly, for some reason you can only access the treasure once under these conditions, until you move off that spot and back again. Then you can search between the treasure and the corpse(s) as with fallen enemies. I am not sure why it limits your opening of the chest to one time, until after you move, it is a mystery, and I will continue to try to fix it.
There was a strange bug that allowed you to use bandages after you died, as well as other things like equipping weapons and stuff. These exploits have been closed. Sorry!
Since the full release the feedback has been non-stop. I am trying to keep up with all your great ideas, but I can't do everything all at once, so please bear with me.
Torches can now be used on the surface, in addition to dungeons. This provides a little extra light, but the main reason is to allow players to burn through spiderwebs. Now, instead of getting stuck and taking damage, if you have an active torch, you can burn away webs by using up a little bit extra torch charge. This new feature will use up more torches, even if you don't walk in to webs, but I think they are pretty easy to come by, so I don't see any really drawback here. It also seems more consistent overall.
In addition to using the torch in the overworld, I added a simple, animated torch icon for fun. The tent also has a little animated fire. I may start adding some other animated features in the game, but don't expect anything too dramatic. It's going to remain mostly the same.
The Compass has been made more important in the game. You will now need a compass if you want to see your character's latitude and longitude, and this means you will need it in order to use treasure maps and charts. Also, some creatures will give hints about the compass, so new players will be more aware of its existence.
Some players have complained of "floatyness" with the mouse. I agree it was a little off, but what I heard is that with a high DPI gaming mouse, the problem is really more serious. So this is my first attempt to fix it. I think it's a bit more responsive, but let me know what you think.
The "Restore Default Settings" checkmark was not working as advertised. Now it should actually restore all your settings to the default values.
One player complained (very fairly) that the Tent was a bit of a scam, and i agree. I have not actually changed the way tents work, but the game will warn you and let you know that you are limited to one tent at a time. I am still thinking about tweaking the way tents work, perhaps giving them a limited number of uses, like maybe around 10, so the are still really helpful, but you would have to buy more as the game progresses. I know some people will hate this idea, but I also don't like the idea of a player sitting on a pile of gold without anything to spend it on. Maybe a balance can be struck this way. Let me know what you think.
When you enter trade with a creature, previously it would exit the encounter, so if you wanted to do something else, like align or inquire, you would have to start a new encounter with that same creature. This was all fine and good, until I added the wits mechanic. So I have adjusted it in that leaving the trade window will no longer leave the encounter, and you will not have to lose those extra wits in the process.