CUDCrawler A5 Has Released!
This update brings 3d models to the world of CUDCrawler. Now dungeon elements and items laying about in the world are rendered as 3D models instead of sprites or flat planes and now instead of generating the whole dungeon when entering a map, only local areas are generated which greatly speeds load times. Additionally, a large number of quality of life improvements have been included.
Again a huge thanks to Elanarae and MaeL for their assistance in quality assurance and bug testing. Without it this update would be a mess.
How to Install / Update Your Version of CUDCrawler
Installation and updates are simple, simply extract the folder in the CUDCrawler A5.zip into the same location as your other CUDCrawler folder and overwrite all files. Your player preferences and saves from A4 will be retained. If this is your first version, simply extract the CUDCrawler folder wherever you'd like and use CUDCrawler.exe to launch the game.
General Additions
+ Implemented SpriteMesh which allows the dynamic generation of 3D meshes from sprites. Using this, walls in dungeons now have thickness and items in the worldspace have a bit of depth to them. Once enemies are visible in the worldspace they'll use this system as well.
+ How maps generate and display has been improved. Instead of generating the entire map when entering an area, only a portion of it which displays around the player is generated. This improves load times, improves framerates, and allows for obscenely large maps with no downsides beyond the filesize of the maps themselves.
+ Added bold, italic, and bold+italic font support.
+ Added position resets for UI elements to the game options menu.
+ Added a 'Discard Changes' button to the game options menu so that changes can be discarded if desired.
+ Added a toggle to let the player decide the direction that the enemy roster expands as it fills. Mostly useful if you want the enemy roster sitting on top of the party roster.
Gameplay
+ Added buttons to back through the stages of character generation.
+ Added guild ability score requirements to guild info in character generation. Also made the window display guild info when you mouse-over a guild instead of only when you select one.
+ Added an XP display to the tooltip that pops up when you mouse-over party members. This is temporary until I get the character sheet implemented.
+ Double-clicking on a player character's portrait now opens or closes that PC's inventory.
+ Weapon damage multipliers are taken into account when rolling damage.
+ The tutorial party now comes with some armor in addition to their regular equipment.
+ There are now minimap icons for things like spinners, teleporters, and returns to Towne.
+ Experience point requirements are now calculated via algorithm instead of being manually entered.
+ Leveling now properly 'spends' XP to gain levels.
+ As the caster level of spell casters increases, the Spell Point cost of their spells goes down. This probably won't be super noticeable yet since most spells require very high caster levels (20+, which would be a ~40th level character) to reach minimum SP cost values. Still, getting to 5th or 6th level should shave a SP or two off of any given spell's casting costs.
+ Added a difficulty option to show initiative order in a given combat.
+ Added a difficulty option to reroll initiative order at the start of every new combat round.
+ Added basic drop tables to some enemies. Slain foes will now occasionally drop loot. Random loot laying around the dungeon is substantially rarer now: empty rooms went from a 25% chance to have an item in them to a 3% chance.
+ Added the ability to repeatedly cast healing spells outside of combat by shift+left-clicking the spell entry in the spell book. So long as shift is held down when clicking to cast on PCs, the spell will recast so long as the caster has spell points.
+ Fireball has been renamed Flame Sheet. Additionally, a bug with the spell has been fixed. It will not feel nearly as powerful as it did because previously it was just rolling damage until it killed everything.
Incremental Improvements / Tweaks
+ The 'Leaving Town' window now has a button to close it in the upper-left corner.
+ When moving into squares with events, the minimap now updates *before* the events trigger instead of after.
+ Made disabled checkboxes a bit more readable. This is only noticeable in the Game Options window on the Gameplay tab where Verbose AoE Damage is disabled (because the toggle is not implemented yet...)
+ Added mouse-over tooltips for various things in the Game Options menu.
+ Made the level up icon in the Hall of Guilds look better.
+ Made the PC selectors in the Hall of Guilds and Church of Cant highlight the background behind PC portaits instead of just recoloring them entirely.
+ Fussed around with tooltip formatting a bit. Item tooltips should have better text alignment on the header. The footer panel of tooltips no longer displays if there's no footer information to show.
+ Fixed another typo in the tutorial.
+ The selected Message Log tab is now saved between scenes and boots of the game.
+ Improved the message box text display. Letters shouldn't be cut off on the final line anymore.
+ Added class shortnames (three letter abbreviations) to caster levels in the spellbook so the player knows which class a spell belongs to.
+ The defend combat action is now 'Guard', the hotkey was changed from 'D' to 'G.'
+ Added an "Events" tab to the message log. It shows item acquisitions and flavor text for the time being. The "General" tab has been renamed "All."
+ Enemies that can swing multiple times in a round (bandits for now) announce that they're attacking again instead of seemingly getting an extra turn in combat.
+ When leveling the amount of health gained on a given level now takes into account the leveling character's Constitution bonus to health (if any).
+ When leveling a multiclassed character, if no health is gained because the current guild grants less health than other guilds, a notification is given.
Balance Tweaks
+ Swarm enemies (such as hordelings) are worth 1/3rd the XP of other enemies of equal stats.
+ Humanoid enemies drop less gold individually but drop gold 80% of the time instead of 35% of the time. Except for hordelings.
+ Adjusted Strength and Dexterity's contribution to Attack and Defense. Strength grants more attack while Dexterity grants less defense.
+++ Previously Strength gave +2 Attack per point you had past a Strength of 10. Now the first 10 points of Strength grant 1.5 Attack each (15 points by 10 Strength). Points past 10 still grant +2 Attack each.
+++ Previously Dexterity gave +2 Defense per point you had past a Dexterity of 10. Now the first 10 points of Dexterity grant 0.5 Defense each (5 points by 10 Dexterity). Points past 10 grant 1 Defense each.
+ Buffed Defense granted by shields. Both shields currently in-game had their Defense values tripled.
+ Two-handed melee weapons all gained a +0.5 bonus to their damage multipliers.
+ Cure Wounds had its healing buffed from 1d8 to 3d6+12. Mana cost increased from 16 to 20.
+ Darkmoon Skeletons (now known as Old Temple Skeletons) and dire wolves have had their hit dice reduced.
+ Stone oozes have had their damage reduced.
~ Iron Kisser is now two-handed. Iron Kisser's base damage multiplier increased from 1.0 to 1.5 due to this change.
Bug Fixes
+ Fixed a bug that affected death messages when groups were killed in combat. Now the message log should only ever display "the final ENEMYNAME is slain" when the final member of a given group dies.
+ Fixed a bug preventing keybinds from being rebound from the main menu.
+ Fixed being able to 'nudge' windows out of bounds. Now draggable windows shouldn't be able to have any part of their title bar moved off screed.
+ Fixed it being possible (albeit rare given the size of maps) for random destination teleports to attempt to port the party outside of the map bounds. This wouldn't cause crashes or anything, but it's been fixed.
+ Fixed it being possible to back through cells whose walls were ladders. This would let the player get out of bounds with no way of getting back in bounds.
+ Fixed a bug causing a control lock up if the player teleported from a map cell containing one prompt event onto another one.
+ Fixed cells with ladders not drawing them on the minimap. Ladders now properly show up on the minimap.
+ Fixed falling not properly updating the minimap when you land.
+ Fixed a window issue when maximizing the game window and then toggling to fullscreen mode. Previously you couldn't toggle back to windowed mode without rebooting the game. This is a bug in Godot known since 2022. A workaround has been applied to resolve the issue.
+ Fireball (now Flame Sheet) now properly deals fire damage.
+ Fireball (now Flame Sheet) no longer rolls damage until everything is dead. It also properly targets three randomly chosen groups of enemies.
Unresolved Known Issues
- When moving the game window from a monitor with scaling to one without (or vice versa) the game window resizes itself. This is a Windows feature that I have not bothered to program around yet.
- When Venturing Forth from town into a new area, the game very, very, very, veeeeeery rarely locks up. The cause for this is unknown as of this update.
- When changing the display resolution of the game window in windowed mode the window may need to be repositioned by the user. It does not auto-center after resizing.
- Font spacing in the built version of the game is different than it is in Godot's editor. This is a bug on Godot's side that has been known since 2023. Hopefully it'll get fixed soon. I'm doing what I can to mitigate it in the mean time.
- The mouse cursor flickers on borders of the screen if it's been resized through Windows properties and the user is running multiple monitors. This is something that I don't think I can fix, or at least I have no knowledge on how to go about fixing it outside of forcing the cursor to stay in the window, which defeats the purpose of borderless full screen display. I could possibly resolve it in exclusive fullscreen play by locking the cursor, though.
Files
Get Currently Unnamed Dungeon Crawler
Currently Unnamed Dungeon Crawler
A fantasy grid-based dungeon crawling RPG.
Status | In development |
Author | GHostLPs |
Genre | Role Playing |
Tags | 2D, 3D, Dungeon Crawler, Fantasy, First-Person, Pixel Art, Retro, Singleplayer, Turn-based |
Languages | English |
Accessibility | Configurable controls |
More posts
- CUDCrawler A4 Has Arrived!Jul 19, 2024
- Godot Port Progress UpdateOct 19, 2023
- CUDCrawler and the Unity DebacleSep 15, 2023
- A3 Released!Dec 16, 2022
- A2 ReleasedJun 03, 2022
- A1 ReleasedMay 21, 2022
- Frequently Asked QuestionsMay 21, 2022
Comments
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What a quick version turn-around this time! I just got around to downloading A4 like three days ago. XD Looking forward to seeing the changes and glad you're still keeping up with it.
Thanks for sticking around to play! I'm really hoping to keep updates a bit more frequent now that the porting is done!