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Dark Gates - release 0.6.0

At the end of 2013 Dark Gates just reached 0.6.0 version. This one is a first after PoznaƄ Game Arena expo and includes first batch of improvements based on feedback that I had received from all those kind peoples that wanted to play Dark Gates and shared their opinions at PGA 2013. As usual this release features some additions, changes and bugfixes. I have promised last time that I have squashed all of game braking bugs but my friend who tested the game have found 3 ! I stand corrected, thanks Darek. Let's start our tour on what's new in version 0.6.0:

Life indicators

One of the most common questions coming out from play testing on PGA was how much life our heroes and monsters have. Outcome of this is that now monsters on easy and normal difficulty levels will have shown how much life they got. On hard there is no indication. Unnamed will not have life indicator regardless of difficulty. This change introduces new fight tactics but also lowers overall difficulty of play as you can make more educated choices.

There is also new indicator for heroes. Each hero will have now a life indicator in format current/max life. Change should help in better team management.

Ranged weapons in first row.

This release features also ability to use ranged weapons in first row, while in fight. If a hero have no adjacent enemies  in front or on the sides then it can use ranged weapon or spells. Previously heroes in such situation would have been skipped, now they are back in action.

Visual enhancements

From now on you can encounter some remains of lost battles or previous heroes in the labyrinth. This is purely cosmetic and hopefully will bring more variety to an eye. That is just the beginning as that was some code change to accommodate 'non-interactive' items. If you like what you see please tell me about it. It's quite easy now to add more.

Return to the adventure

Since save system has been introduced, whenever you decided to save the game and then return to your adventure, all monster stayed as they were. That was not intended in long term and finally has been fixed. When you decide to continue your adventure and you will return to labyrinth all monster are hostile. Game assumes some time gap between re-entry to the dungeon.

Bugfixes

As mentioned earlier, three game braking bugs has been found and fixed. Probably most annoying one was a game crash when an upgraded hero attacked the monster. This has surfaced after upgrade levels has been lowered.

Steam Greenlight

And another big news, Dark Gates is now listed on Steam Greenlight. I would higly appreciate if you got a minute spare and click on link below to vote on Greenlight. Hopefully with your help Dark Gates will appear on Steam store. This already raised a question about keys from Desura - will Desura supporters will get Steam key if game will get greenlit ? I can only say that I will definitely try to make it happen. Watch this space for info.

Changelog - Release 0.6.0

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New: In fight avatars: Matthias, Corran, Zuryk, Ravon-tith, Gerudirr

New: Easy and normal difficulty now have monster life indicator, hard don't. Unnamed regardless of difficulty level, life indicator will not be shown.

New: Visual enhancement to the labyrinth.

Change: Hero life indicator in fight arena now shows max life eg. 5/10.

Change: Use ranged weapon or magic from first row if hero don't have anyone to attack in adjacent fields.

Change: If in team movement phase, UI skip description is changed to "end of turn" to make clearer how to get you from that phase.

Change: Exploration menu and more stats are now showing max and current life indicator.

Bugfix: All monsters are now hostile after team is returning to labyrinth.

Bugfix: Game is crashing while in fight (to much power) - problems with upgraded heroes.

Bugfix: Undead are among us. Heroes killed by door are still kind of present.

Bugfix: Game crashes when you die in final fight.

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