0.16.0 is here!


This took a while. I’m really proud of this update. :3

Gameplay Features

Additions

  • Spell cost icons: Now you can tell if a spell is gonna drain your soul or not
  • New ray spell trails: Spells like Generic Ray or Evil Eye now look prettier
  • Malekarai Malekha: A first boss fight
  • Pale Joy sound effect: get scared
  • Soul jittering sound effect: Ever heard yourself sizzle?
  • New loading screen hints
  • Added a cool transition after beating the first boss
  • Wand will now point at the player if its gonna cast toward them

New Enemies

  • Fire Dude: Dude that circles around you and does fire stuff

New Cast Mods

  • Explosive Collisions: Spells will explode when they collide with something
  • Soul Wave Collisions: Spells will cast a Soul Wave when they collide with something
  • Bouncy: Spells will bounce when they collide with something. If they would have died upon collision, they will persist until they’ve bounced a couple of times
  • Autoimmunity: Spells will no longer hurt their caster
  • Cast Collisions: Spawns a spell of your choosing after the old one collides. Two inputs.

New Items

  • Swarm Of Empresses: Creates clones of the player

Fixes

  • Fixed most Relocator jank: It’s less likely to get you stuck in walls, and when it does, its easier to get out
  • Fixed Eidos Anchor teleporting you to (0, 0)
  • Fixed wands randomly not getting saved: This happened exclusively to the wands with cast modifiers in them
  • Enemies no longer raycast while they’re not being processed
  • Removed a bug where the game window would stay black until the system is rebooted

Changes

  • Nerfed Evil Eye: It no longer persists through the entire cast duration
  • Soul Eater indicators: Its trails will be red if it hurts you, a vibrant green if it heals you
  • Teleport now teleports you along its entire path
  • Teleport now has a trail
  • Revamped Loot system: Items with permanent effects will now appear only once in chests. Repeated items are only replaced when they are picked.
  • Gravity modifiers now affect lasers more strongly
  • Soul Jitter is now stronger: It gets exponentially stronger the less soul you have, until it’s difficult to control the entity. This happens to players and enemies alike.
  • Camera is now more zoomed out: It also is less affected by the mouse
  • Wand Editing mode: The game prevents you from editing wands in normal mode, and from casting them in editing mode.
  • No longer need to press shift to see advanced wand data
  • Armageddon Machine now has unlimited heat capacity
  • Wand inventory now allows empty spaces

Technical

  • Switched to a more modular Spell system that allows for easier creation of Spells and Spell modifiers
  • Switched to a more modular Health system that doesn’t require entities to have blood, soul, temperature, etc
  • Switched to a more modular Player and Citizen code that allows me to exchange their behaviors quickly
  • Citizen now uses the same code as the Player, meaning I could theoretically give the player a Citizen’s AI
  • Soul Jitter is now a separate node from any of the entities that it affects
  • Cast Modifiers are now capable of sending Arrays to their spells, instead of just strings, meaning more information can be conveyed in a behavior modifier.
  • Created a WandCastingInfo class to contain information about specific wands’ parsing state
  • SpellSpawners are now capable of spawning a spell based on a Spell object instead of just the packed scenes, meaning you can now pass them the output of a cast modifier

Files

moloch-win.zip 34 MB
Version 0.16.0 Oct 02, 2023
moloch-osx.zip 48 MB
Version 0.16.0 Oct 02, 2023
moloch-linux.zip 51 MB
Version 0.16.0 Oct 02, 2023

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