- Patch 2.0 - 21/8/17 - 21 August 2017
Hi all, This patch is quite significant as it marks the end of early access for Assault on the Necrospire. I'd like to thank you all for your support during this period and I hope that I was able to incorporate as many of your suggestions as possible. I'll continue to fully support the game post release and if I decide to add any new features they will be completely free. If you encounter any problems or issues please let me know. Highlights Hard mode is now available and can be enabled as a run modifier. Hard mode grants a large magic find bonus, but provides enemies with more challenging abilities. Player Slightly increased base life Enemies Ghosts - Time delay before teleporting increased Bouncing Skull - Reduced move speed slightly Skeleton Archer - Increased angle of split shot attack Spider Nests - Spider spawn rate now increases as nests are damaged Ooze - Reduced number of proje…
- Patch 2.0 - 21/8/17 - 21 August 2017
Hi all, This patch is quite significant as it marks the end of early access for Assault on the Necrospire. I'd like to thank you all for your support during this period and I hope that I was able to incorporate as many of your suggestions as possible. I'll continue to fully support the game post release and if I decide to add any new features they will be completely free. If you encounter any problems or issues please let me know. Highlights Hard mode is now available and can be enabled as a run modifier. Hard mode grants a large magic find bonus, but provides enemies with more challenging abilities. Player Slightly increased base life Enemies Ghosts - Time delay before teleporting increased Bouncing Skull - Reduced move speed slightly Skeleton Archer - Increased angle of split shot attack Spider Nests - Spider spawn rate now increases as nests are damaged Ooze - Reduced number of proje…
- 11/06/17 - Controller support beta - 11 June 2017
Hi all, Controller support is now available for testing on the beta branch. To access this branch, you'll need to take the following steps: Right click Assault on the Necrospire in your steam library Click on the betas tab Select beta - 1.2.1 from the drop down menu Your game should update and display a controller status on the bottom left of the main menu Please ensure that your controller is plugged in before you start the game. As I've only been able to test this functionality on an Xbox controller, I am particularly interested to hear from people using other gamepads. If anything doesn't feel right or isn't working properly, please let me know. Thanks. Edit 17/06/17 Controller support has been deployed to the main game branch as patch 1.2.1. Many thanks to those who tested on the beta branch.
- 11/06/17 - Controller support beta - 11 June 2017
Hi all, Controller support is now available for testing on the beta branch. To access this branch, you'll need to take the following steps: Right click Assault on the Necrospire in your steam library Click on the betas tab Select beta - 1.2.1 from the drop down menu Your game should update and display a controller status on the bottom left of the main menu Please ensure that your controller is plugged in before you start the game. As I've only been able to test this functionality on an Xbox controller, I am particularly interested to hear from people using other gamepads. If anything doesn't feel right or isn't working properly, please let me know. Thanks. Edit 17/06/17 Controller support has been deployed to the main game branch as patch 1.2.1. Many thanks to those who tested on the beta branch.
- Patch 1.2 - 05/06/17 - 5 June 2017
Hi all, I'm pleased to say that 1.2 is now live! Apologies once again for the particularly long development time on this patch. While controller support did not end up making it into this release, it will be the next feature implemented. A few notes on multiplayer: When hosting, please ensure that your chosen port is forwarded in your router settings (TCP) Only the default loadout is currently available in coop Due to the nature of networked play, bugs may have slipped through the net. If you encounter any problems please post on a bug report on the steam forums Highlights Floor 9 and the Necromancer boss fight are now available Coop multiplayer is now available General Fixed frame drops that occurred when a new enemy was spawned into an already loaded room Loading times between floors have been significantly reduced Traversing doorways is now a little easier Corrected incorrect keybind…
- Patch 1.2 - 05/06/17 - 5 June 2017
Hi all, I'm pleased to say that 1.2 is now live! Apologies once again for the particularly long development time on this patch. While controller support did not end up making it into this release, it will be the next feature implemented. A few notes on multiplayer: When hosting, please ensure that your chosen port is forwarded in your router settings (TCP) Only the default loadout is currently available in coop Due to the nature of networked play, bugs may have slipped through the net. If you encounter any problems please post on a bug report on the steam forums Highlights Floor 9 and the Necromancer boss fight are now available Coop multiplayer is now available General Fixed frame drops that occurred when a new enemy was spawned into an already loaded room Loading times between floors have been significantly reduced Traversing doorways is now a little easier Corrected incorrect keybind…
- Patch 1.2 Update - 3/5/17 - 3 May 2017
Hi all, It's been a while since the last announcement, so I just wanted to provide a quick update on patch 1.2's progress. What I originally set out to implement in this patch is completed; that is floor 9 and the Necromancer boss fight. The longer development time on this patch has been caused by the addition of multiplayer. Implementing networked play into a code base designed for single player has been somewhat tricky, but it's pretty much there. Barring any unforeseen issues, I should have the patch released fairly soon. Thanks very much for your patience and if you have any questions please let me know.
- Patch 1.2 Update - 3/5/17 - 3 May 2017
Hi all, It's been a while since the last announcement, so I just wanted to provide a quick update on patch 1.2's progress. What I originally set out to implement in this patch is completed; that is floor 9 and the Necromancer boss fight. The longer development time on this patch has been caused by the addition of multiplayer. Implementing networked play into a code base designed for single player has been somewhat tricky, but it's pretty much there. Barring any unforeseen issues, I should have the patch released fairly soon. Thanks very much for your patience and if you have any questions please let me know.
- Co-op Multiplayer - 28/2/17 - 28 February 2017
Hi all, I'm very excited to announce that in addition to the previously announced features, patch 1.2 will also include coop multiplayer. I've been holding off this announcement until I had a working prototype and I'm pleased to say that's now the case. In 1.2 you'll be able to team up with an online partner and venture through the Necrospire together. Here's a brief FAQ of what to expect: How many players can be in the same game? Multiplayer will be limited to 2 players. How will shops and items work? Each player will have their own inventory/equipment, but the items that spawn in the Necrospire will be shared. To accommodate this, item spawns will be higher. Will the difficulty change? The Necrospire will be toughened up to account for two players. Can different players be in different rooms? When a player exits a room, the other player will also exit. Likewise going up a floor will c…
- Co-op Multiplayer - 28/2/17 - 28 February 2017
Hi all, I'm very excited to announce that in addition to the previously announced features, patch 1.2 will also include coop multiplayer. I've been holding off this announcement until I had a working prototype and I'm pleased to say that's now the case. In 1.2 you'll be able to team up with an online partner and venture through the Necrospire together. Here's a brief FAQ of what to expect: How many players can be in the same game? Multiplayer will be limited to 2 players. How will shops and items work? Each player will have their own inventory/equipment, but the items that spawn in the Necrospire will be shared. To accommodate this, item spawns will be higher. Will the difficulty change? The Necrospire will be toughened up to account for two players. Can different players be in different rooms? When a player exits a room, the other player will also exit. Likewise going up a floor will c…
- Patch 1.2 preview - 7/2/17 - 7 February 2017
Hi all, It's been a couple of weeks since the release of patch 1.1 and I'd like to let you know about what's to come. The next update (patch 1.2) will feature floor 9 and the Necromancer boss fight, along with new items, balance changes and various bug fixes. I've also been working on controller support, however this has proven to be more work than expected due to the mouse code being heavily ingrained. Due to this I can't guarantee if 1.2 will feature controller support, but I'm hopeful that it will make it in. If you have any thoughts or suggestions, please leave a comment!
- Patch 1.2 preview - 7/2/17 - 7 February 2017
Hi all, It's been a couple of weeks since the release of patch 1.1 and I'd like to let you know about what's to come. The next update (patch 1.2) will feature floor 9 and the Necromancer boss fight, along with new items, balance changes and various bug fixes. I've also been working on controller support, however this has proven to be more work than expected due to the mouse code being heavily ingrained. Due to this I can't guarantee if 1.2 will feature controller support, but I'm hopeful that it will make it in. If you have any thoughts or suggestions, please leave a comment!
- Patch 1.1 - 26/01/17 - 26 January 2017
Patch 1.1's main features are the addition of loadouts and staff swiping. Further information on these mechanics can be found in last week's announcement. In order to permanently unlock all of the loadouts, you'll need to find the items that compose them in a single run. You can check that you have this patch via the build number on the bottom left of the main menu. General Loadouts have been introduced to the game Staff swiping has been introduced to the game Default attack speed increased Default movement speed increased Default friendly projectile speed increased Boss pools have increased in size Ghost invisibility time reduced Keybinds can now be altered in Documents/Necrospire/settings.ini. Please see the FAQs and common problems thread for more details Fixed an issue where attack speed could potentially become out of sync Relics can no longer be used while dead Enemy projectile hi…
- Patch 1.1 - 26/01/17 - 26 January 2017
Patch 1.1's main features are the addition of loadouts and staff swiping. Further information on these mechanics can be found in last week's announcement. In order to permanently unlock all of the loadouts, you'll need to find the items that compose them in a single run. You can check that you have this patch via the build number on the bottom left of the main menu. General Loadouts have been introduced to the game Staff swiping has been introduced to the game Default attack speed increased Default movement speed increased Default friendly projectile speed increased Boss pools have increased in size Ghost invisibility time reduced Keybinds can now be altered in Documents/Necrospire/settings.ini. Please see the FAQs and common problems thread for more details Fixed an issue where attack speed could potentially become out of sync Relics can no longer be used while dead Enemy projectile hi…
- Upcoming gameplay changes - 16/01/17 - 16 January 2017
Hi all, I'm hard at work on the 1.1 patch and I'd like to let you know what to expect from it. This patch will feature two new mechanics; loadouts and staff swiping. Here's a summary of what they do: Loadouts Loadouts are a small number of pre-set items that can be equipped prior to starting a run. These items are themed towards certain playstyles and you'll have to weigh up the pros and cons of each to decide which one to go with. Trusty staff will be removed as a starting relic and added to a loadout of its own. Loadouts are aimed at adding variety to the early game and wont alter the core gameplay of creating builds based on loot you find. Staff Swiping Staff swiping will augment attacking as a core mechanic. It will allow you to swipe your staff in a 360 degree arc, damaging and knocking back nearby enemies as well as reflecting all attacks your staff comes in contact with. It will…
- Upcoming gameplay changes - 16/01/17 - 16 January 2017
Hi all, I'm hard at work on the 1.1 patch and I'd like to let you know what to expect from it. This patch will feature two new mechanics; loadouts and staff swiping. Here's a summary of what they do: Loadouts Loadouts are a small number of pre-set items that can be equipped prior to starting a run. These items are themed towards certain playstyles and you'll have to weigh up the pros and cons of each to decide which one to go with. Trusty staff will be removed as a starting relic and added to a loadout of its own. Loadouts are aimed at adding variety to the early game and wont alter the core gameplay of creating builds based on loot you find. Staff Swiping Staff swiping will augment attacking as a core mechanic. It will allow you to swipe your staff in a 360 degree arc, damaging and knocking back nearby enemies as well as reflecting all attacks your staff comes in contact with. It will…
- Patch 1.0.7 - 12/01/17 - 12 January 2017
Thanks to everyone who has given feedback on the game so far. I've been listening to common concerns, especially regarding the speed and variety of gameplay. This patch increases the pace of the starting floors, which should allow builds to get going quicker. It also includes some bug fixes and adds a greater variety of projectile effects. You can double check that you have this patch via the build number on the bottom left of the main menu. General Starting attack speed increased Starting damage slightly reduced Starting movement speed slightly increased Spindle and Emperor's Guard have had their health slightly reduced Enemy health reduced on floors 1 and 2 Attacks reflected by enemies are now coloured red Bombs dropped by Emperor's Guard no longer cause frame drops Epics now have a small chance to spawn on floor 2 Reduced the explosion radius on explosive barrels Added 9 new rooms to…
- Patch 1.0.7 - 12/01/17 - 12 January 2017
Thanks to everyone who has given feedback on the game so far. I've been listening to common concerns, especially regarding the speed and variety of gameplay. This patch increases the pace of the starting floors, which should allow builds to get going quicker. It also includes some bug fixes and adds a greater variety of projectile effects. You can double check that you have this patch via the build number on the bottom left of the main menu. General Starting attack speed increased Starting damage slightly reduced Starting movement speed slightly increased Spindle and Emperor's Guard have had their health slightly reduced Enemy health reduced on floors 1 and 2 Attacks reflected by enemies are now coloured red Bombs dropped by Emperor's Guard no longer cause frame drops Epics now have a small chance to spawn on floor 2 Reduced the explosion radius on explosive barrels Added 9 new rooms to…