Moor version 1.2

Date: Tue, 23 Jul 2024
Game: Moor
Moor Game Banner
Genre: Action, Adventure, Indie
Developer: Fredrik
Release Date: Fri, 20 Dec 2019

This patch for Moor brings lots of new content, changes and bug fixes to the game, and because of that I have moved it from version 1.1.6.1 to 1.2 and call this the first 'major patch'.
With this patch there's also a 25% discount starting 8th of october, lasting one week.

Additions:

  • Added dungeon map! The map itself is fairly simple, and will only display a minimalistic top-down drawing of the current dungeon floor you are in. You can open the map by pressing "M" (by default), which can be changed in the key binding section in the settings menu.
    There is currently no player marker, and no 'fog of war' effect revealing the map as you go. You'll se the entire map at once.
  • Added compass, which will point in the direction you are looking. It is visible while the map is open.

  • You can now pause the game, and it will be paused in ALL menus. Because of this you can also eat / drink while in the inventory menu. Pause can be enabled / disabled in the settings menu, under 'general settings' and will be on by default.
  • Added some new furnitures. Some which has loot and some which are just decorative.
  • Added lots of new dungeon parts / assets.
  • Added skeleton enemy without a shield. This one is now more common than the one with a shield.
  • Added spider enemy that will hang from the celling, which will drop down if you get too close.
  • Added a new enemy: 'priest' which is the first normal enemy with ranged attacks.
  • Added new sound effects to the 'human' enemies, which are commonly found in the last dungeon area.
  • Added sound effect for when climbing ladders.


Changes:

  • Made small improvements to all enemies. Both visual and back-end.
  • Changed so enemies with shields might perform an 'instant attack' after blocking your attack, where if they block your attack they might instantly attack you back.
  • Changed so the 'Skull' enemy will do a 'jump attack' on you, instead of just blocking your way, which were their original purpose.
  • Changed so the max xp needed to level up will increase for each level, instead of each level only needing 100 xp to level up. It now starts on 50 xp and increases with 25 xp each level.
  • Incresed how much you increase each stat when you level them up. Leveling up health will now increase 25 instead of 10 etc.
  • All skills which you can level up in the stats menu are now capped to level 5 instead of level 10, making it easier to reach max level in each individual stat.
  • Reduced stamina cost for all items in the game, making it more preferable to use heavier weapons.
  • Made graphical changes to all menus and GUI.

  • Made some visual improvements to the main hall area in the castle.
  • Overhauled the throneroom's appearance when it's dark (before you defeat the last boss).

    New:


    Old:

    The plan with this is to replace the last boss with another boss at some point.

  • All objects that can be pushed (statues, crates, etc.) will now be pushed further for each push, so puzzles containing pushing certain objects wont take forever!


Fixes:

  • Fixed a bug where enemies in a 'passive / idle' state would always move downwards, resulting in it seeming like they would hunt you down regardless of where you were and if they had spotted you before.
  • Fixed a bug where enemies could attack you through doors and you could attack them through doors. They can still aggro you through doors tho, so it might seem like they are standing right behind the door waiting for you.
  • Fixed a bug where you could buy arrows even if your quiver were full, resulting in you using your money but getting nothing.
  • Fixed a bug were the 'interactable mask' / door for going up / down between floors would not correctly destroy itself upon wiping the current dungeon, resulting in the player suddenly finding invisible doors around the dungeon...
    (this bug has been haunting me for a long time, but should be fixed now."
  • Fixed a bug where the black screen overlay when you go up / down between floors would suddenly just disappear.
  • Fixed a bug where the player would not always spawn at the correct position when going up / down between floors.
  • Fixed a bug where the player could sometimes spawn in the viod when saving and restarting the game while in the middle of a playthrough.
    (this bug has also been haunting me for a while, but should be fixed now).



That's pretty much it for this patch! I know there has been requests to add both pause and map to the game, so I've been working hard on that. Neither of them are perfect and there's still room for improvements.
If you find any bugs related to this patch, or have any suggestions please give me feedback!

Plans:

  • Replace the last boss with a better and unique boss.
  • Improve pausing music and sounds when the game is paused.
  • Either add Ice magic or replace water magic (which are pretty much useless at this point).
  • Increase the amount of magic you have. Instead of having, lets say 10 'spell casts' you will have 100, making it possible to add magic items and spells that would use less magic for each cast.
  • Add more sound effects over all.
  • At the moment the player's position will only save whenever you go up / down between floors, so if you exit and restart the game you will always spawn at the start of that current floor instead of where you stood when you quit the game. I might try to add so you will save your position when you manually save in the main menu, but im afraight this might cause unwanted bugs.
  • Add trinckets which you can equipt in trincket slots to give you various buffs.
  • Make so arrows might break when hitting an enemy, to nerf bow & arrow abit. Kinda op ngl.

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