Author Topic: Son of a Witch: Castle Crashers meets Isaac  (Read 15770 times)

bigosaur

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Re: Son of a Witch: Castle Crashers meets Isaac
« Reply #300 on: September 14, 2017, 12:15:41 PM »
The main reason I managed the whole thing as the skele was that I got the giraffe pet early. As the main big disadvantage of the skeleton seems to be physical fragility, without many ways at all to restore health, the giraffe is an excellent pet to combo with that character.

Yes. There are four ways to heal: Giraffe, Vampire Sword, Healer Staff, Life Staff. Well, you can also get a Book of Life from the nature altar, but that's rare.

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Sunset scrolls are now massive no-brainers most of the time in how you use them, except on the final level; I just always fire them all off at the end of a level before moving to the next one, so I get all the benefit without ever having to fight in the dark.

Yes. I noticed that I'm doing the same. Not sure if this is bad or there is something I should really change.

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Is it now intentional that hidden forest-level rooms can have skeletons in?

Yes.

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Will they always do so?

I'm not sure. The plan was that they would be full with undead from the very start. There were goblins initially because I hadn't created the undead enemies yet. But now I feel like the room doesn't feel right. You can get hit by a Skeleton Warrior and get muscle spasms without seeing that before and bats are very hard to fight when they can hide behind the trees.

I'm thinking maybe it should be goblins-only, at least until you defeat the necromancers, and maybe 50-50% goblins/undead later. Or maybe just make it goblins-only like before. I somehow felt those rooms were more fun to fight than the current ones.

What do you think?

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Unless I'm very much mistaken, you seem to be able to get items from the dead pile when you start the castle level by turning them all into barrels. Are you meant to be able to do that?

No. It's a bug. I will fix it.

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What is it that actually triggers the bone arrow drops? Is it just being the skeleton archer, or is it actually holding/using the bow?

They drop if one of the player characters is the skeleton archer. At first I wanted it to be a feature of the bow, but as we played co-op games it turned into "don't kill enemies, I need arrows to power up" which made it less enjoyable for other players.

Jubal

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Re: Son of a Witch: Castle Crashers meets Isaac
« Reply #301 on: September 14, 2017, 04:01:49 PM »
OK, fair enough :) Are the catacomb levels officially released now?
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bigosaur

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Re: Son of a Witch: Castle Crashers meets Isaac
« Reply #302 on: September 15, 2017, 08:10:26 AM »
OK, fair enough :) Are the catacomb levels officially released now?

Yes. The testing and official version are currently the same. Here's the official announcement:



A new version is available with a lot of new content:

  • The 5th level, Catacombs, with 5 new enemy types
  • New hero: Undead Skeleton Ranger
  • Unlocking the new hero is done via a special quest in the old part of the catacombs which is a really dangerous place
  • 2 new bosses
  • 3 new special areas in the forest
  • 1 new mount (zombie pig)
  • 1 new pet (finds hidden runestones)
  • Blue color skin for the sorceress character and achievement to unlock it
  • Elemental altars where you can get some powerful items and weapons
  • A dozen new weapons and items
  • Improved game engine performance
  • Darkness now increases your stats
  • Item and weapon drops are now slightly affected by starting heroes (ex. you are more likely to get magic items when playing with mage)
  • Avarice doubles coins
  • Fixed Amanda's AI on the final screen so she doesn't get stuck
  • Fixed problem with chat not being available on the character selection screen
  • Co-op death countdown now starts from 60 during boss fights
  • Increased lightning damage for the sword
  • Bow descriptions update after damage upgrade
  • Balanced runestone drops from rocks
  • Rebalanced poison to make the Druid hero more viable
  • Added more stats to pause screen
  • Status effect icons show up in two rows in co-op
  • Fixed many bugs
« Last Edit: September 15, 2017, 08:18:38 AM by bigosaur »

Jubal

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Re: Son of a Witch: Castle Crashers meets Isaac
« Reply #303 on: September 16, 2017, 11:03:37 PM »
Excellent, added to frontpage :)

One thought - could you make a separate thread/post in this forum where the top post just has all the general information about Son of a Witch (links to twitter, steam page, etc)? When I do announcements and stuff I'm often finding that I'm trying to put in several links and it would be good to have a main information post to point people at rather than some place halfway through the dev thread.
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Jubal

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Re: Son of a Witch: Castle Crashers meets Isaac
« Reply #304 on: September 20, 2017, 08:52:58 PM »
Bug reports:

- You're missing an article in the mom's final dialogue, it should be "to the goblins"
- I let off a poison cloud scroll at the end of the castle, then jumped in, and when I got to the dungeon after the cutscene I had no health. My guess is that the poison cloud was continuing to kill my character during the cutscene, which probably should be fixed.

I like the new cutscenes though :)
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bigosaur

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Re: Son of a Witch: Castle Crashers meets Isaac
« Reply #305 on: September 21, 2017, 08:20:15 AM »
- You're missing an article in the mom's final dialogue, it should be "to the goblins"

Fixed. Will be in the next update.

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- I let off a poison cloud scroll at the end of the castle, then jumped in, and when I got to the dungeon after the cutscene I had no health. My guess is that the poison cloud was continuing to kill my character during the cutscene, which probably should be fixed.

Yes. The problem is that you are still "in the hole" during the cut-scene and in networked games there's no "pause". I will have to find some way to fix this. Perhaps "if player is in the hole ignore poison effects". I guess I should do the same for hunger as well.

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I like the new cutscenes though :)

Thanks.

Jubal

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Re: Son of a Witch: Castle Crashers meets Isaac
« Reply #306 on: September 21, 2017, 10:18:50 AM »
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if player is in the hole ignore poison effects
Yes, this would seem the obvious solution I guess.

I had a great final boss fight on the recent daily challenge too - used gamble scrolls on the twins and ended up fighting an ice dragon which was fighting an executioner with a few goblins running round, which worked fairly well for me :D (I also used a gamble to rob the catacombs shop, so every one of the vampire bats turned into goblins which was fun)
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...