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Releases: gwathlobal/CotD

v2.0.2

13 Aug 17:56
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  • Satanists during the Satanist Elimination mission are given 3 disguises and 1 medkit.
  • When delayed, it now takes angels, demons, and military around 90 turns to arrive.
  • It is necessary to gather 300 pts of flesh now (up from 200) during the Demonic Raid mission.
  • Fix the issue when campaign mode was saved as if the player was inside a mission and not on a campaign map.
  • Fix the bug when the game crashed after a player's mission happened in a corrupted district a second time.

v2.0.1

09 Aug 14:14
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  • Fixed the bug with crashing at the start of a mission in a hell dimension.
  • Fixed the issue when Satanist Elimination missions could end because of the Primordials instant win. Now, the Primordials goal for this mission shall be eating a certain number of corpses.
  • Fixed the bug when a new demon name was not announced when an imp evolved into a demon.
  • In Demonic Raid and Demonic Thievery missions, the direction to the nearest portal shall be indicated when playing for demons and satanists.
  • During Satanist Elimination missions, satanists shall flee from enemies so that they do not get killed too quickly.
  • You can press 'u' to bring up a menu of usable items (and use them from this menu, instead of going to inventory).

v2.0.0

31 Jul 21:47
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  • Added campaigns as a whole new mode for the game. A city map is generated for the campaign where the missions take place. Each side of the conflict (angels, demons, and the military) have their own goals in the campaign. Each campaign day the player shall be presented with several available missions. The player can take one and play it as a usual game scenario. Or the player can choose to pass the day without taking a mission. Either way, all missions where the player did not actively participate will be resolved automatically and the mission outcome will directly affect the campaign map.
  • Added saving and loading of campaigns and standalone scenarios.
  • A new type of mission added: Satanist elimination. The military tries to eradicate the satanists' lair and kill all satanists in the district.
  • A new type of mission added: Celestial sabotage. The mission takes place in a hell dimension where the angels try to destroy dimensional engines that give demons the ability to open portals to Earth
  • A new type of mission added: Military sabotage. The mission takes place in a hell dimension where the military tries to destroy stockpiles of raw flesh that the demons have stolen from Earth
  • A new type of level map: hell jungle. Similar to the corrupted districts (the ground is covered with creep and demonic outgrowth here and there) except it is even more otherworldly and sinister.
  • The player shall now see what is happening on the upper or lower Z level whenever something interesting is nearby.
  • Added a new terrain tile to the corrupted districts - glowshrooms. Glowshrooms emit faint light and illuminate everything around them.
  • Message log can be now quickly skimmed using Shift+Up/Down.
  • Added craters from artillery fire to abandoned and corrupted districts.
  • Added a new terrain tile to the corrupted districts and hell maps - glowing creep. If somebody steps on this tile, it will give irradiation to this character.
  • Added an ability to purge demonic runes to angels. Purging runes provides 4 power to the angel.
  • The following abilities:
    mount a horse, fiend, or Gargantaur,
    merge trinity mimics
    decipher runes
    will now show up only when the corresponding target is next to you to avoid confusion.
  • Malseraph's Puppet irradiation strength will now depend on his favor with Malseraph.
  • Malseraph's Puppet gets an ability to draw breath and exhale irradiation around them on the next turn.
  • Made an option to hide messages that are visible through Angel's 'Singlemind' ability.
  • Restructured the main menu: moved all quick scenario options into a submenu.
  • Highscores shall be reset in the new version.
  • Fixed the bug when merged angels did not merge their power values.
  • Fixed the bug when slowed characters did not have their speed returned to normal.

v1.3.4

05 Nov 14:24
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  • Added a new primordial playable character - Skinchanger. The Skinchanger can shift between three archetypes: a melee warrior, a ranged shooter and a quick flyer. Some additional mutations can be received to improve on the strengths of each archetype.
  • Fixed Resurrection not spending Power points after usage.
  • Rearranged the Satanists' lair to reduce the chance of 'traffic jams'.
  • When angels conceal their divinity in abandoned and corrupted districts, they now look like soldiers.
  • Angels can now bless humans without revealing themselves. Also, angels will not reveal themselves unless they are about to attack an enemy in melee.
  • Fixed the bug where demonic sigils could spawn on sludgeshrooms and die on their own.
  • For the Celestial retrieval mission, some demons will start inside the corrupted shrine to protect the relic.
  • NPCs with Sense good and Sense evil will make use of these abilities to no wander randomly but to places where they feel that the enemy is.
  • Added a district with a lake to the map layouts.
  • Added a district with a lake and a river to the map layouts.
  • Added a seaport district with a river to the map layouts.
  • Added some performance optimizations.
  • Chrome angels are now armed with holy fists and can no longer sever body parts.

v1.3.3

05 Aug 19:09
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  • Added a new terrain tile to the corrupted districts - dreadtubes. If you step on them, there is a 20% chance for them to fear you and all mobs around you.
  • Added a new terrain tile to the corrupted districts - sludgeshrooms. If you step on them, there is a 20% chance for them to release spores that will deal anyone inside them 1-2 acid damage.
  • Added a new terrain tile to the corrupted districts - razorthorns. If you step on them, they will deal 1 acid damage to you.
  • Fixed a typo in the "Does not breathe" ability.
  • You will see mob names when 'l'ooking at them.
  • The Military raid and Military conquest missions will no longer have angels from the very start, angels can only start delayed in these missions now.
  • Imps and Shadow imps will start with 2 power points during the Military raid and Military conquest missions.
  • Angels will no longer try to conceal divinity when there is an enemy next to them.
  • Humans will try to swim up if they feel a lack of oxygen.
  • Added an option to replay the previous mission type with the same player faction.

v1.3.2

11 Jul 18:07
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  • Added a set of abandoned districts (which were left by the civilians).
  • Added a set of corrupted districts (which were captured by the demons).
  • Added a new mission - Military conquest. The mission takes place in the abandoned and corrupted districts. The military and the angels try to destroy demonic sigils, while the demons try to protect them.
  • Added a new mission - Military raid. The mission takes place in the abandoned districts. The military and the angels try to wipe out all demons from the district.
  • Added a new mission - Celestial purge. The mission takes place in the corrupted districts. The angels try to destroy demonic sigils, while the demons try to protect them.
  • Added a new mission - Celestial retrieval. The mission takes place in the corrupted districts. The angels try to recapture the stolen relic, while the demons want to stop and destroy them.
  • Demon conquest mission now also takes place in the abandoned and corrupted districts.
  • Demon raid mission now also takes place in the abandoned districts.

v1.3.1

20 Apr 21:03
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  • A new mission was added - Demonic thievery. The demons opened portals in order to steal a holy relic from the church and return it to their dimension. The military and the angels want to stop and destroy them.
  • A new mission was added - Demonic conquest. The demons opened portals in order to conquer the district by placing and charging sigils in it. The military and the angels want to stop and destroy them.
  • Fixed the bug with player's choosing the resurrect ability that could freeze the game.
  • Fixed warehouses being mixed with barricades when military defenders are present in a seaport.
  • Strings in the message log are of different colors now depending on the type of the message (instead of white used everywhere previously).

v1.3.0

29 Mar 19:52
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  • The concept of missions was introduced. The previous scenario where the demons wanted to kill all angels in the city became the 'Demonic attack' mission.
  • A new mission was added - Demonic raid. The demons opened the portals in order to gather flesh from the city. Their goal for this mission is to kill citizens, pick up their corpses and throw them into portals, while the military and the angels want to stop and destroy demons.
  • If you die, this is no longer the end of the world. The battle will go on until one of the sides wins. You might even get resurrected by your allies and continue fighting as if nothing happened.
  • You can no longer win the game by ascending beyond Angel or Archdemon/Shadow Devil.
  • As a Scout, you can no longer lose the game by getting possessed. Though you will lose the control over your character until you get purged (or the end of the mission).
  • You will now be able to customize the factions you want to see in a scenario.
  • AI will bump into friendly mobs much less often and will try to navigate around them to get to its target.
  • Added a journal where you can see objectives for the current mission and your relations with other factions. The journal is displayed using the 'j' button.
  • Defending military will be stationed inside the city.
  • Possessable creatures will try to get away from you if you are the one that can possess them.
  • Characters with ranged weapons will try to step out of melee combat.
  • Ghosts can now sense the direction to the sacrificial circle and the Book of Rituals.
  • Abilities on cooldown will be displayed in the status string.
  • The game over screen now also shows the comparative statistics between the character who earned the title and the player.

v1.2.6

12 Jan 19:52
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  • With the demons invading, strange glyphs start to appear on the walls. The satanists are now able to decipher these demonic runes and use this knowledge to harness even more power.
  • Demon word: Flesh lets a satanist turn a zombie into a full-fledged imp that can later progress and evolve as demons usually do.
  • Demon word: Plague lets a satanist spread virulent soul sickness that will deal damage over time.
  • Demon word: Power lets a satanist temporarily gain the power of an Archdemon.
  • Demon word: Darkness turns off the sun for a period of time.
  • Demon word: Invasion places an enchantment on the map that constantly reanimates corpses.
  • Demon word: Knockback pushes all characters around the satanist away.
  • Satanists now inflict vorpal damage instead of fire damage.
  • Ghosts leave no footprints on snow and generate no sounds while moving.
  • Blessings and divine shield now offer complete protection from ghost's possession.
  • Empowered undead now have normal movement speed and can keep up with the satanists when following them.
  • Fixed the bug with the game freezing after completion of the Increase acid strength mutation.
  • Fixed the bug when you could target characters unseen by you with abilities.

v1.2.5

24 Dec 18:51
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  • Introduced a new playable character - the Lost soul. It is a very fragile (1 HP) non-corporeal being that can possess humans and dead bodies. Unlike demons, its possession ability is improved - it gains all the abilities of the victims and uses their HP instead of its own. When the victim dies, it just leaves the body ready to jump into another target in range.
  • When in ghost form the Lost soul can turn completely invisible and escape any dangerous situation, as well as pass through walls and floors.
  • The aim of the Lost soul is to find the Book of Rituals stored in the library and use it on the sacrificial circle on the lowest floor of the satanists' lair.
  • Added a second tier of defensive mutations for the Eater of the dead. These are thick carapace (even more passive damage resistance), acidic tips (extended spines start to deal acid damage) and jump (gain an ability to jump similar to the thief).
  • Added a second tier of offensive mutations for the Eater of the dead. These are piercing needles (constricted target have reduced dodge), increased acid strength (acid spit also reduces flesh and acid resistances) and increased cerebellum (corrosive bile always lands to the destination target).
  • Added survival mutations to the Eater of the dead like hooks & sucker cups (lets you climb walls) and facade readjustment (lets you disguise yourself as a human).
  • Spawning mutations are rearranged for the Eater of the dead. The ovipositor is now the prerequisite for all spawning mutations. Then you can branch into locusts or scarabs. Parasites are now dependent on the ovipositor as well. All spawning is no longer immediate - first, you need to lay eggs and wait before they grow.
  • The Eater of the dead can gain an ability to spawn seeker larvae. These small creatures are harmless but eat corpses and transfer their power to you.
  • The Eater of the dead can gain an ability to spawn spore colonies. These are immobile creatures that spit acid at their enemies in sight.
  • Fixed the bug when you could throw the parasite through solid objects.
  • Added a card that could polymorph enemies into trees. Trees are immobile and do negligible damage but have superior defenses.