Alchemist 0.2.2 is released!




Hello everyone! Today I'm releasing 0.2.2, a QoL and bugfix update.

The saves are compatible with 0.2.1.

Changelog:

Quality of life:

  • Hotbar. You can bind items or actions to it, and use it with both keyboard and mouse.
    • Note: the key '5' used to be one of the default keys to skip a turn. Now it, like all other numeric keys, activates the hotbar slot. If you played before, the game will have remembered the old setup, and will show you a warning about the keybinding conflict. You can easily resolve it by resetting the bindings to default or changing/removing one of the bindings.
  • Mouse controls improvements:
    • Many UI elements now have larger active areas.
    • Sliders (crafting amount, waiting time, etc) can now also be controlled with mouse wheel.
    • In examination mode and targeting mode, when you point at UI elements, the cursor on the map is hidden, to make it clear that your click is caught by those UI elements and not the map.
    • Clicking to move now skips the animations and then immediately starts the movement (same as keyboard controls), unlike before when you had to make a separate click to skip animations.
  • Weather effects' intensity can be adjusted:
    • Fog density.
    • Number of rain particles.
  • Added tutorial messages in case the player decides to go out after receiving the alembic quest, without checking out Ricardo's other suggestion.

Presentation:

  • Reverberation effects in buildings and dungeons.
    • Note: as the game didn't have this information before, the church in old saves will have reverberation as in a regular building, instead of intense echo.
    • Can be disabled in settings.
  • During foggy weather, sounds are muffled.
    • Can be disabled in settings.
  • Cats and toads now have sounds.
  • Moon phases. The moon creates additional light during the night, with the intensity and the time it rises and sets depending on the phase. Generally, nights should not be as dark as before.

Balance:

  • No more than 1 cloud of poison/rot can exist within a single cell. The main reason is so that wyrms don't create multiple clouds behind which you can't see anything.
  • Lantern burning cost: 1 something luminescent per 12 hours -> 1 per 4 hours.
  • Scarlet flask crafting cost increased from 2 to 5 something sanguine.
  • Mandrake, when ground, gives something telluric instead of something verdant.
  • Distilling fireflies gives 0.1 something fey.
  • Distilling fiend's powderbox gives 0.4 something sinister instead of 2 something toxic.
  • Treasuries contain slightly less loot on average.
  • Crypts contain slightly less loot on average.
  • Priest sells 10 books instead of 8, and he has slightly higher chance to have non-ecclesiastic books.
    • Will only have an effect after starting a new game, because merchant inventories are initiated on game start.
  • Potato fields contain fewer plants, but each plant gives 1-2 components instead of always 1.
  • Light rain is slightly more common.

Bug fixes:

  • Fixed loot disappearing completely when breaking a bookcase. Now it partially breaks, similar to chest loot.
  • Fixed a rare freeze caused by highly specific pathfinding circumstances for wyrms.
  • Fixed weather adjustment to vision range not being active on the first turn after entering an area.
  • Fixed a hard to reproduce crash related to popups.
  • Fixed a way to enter areas with restricted actions (like merchant's camp) while having a forbidden action prepared.
  • Fixed crafting sounds not being affected by SFX volume setting.
  • Fixed campfires not blocking the path.
  • Fixed loot/creature overlay buttons not working properly during target selection.
  • Various grammar and writing fixes.

Files

Alchemist 0.2.2 — Free 199 MB
Nov 29, 2022
Alchemist 0.2.2 — Free (.love package) 196 MB
Nov 29, 2022
Alchemist 0.2.2 — Sanctified 199 MB
Nov 29, 2022
Alchemist 0.2.2 — Sanctified (.love package) 196 MB
Nov 29, 2022

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Comments

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I picked this up a little bit ago and it's really wonderful, thank you! After upgrading to 0.2.2 I noticed lightning and thunder playing in a basement and I'm not sure that's supposed to happen.

I'm finding the scarcity of metallic ingredients maybe a little extreme (it does make sense it'd be hard to come by at first!). I've just started getting good locations from Ricardo though so hopefully that's about to change.

>I noticed lightning and thunder playing in a basement and I'm not sure that's supposed to happen.

Yes. The light and sound come from above.

>I've just started getting good locations from Ricardo though so hopefully that's about to change.

Yes, later areas have more metal, among other stuff.