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Catacomb Kids Activation Key Crack

Updated: Mar 23, 2020





















































About This Game The Origin Of Dungeons500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.What Lies BeneathCatacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness. 7aa9394dea Title: Catacomb KidsGenre: Action, Indie, RPG, Early AccessDeveloper:FourbitFridayPublisher:FourbitFridayRelease Date: 20 Feb, 2015 Catacomb Kids Activation Key Crack catacomb kids lyrics. catacomb kids It's Very Very Good.In a Nutshell: Spelunky + Heavy Roguelike elements.This game has depth, there are mechanics upon mechanics, and many ways to approach it. There are 4 classes, with a lot of room for differentiation in play-style via starting conditions and build. The Catacombs are cruel, and punish smack down hubris, the A.I is clever, and more advanced enemies will trick you. Like, it's fun, very fun.. A very fun title, very heavy on variation and experimentation. This game is an excellent example of emergent gameplay.. One of my favorite games of all time.. Fluid, fast, a lot of mix and match playstyles. Enjoyable and surprisingly deep mechanics to explore.. Hasn't been touched in a year. Completely dead and completely disappointed that I spent money on it. 0.2.0b Patch Notes: A quick bugfix build plus some changes!The new rewards are much rarer in this build than in the last build - which is intentional - but they might be a little too rare now. I'm still tweaking the balance of their spawn frequency so just keep that in mind! I want them to be not littering the first floor but also not once-every-ten runs, and I haven't hit that sweet spot yet.Anyway here's them notes:ChangesHeavenly weapons are no longer indestructible, now degrading to excellent after useVery slightly reduced quality of items from soul chestsNo longer alerted to lava by dangersense when immune to fireChanged appearance of stone platforms in the Upper DungeonReduced range of sound from killing humanoid enemiesSoul chests combine their total soul count when they touch one anotherSlightly increased range of soul-gathering on soul-chestsSoul-chests now must be touched before they start absorbing soulsMade device more durable - no longer destroyed by fire or waterAdded unstable cold burst effectCan now pounce onto climbing ladders and ledges againFixesReward type items spawn far too frequently, too numerously, and in the wrong placesCertain premade rooms that disallow verticality spawning break level progressionDisappearing blocks disallow nearby ladders even when they're behind wallsShifting barriers can spawn in places that block off adjacent passages when flippedShifting barriers in premade rooms spawn in the wrong place when the room is mirroredUnaligned text in death summary screenCrash when selling or piping potions partially identified with square bracketed tag items in their namePowered arm spams messages when carrying a full battery while still having charges left in the armCrash with obj_goo_bottle_Destroy_01-height corridors sometimes force humanoids to crouch when climbing down from a ladderClimbing down into spikes as a pathfinder or cartographer deals damage as though falling into themCan use Breakthrough to jump outside of the level's boundsProsthetic arms don't draw as the correct color on the in-game spriteSlimes kinda spaz out on corpses in spikesLava drips can spawn on death blades, freezing themBlessings and certain amulet abilities block energy when active like trancesStowing an item while a hated dagger is already stown makes the dagger stop existingCrash when eating things while the statistic for number of things eaten is uninitializedGills from fishanha meal do nothingHorizontal moving blocks get stuck over solid tilesCPU players in vs mode spawn in weeeeird placesGoing directly from one transition stage to another from shops still increments the floor countCold descent transition stage doesn't have its frozen door or fog of war style transitionEmpty bottles have no name when being soldCrash when blinking in versus mode. 0.0.13!: A new year, a new build!Sorry it's a couple weeks late, mostly due to issues actually building the game and not content stuff. Which I suppose goes for the build itself as well: not too much new stuff, but it's now compiled using Game Maker's YYC (YoYo Compiler), which should hopefully help improve performance a not insignificant amount [crosses fingers]. [REDACTED] Unfortunately, said issues building affected osx the most and haven't yet been satisfactorily overcome, so the Mac version is still built without the YYC and as such won't see any performance changes for the better this time around.Most of this past month was spent getting the YYC working nicely, working on Anticropolis stuff, reordering and the optimizing level generator, and an embarrassing amount of time being sad on holidays. Hopefully finally gettin' this build out will lift my spirits a bit though!The main visible features in this build are soups - which can be made by boiling bottles of non-slime corpses with water in them - and spices, which are sometimes found on tables and can be used to improve food. Neither soup nor spice stuff is nearly finished yet, but it's a start and will hopefully prove an interesting addition that grows over time. Really I just didn't want to put out a build with nothing new to play with in it, after so much work doing invisible backend stuff. At the moment there are four 'spices'. What they do is up to you to find out.Also relevant: I've hired an animator to help lighten the load on me and speed up the production of all the new frosty enemies that'll be coming to the icy depths of the Anticropolis (and beyond!) His name is John and he's rad. Everybody say "Hi, John!"You can check out some of his other work here: http://imgur.com/a/HNtO7and follow him on twitter at @bigbooty2dcutieEDIT: Temporarily went back to a non-YYC build for Windows, hoping to fix an issue where the game is just a black-screen. Unfortunately this means the game won't have the performance improvements I had hoped using YYC would impart.FixesHumanoid enemies no longer use potions or eat potatoesCrash upon throwing bottled charge starsCrash upon throwing charge stars dropped by grumbul tank guardsGrumbul Tank guards causing repeated non-fatal crashesUndead followers sometimes appear at the wrong position when going to the next floorLoudness of byat wings unaffected by sound volume settingLoudness of boulders rolling unaffected by sound volume settingBottled mushrooms still burn and give off gasSeveral pathfinding-related crashesNew StuffMake Soup!Spices! (WIP)Now compiled with YYC, which should give a significant performance improvementTwo new status effectsNew music in ceiling trap transitional stageChangesMade a couple reputations slightly easier to achieveByat meals wear off after 2 floors, rather than lasting foreverFood queue gradually empties after a period of not eating anythingRemoved COMBO input mode for class abilitiesWizard throw better aligns enemies to the tiles when grabbedNext Build TO-DOLeaderboards?. 0.1.5b: SORRY. MY BAD. 0.1.5b should fix the "Fishahna Crash". It's only out for Windows right now, but Mac+Linux versions will be on their way later in the week.FixesFishanha crash when eating corpses. 0.0.13b: Fixing bugs! Back on that YYC for Windows, no more black fullscreen for Linux, and you can have your soup and eat it, too.Fixes 0.0.13bFullscreen is blackCrash when drinking soupsByat meal bonus doesn't always wear offSpicy foods aren't indicated as such in food queueTwins can flee from the fightCrashes with AI in reaper fightShopkeepers are listed as "Other Things" in the end-of-run kill listFrequent spawning in wallsChanges 0.0.13bAdded indicator beneath hunger queue to indicate currently active meal effectsSpicy meals made more effectiveAdded new soup typeImproved mechanics of hot potatoesCan use grapple on ReaperCompleting a meal shows its final components. PAX East Minibooth!: HEY!Just wanted to give y'all a heads up that I'll be showing Catacomb Kids at PAX East in Boston later this week as a part of the INDIE MINIBOOTH! It'll be my first time showing the game officially at any sort of convention or expo type thing, so if you're in the area come say what's up and maybe gimme a high five or something!Unfortunately this does mean that the next build won't be coming until after I get back from Boston. I was hoping to have it out in February but obviously that didn't happen -- With GDC going on and PAX stuff to prepare for, I was mostly bogged down in the whole "email and business and taxes" side of game dev that nobody likes to admit actually takes time. That side sucks, yo.Anyway, wish me luck!. 0.0.11: So this past month I added a couple new transitional stages, made some changes to magic, improved certain boons, and implemented end-of-run Reputations. Unfortunately we weren't able to get online leaderboards done, but I'm hoping the reputations will help tide y'all over in the meantime. I've had leaderboards in too many "next-build to-dos" without delivering yet which makes me feel bad, so I'll leave 'em off this time and maybe it'll actually get done next month! That's how these things work, right? (In all seriousness, Stevie and I have been making good progress on leaderboards so it shouldn't be much longer! <3)Magic has changed in that all spells are now of a certain type, noted in the bottom-right corner of the spell learning screen (and to be made more clear in more places with further updates). Regaining spell charges (for the most part) is now limited to only recharging one type of spell at a time, though there are certainly exceptions to this.Charge Stars, previously only used to replenish trance and overload spells, have also become a much more interesting item. They're not quite finished yet, but I've got some fun plans for them in the future.And as always, there have been a number of bugfixes.Next month I'll be focusing on a long-coming AI update, as well as improving performance issues.Here's the full changelog!FixesPressing "O" gives all grumbuls berzerk"Delete" crash when opening doors next to bouldersIce from ice bolt/cold burst/glacial shoes sometimes drawn behind tilesGame crashes if you pilfer a hated weaponHeavy bat and Hunter's Thrust don't work with sprint bound to a buttonGrumbul Tank pilot is immortalStill can burn your own shieldGame sometimes freezes after level generationByats can die by touching still bouldersHitting boulders on the back-swing will knock them into youNew Stuff2 New Transitional stages!End-of-Run Reputations (WIP)Status effect iconsChangesImproved Tier 3 Axe skillTravels further, curves both up and down walls.Improved Mighty Stomp Range based on height of fallReduced time after stomp before you can attack againImproved Tier 1 Sword skill Reduced time after landing before you can attack againImproved DisarmWeapons are flung further away, damaging other foes along the wayShield parrys disarmImproved PlagueInfects corpses; infected corpses explode after timeEffect of explosion depends on the type of corpseHard Helms offer more protectionStone footwear offers more protectionHaste increases attack speedUpdated some spell spritesFancier/improved event textReverted 'Sprint button' to previous functionality; release to stop sprintingCan no longer roll with heavy lifted objects above your headEnvironmental green slime bounces itemsChanged Charge Stars (WIP)Stars are hidden in walls and no longer drop from enemiesThey begin as uncharged 'Hollow Stars' and must be charged before useSpikes can be brokenRewrote food eating and meal code (behavior is mostly unchanged)Byat meal doesn't stackDisease occasionally causes weaknessCrouch-attacking on top of a boulder will strike the boulderPlayer no longer immune to [ ]'s destructionPlaceholder sfx for swinging blade traps (WIP)Next Build TO-DOBetter AI!. 0.1.2: Ahh! Sorry! This build is kinda way overdue! I know the last build was pretty buggy and crashy, and this should hopefully fix a lot of that. It's only available on Windows for the time being, with Mac and Linux following sometime this weekend, hopefully.There isn't too much new stuff to play around with yet, but I'm making very good progress on the upcoming Tinkerer class, as well as implementing a currency to be spent between runs.NewNew Reaper Spell!New Amulet!ChangesCan now aim Chain Lightning's trance downwardReaper spells are now considered "Dark" for charge typesFully realized Amulets now have a (Realized) tagPush and Push trance now affect crush traps and falling iciclesAmulet of [Void] no longer drains energyAbsorbing magic with the Amulet of [Void] now restores energy to the bearerAmulet of [Void] no longer disables the Orb of LevelingAmulet of [Hunger] now has a fully realized versionEnemy amulet abilities now tied to enemy INTEnemy amulet effects are now invisible unless you already know said amuletCan skip logo intro on main menuBlink trance now protects from projectiles and being crushed by the Grumbul TankFixesPouncing with Chain Lightning's trance expends all minibolts at onceCrash when trying to display context button prompts for nonexistent objectsTomed spellbooks sometimes the visual of being used when using another objectSpellwright shopkeepers crash when casting an aimable spellLooting menu shows stats for last selected item when selecting AmuletsSometimes the same amulet type will appear and identify as two separate onesSometimes two different amulet types will have the same appearancePlague poisons alliesPlagued flame bodies are excessively explosiveINT requirement for identifying amulets was wrongAnother crash related to Reaper arena blocks spawning inGet stuck in ceiling while standing on grumbul tank with extra tough while it jumpsThe bottom row of tiles in a level is often cut off or misgeneratedRunning Water Anticropolis transition freezes during generationThermal indicator shows during level generationNear Future TO-DONext ClassMetacoin CurrencyFlesh out Encyclopedia. 0.1.0c Changelog: Fixed the Crab Crash:Fixes. 0.0.9c: What! What! Another bugfix update, as well as a few minor changes.Fixes 0.0.9c Sometimes armors are mis-drawn with objects in themFullscreen is offset/doesn't fit at certain resolutionsUsing shield-bash to pilfer weapons ignores missing armsEating severed limbs with resourceful screws up food queueShields are wrongly coloredGame crashes upon startup if game_data.ck fails to load"MISSING DS MAP" In place of the Daily RunWeapons are called shields in the equipment menuEnders and their skeletal spawn aren't on the same teamPoet's Tome disappears upon Undo death-saveClosing doors forces you into crush-trapsCan get stuck in walls when defeating the reaperExit doors sometimes spawn in wallsMore objects properly darken when outside of viewing rangeChanges 0.0.9cOverheal maxes out at max hp+INTWooden shields burnShields degrade with useHealth increase on level-up doesn't eat OverhealAdded missing indicators on spellbook menuChanged Poets' "Combo" input to "Hold Stow"Spirit followers are immune to fireBeing in lava deals more damageClarified that Dagger Skill 3 (Execute) needs to be done in midairEvasion for Freerun and Acrobatic no longer trigger while attacking. 0.1.3b: UNFORTUNATELY this patch is only out on Windows for the time being. We've been having mad issues building for Mac and Linux but fingers crossed they'll be coming before too long. Alas, we're not entirely sure what the fix is yet so I can't provide an ETA.In the meantime, Windows folk, have a bunch of bug fixes! CHANGESReduced Tinker-Bot max hp increase from class-up from +5 to +3 eachClassing to Engineer lets tinker-bot carry heavy itemsReduced Tinker-Bot stat increase when going from Mechanic to EngineerAdded option to tinker-bot to only pick up unusable objectsAdded input prompts to tinkerbot's manual modeAdded input prompts to character select menuEngineer's Tinkerbot changes sprite to reflect improvementTinkerbot repairs damage from poor repairs by descending floorsHeadaches now last for 2 floors instead of 1Tinker-bot is better at avoiding shifting platforms in the ACFIXESUndo isn't removed from the spell bar when maximum charges reach 0Missing leg causes air dash to behave strangelyOrb blinks when intersecting walls even when carried by TinkerbotBarrels sometimes burn them foreverCan be moved while going through doorsMoving Platforms in the AC can overlap the entrance/exit doorsBot hits self with thrown arrowsBot weapons don't disintegrate when brokenCan give bots heavy objects through the idle menuLikes/Good With [Weapon] doesn't specify weapon type when loading a template kidSpellbooks stolen by rats become invisibleReaper weapons fly away after unpausing from tinker mode switchSpikes in reaper room float when walls disappearWind-up turtle can be poisonedThrown weapons not reflected by armor of reflectionPotions deal damage incorrectlyCan't change Tinkerbot mode in coop while the screen is splitBear trap keeps you caught after UndoIf you ride a boulder into a wall, the boulder may push you slightly into itWeakness and a few other status effects aren't reciprocated by reciprocityLava bridges sprite turns to wooden bridge sprite when crushed by crush trapsNB sometimes spawns in walls and other strange placesTinkerbot mode cannot be changed when class ability is assigned to SPELLCustom Kids can't start with amulets"gml_Object_par_player_Step_0" crashesLocked rooms often generate without treasureWooden barricades can block off areas

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