- Version 1.1.7 - 10k FTW! - 18 May 2017
Just a bug fix update and an increase in build points for the ACK, because why not! 1.1.7 (Build 10.3) Change List Improved ACK build points increased to 10k (up from 8k!) Ranged brigands now default to 10 units for awake radius to match ranged skeletons. Any ranged brigands already placed in adventures will still be set to 6 - but can now be increased to 10. Fixes Fixed the health below 50% event firing when it shouldn't Fixed pressing ESC to get out of TOD VFX node would not bring back the top editor menu Fixed a loot shrine exploit bug - you now can't switch players once you have prayed until you grab your reward! Fixed skeleton king not having white dust blood when killed Fixed enemies constantly moving through teleporters causing character interaction UI to flicker Fixed not being able to set ranged brigand awake radius bigger than 6 units, like ranged skeletons can, now goes up to…
- Version 1.1.7 - 10k FTW! - 18 May 2017
Just a bug fix update and an increase in build points for the ACK, because why not! 1.1.7 (Build 10.3) Change List Improved ACK build points increased to 10k (up from 8k!) Ranged brigands now default to 10 units for awake radius to match ranged skeletons. Any ranged brigands already placed in adventures will still be set to 6 - but can now be increased to 10. Fixes Fixed the health below 50% event firing when it shouldn't Fixed pressing ESC to get out of TOD VFX node would not bring back the top editor menu Fixed a loot shrine exploit bug - you now can't switch players once you have prayed until you grab your reward! Fixed skeleton king not having white dust blood when killed Fixed enemies constantly moving through teleporters causing character interaction UI to flicker Fixed not being able to set ranged brigand awake radius bigger than 6 units, like ranged skeletons can, now goes up to…
- Version 1.1.6 - Happy FTD Dreams! - 20 April 2017
Welcome to Version 1.1.6, Build 10.2 Our amazing community of creators decided to get together and host another creator event, called FTD DREAMS 17! Every day between April 21st and May 2nd, 2017, one of our amazing creators will release a "Dreams" themed adventure for everyone to play, so to celebrate this event we have pushed a small update out that adds a button to the adventure gallery to make it super easy to find the new adventures as they appear, and forever! We have also officially dropped the price of FTD at the same time, to encourage new players to come in, try the game and play these amazing new adventures. Happy FTD Dreams everyone!
- Version 1.1.6 - Happy FTD Dreams! - 20 April 2017
Welcome to Version 1.1.6, Build 10.2 Our amazing community of creators decided to get together and host another creator event, called FTD DREAMS 17! Every day between April 21st and May 2nd, 2017, one of our amazing creators will release a "Dreams" themed adventure for everyone to play, so to celebrate this event we have pushed a small update out that adds a button to the adventure gallery to make it super easy to find the new adventures as they appear, and forever! We have also officially dropped the price of FTD at the same time, to encourage new players to come in, try the game and play these amazing new adventures. Happy FTD Dreams everyone!
- Version 1.1.5, Build 10.2 - Happy Outfolded launch! - 23 August 2016
Welcome to Version 1.1.5, Build 10.2 Just a small update to celebrate the launch of our new mobile game ( iOS only right now ) called Outfolded. You can check it out at http://outfolded.com On to what's new.... 1.1.5 (Build 10.2) Change List New We have added a new VFX Logic Node to the ACK - you can now place these nodes in your adventures and set specific time of day and visual effects, and trigger them via events like other logic nodes! Improved The water splash effect now respects water that has been raised.
- Version 1.1.5, Build 10.2 - Happy Outfolded launch! - 23 August 2016
Welcome to Version 1.1.5, Build 10.2 Just a small update to celebrate the launch of our new mobile game ( iOS only right now ) called Outfolded. You can check it out at http://outfolded.com On to what's new.... 1.1.5 (Build 10.2) Change List New We have added a new VFX Logic Node to the ACK - you can now place these nodes in your adventures and set specific time of day and visual effects, and trigger them via events like other logic nodes! Improved The water splash effect now respects water that has been raised.
- Version 1.1.4, Build 10.1 - No Bugs Sky - 10 August 2016
We've just pushed some minor tweaks and bug fixes! 1.1.4 (Build 10.1) Change List Improved If a key that is within the radius of a door that requires it is picked up, the door will recognise the player now has the key and will open immediately. In the past, the player would need to move out of and back into the door radius to trigger the door Gave a slight damage bump (10%) to the crit chance modifier Improved Loot Shrine save system to correctly save on exiting the shrine Tweaked ranged brigand data to bring them in line with ranged skeletons Fixed When a key is picked up while the door key required icon is flashing, the icon is set to on after the flashing finishes. Fixed variation 6/7 of hanging sign prop - nows shows all 7 variations correctly Fixed half health event not being fired if the enemy was killed by falling off the world while above 50% hp Fixed active crit chance displayi…
- Version 1.1.4, Build 10.1 - No Bugs Sky - 10 August 2016
We've just pushed some minor tweaks and bug fixes! 1.1.4 (Build 10.1) Change List Improved If a key that is within the radius of a door that requires it is picked up, the door will recognise the player now has the key and will open immediately. In the past, the player would need to move out of and back into the door radius to trigger the door Gave a slight damage bump (10%) to the crit chance modifier Improved Loot Shrine save system to correctly save on exiting the shrine Tweaked ranged brigand data to bring them in line with ranged skeletons Fixed When a key is picked up while the door key required icon is flashing, the icon is set to on after the flashing finishes. Fixed variation 6/7 of hanging sign prop - nows shows all 7 variations correctly Fixed half health event not being fired if the enemy was killed by falling off the world while above 50% hp Fixed active crit chance displayi…
- Version 1.1.4, Build 10.0 - Humans! - 13 July 2016
We have added Human versions of our ranges enemies! We are sure some of you might find them useful :-)
- Version 1.1.4, Build 10.0 - Humans! - 13 July 2016
We have added Human versions of our ranges enemies! We are sure some of you might find them useful :-)
- Version 1.1.3, Build 9.8 - Squishy Bug Guts! - 12 April 2016
Welcome to Version 1.1.3, Build 9.8 It’s been a while - but here is a small bug fix update. Yes, we do read the forums :-) 1.1.3 (Build 9.8) Change List New You can now cycle pages in the inventory (loot shrine) with the right stick (left & right) when using a controller Changes/Improvements Keys now rotate as they bob up and down, to make it easier to see them Fixes Fixed checkpoints not firing events properly when connected to logic blocks Fixed blockers flickering when intersecting with other disabled blockers Fixed NPC dialogue windows being left open when a player dies Fixed character inventory not being stomped when restarting a failed adventure (woops) Fixed being able to press (B) on Game Over screen and soft-lock the game if the game ended via self-destructing Fixed “Half Way” Achievement not firing when unlocked in the same session you killed the dragon - If you have already k…
- Version 1.1.3, Build 9.8 - Squishy Bug Guts! - 12 April 2016
Welcome to Version 1.1.3, Build 9.8 It’s been a while - but here is a small bug fix update. Yes, we do read the forums :-) 1.1.3 (Build 9.8) Change List New You can now cycle pages in the inventory (loot shrine) with the right stick (left & right) when using a controller Changes/Improvements Keys now rotate as they bob up and down, to make it easier to see them Fixes Fixed checkpoints not firing events properly when connected to logic blocks Fixed blockers flickering when intersecting with other disabled blockers Fixed NPC dialogue windows being left open when a player dies Fixed character inventory not being stomped when restarting a failed adventure (woops) Fixed being able to press (B) on Game Over screen and soft-lock the game if the game ended via self-destructing Fixed “Half Way” Achievement not firing when unlocked in the same session you killed the dragon - If you have already k…
- Version 1.1.3, Build 9.7 - Happy New Year! - 28 January 2016
Welcome to Version 1.1.3, Build 9.7 Happy New Year! This is a small update to get a couple of new features we’ve been working on out to you all that we didn’t have time to ship last year - enjoy! New Enemy NPC’s One of our most commonly requested features is the ability for enemies and NPC’s to be interchangeable - the ability to make some enemies talk to the player, or an NPC to talk to the player and then become hostile and fight. Unfortunately, decisions we made in the architecture of Fight The Dragon all the way back in 2013(!) make scenarios like this impossible - the immense amount of work required to rebuild large sections of the game while keeping legacy adventures compatible is an unfeasible task. However, while we can’t give you all of the features you’ve been asking for, we’ve come up with what we think is a pretty cool compromise - Enemy NPC’s! The standard NPC can now be sw…
- Version 1.1.3, Build 9.7 - Happy New Year! - 28 January 2016
Welcome to Version 1.1.3, Build 9.7 Happy New Year! This is a small update to get a couple of new features we’ve been working on out to you all that we didn’t have time to ship last year - enjoy! New Enemy NPC’s One of our most commonly requested features is the ability for enemies and NPC’s to be interchangeable - the ability to make some enemies talk to the player, or an NPC to talk to the player and then become hostile and fight. Unfortunately, decisions we made in the architecture of Fight The Dragon all the way back in 2013(!) make scenarios like this impossible - the immense amount of work required to rebuild large sections of the game while keeping legacy adventures compatible is an unfeasible task. However, while we can’t give you all of the features you’ve been asking for, we’ve come up with what we think is a pretty cool compromise - Enemy NPC’s! The standard NPC can now be sw…
- Version 1.1.2, Build 9.2 - Happy Anniversary! - 15 December 2015
Welcome to Version 1.1.2, Build 9.2 Happy Holidays everyone! 1.1.2 fixes up a couple of bugs and annoyances that have been reported recently on the forums, improves enemy AI and pathfinding and also includes a new “Experimental” branch of the game running on a the latest version of Unity (5.3.0f4) - Yes, we’ve skipped 5.2 as our crash bugs were never fixed. We also missed the one year launch anniversary of Fight The Dragon! On the 4th of December last year we launched out of early access and thanks to the support and effort of the community it was one of 3 Sprocket’s biggest desktop launches. Throughout the year we expanded the game with many great updates that included new editor features, more gameplay improvements, bug fixes, performance optimisations and of course, a substantial content update that included 4 new special abilities per class! So thanks again for playing and supportin…
- Version 1.1.2, Build 9.2 - Happy Anniversary! - 15 December 2015
Welcome to Version 1.1.2, Build 9.2 Happy Holidays everyone! 1.1.2 fixes up a couple of bugs and annoyances that have been reported recently on the forums, improves enemy AI and pathfinding and also includes a new “Experimental” branch of the game running on a the latest version of Unity (5.3.0f4) - Yes, we’ve skipped 5.2 as our crash bugs were never fixed. We also missed the one year launch anniversary of Fight The Dragon! On the 4th of December last year we launched out of early access and thanks to the support and effort of the community it was one of 3 Sprocket’s biggest desktop launches. Throughout the year we expanded the game with many great updates that included new editor features, more gameplay improvements, bug fixes, performance optimisations and of course, a substantial content update that included 4 new special abilities per class! So thanks again for playing and supportin…
- Version 1.1.1, Build 9.0 - Major Minor - 17 November 2015
Welcome to Version 1.1.1, Build 9.0 Hey everyone, it’s been a while! Though this appears to be a small update from us, it’s actually more significant that it seems. We have moved FTD into Unity 5.2.x and in doing so, we’ve been able to capitalise on some new performance work that Unity have been implementing. Results will vary greatly for everyone as these improvements will really only kick in when your machine CPU is struggling more than your GPU is, but in our tests we have seen anything from 5% improvement up to 20%, so we hope many of you on older or less powered hardware see some improvement. New RETRY button Finally, after what seems like *forever*, we have added a “retry” button to the adventure results screen for when you have failed the attempt. Now you can re-load and play the adventure without having to go back to your world map :-) This button is only available in local adve…
- Version 1.1.1, Build 9.0 - Major Minor - 17 November 2015
Welcome to Version 1.1.1, Build 9.0 Hey everyone, it’s been a while! Though this appears to be a small update from us, it’s actually more significant that it seems. We have moved FTD into Unity 5.2.x and in doing so, we’ve been able to capitalise on some new performance work that Unity have been implementing. Results will vary greatly for everyone as these improvements will really only kick in when your machine CPU is struggling more than your GPU is, but in our tests we have seen anything from 5% improvement up to 20%, so we hope many of you on older or less powered hardware see some improvement. New RETRY button Finally, after what seems like *forever*, we have added a “retry” button to the adventure results screen for when you have failed the attempt. Now you can re-load and play the adventure without having to go back to your world map :-) This button is only available in local adve…
- Version 1.1.0, Build 8.9 - Fixels! - 13 October 2015
Another small set of fixes and improvements - Enjoy! Fixes Fixed Rat climbing animation not playing correctly Potentially fixed several issues causing erratic behaviour on enemies moving around and through Teleporters Fixed mouse cursor staying locked to centre of screen when opening some UI/menus while holding the middle mouse button Fixed enemies turning their heads to look at the player while they were in stealth Fixed barrels not resetting to their correct state when a playtest was ended while a player was holding a barrel Fixed stealth sound effect not ending when stealth ends prematurely (player attacks an enemy) Fixed SFX fired from the SFX Logic clip not respecting player volume settings Fixed electric mine appearing in players hands permanently after using the Flash Powder ability (Rogue only) Trigger enter events should now fire correctly after turning off a trigger while a pl…
- Version 1.1.0, Build 8.9 - Fixels! - 13 October 2015
Another small set of fixes and improvements - Enjoy! Fixes Fixed Rat climbing animation not playing correctly Potentially fixed several issues causing erratic behaviour on enemies moving around and through Teleporters Fixed mouse cursor staying locked to centre of screen when opening some UI/menus while holding the middle mouse button Fixed enemies turning their heads to look at the player while they were in stealth Fixed barrels not resetting to their correct state when a playtest was ended while a player was holding a barrel Fixed stealth sound effect not ending when stealth ends prematurely (player attacks an enemy) Fixed SFX fired from the SFX Logic clip not respecting player volume settings Fixed electric mine appearing in players hands permanently after using the Flash Powder ability (Rogue only) Trigger enter events should now fire correctly after turning off a trigger while a pl…