Jack McLantern Changelog

What's new in Jack McLantern 0.3.7 Alpha

May 14, 2019
  • Camera adjustment made to fix a trembling issue a couple of people reported.

New in Jack McLantern 0.3.6 Alpha (May 13, 2019)

  • Zombies and skeletons now throw some gravel when they come up from the ground
  • Enemies get alerted to shots fired and axes thrown near them

New in Jack McLantern 0.3.5 Alpha (May 13, 2019)

  • New things to expect in very next build?:
  • Beer
  • Potions
  • NPCs

New in Jack McLantern 0.3.4 Alpha (May 8, 2019)

  • New build with a bunch of adjustments to the enemies to make sure they never lose their way.
  • I also adjusted the quality of their path finding and made sure they have a patrol root if they stop following you.

New in Jack McLantern 0.2.8 Alpha (Apr 30, 2019)

  • "I tuned the stamina and magic costs and regeneration values. The Scythe is very OP, but drains stamina like fruit juice.
  • I'm planning on adding an animation and effect for when you pick the Scythe, but at the moment it's just a transition.
  • I had to change a few things around in order to support additional weapons, but I always knew that going in, I just made what was useful at the time.
  • Oh the Pistol will also let you know you ran out of Magic, spamming the attack buttons won't drain your stamina and magic.
  • Opening Chests and Gates won't affect those either."

New in Jack McLantern 0.2.41 Alpha (Apr 25, 2019)

  • Some collisions for trees and wells
  • A glitch with the gun, more may exist
  • Jumping while sliding would make you into a zombie smashing entity
  • You could slide into Hell Knights and one-slide them, not anymore
  • Some text errors
  • Some of the walls trying to keep the player in the 'general game area'