- a new fixed party challenge 'BRAWLER' with a mix of the above (and a battlehardy rogue)
- items you cannot find randomly (aka 'uniques') will no longer be sold under the 'sell all' shop special action
- some smaller fixes
- a small hidden secret
v2.6.201 is coming through in the next hour
Fixes an old and annoying bug (when equipping items while the right side has LOOT or SHOP mode, then the item red/white colouring on the left gets messed up). Finally found it!
2.6.100 is live
this update fixes a rare and very old bug that may prevent rooms from connecting properly, known to have occurred in orc lairs on occasion.
Side note: am working tirelessly on ESCAPE FROM CHAOS, a DoC spinoff. More action focussed and roguelike-ish (no NPCs, no shops), hopefully finished by Christmas. Currently wrapping up alpha testing.
2.5.200 is out, and outlook
fixes little bugs that got noted over time:
- corrects a dungeon room layout that can cause disconnected rooms
- instrument pricing fix
- Veridrac summon placement
- drop bear pic
- elf bow shop npc pic
Am busy working on my new game "ESCAPE FROM CHAOS - a DoC tale". It will play in the same universe but have a more rogue-like fast-paced play style. Having/getting monsters as companions that can level up, instead of having more than one directly controlled human character. Cursed items, traps, a few other features but largely a similar turn-based 2D approach. Coming in a few months!
the BARD class is now live! 2.4.100 is out
A new advanced player class has been added: BARDS!
Accessible from the chapter 2 castle hall, all (!) starter classes can choose to become a bard.
A Bard is versatile, but a master of none. Except ... 6 specific bard skills and 16 instrument-based powers. A total of 22 new player actions!
Instruments are the bard insignia items, found in shops and very rarely as loot.
Also in this update:
- 6 bard-related achievements.
- 8 instrument shops
- 7 bard skill trainers
- a unique instrument as arena award. but the solo arena challenge is: taking on the avatar. And he is pretty angry about being booted from the game!
- the SLEEP condition. so far only inflicted by the bard skill, but soon monsters may do it as well. Sleep breaks if hurt.
- lessened JUGGERNAUGHT restriction from ‘no jewelry’ to ‘no rings’
- righteousness feat now gives 10 div/emp for ANY class
- change to MISFITS and MONKEYS and DARK LORD fixed party challenges: lowered their difficulty by 1 and improved the XP cap. Lowered DRAGONS difficulty from 8 to 6.
- undead dragon guardian spawns at zero distance now (intentionally deadly if you can’t handle him)
- added small chance for priest insignia to have a holy curse bonus
- reduced the stun chance for (new) boomerangs from 70% to 62%, and increased the attack time.
- insignia with two rolled boosts to the same stat/skill/spell now show these as ONE line
Did I hear ... BARDS?
Yes. I have had many discussions with fans about having a BARD class. Also about activating the AVATAR class. And the answers in both cases led to an obvious conclusion: I could not add the BARD class because the number of class slots was fairly locked in. And I could not activate the AVATAR class because the concept would need a lot of lore and story but the current way the game plays goes against the virtue concept it deserves.
So ... I will remove the AVATAR slot and add a BARD class. As an advanced class for starter classes to change to.
If you are interested in the discussion and what I want to do with it, look here:
Fixed many smaller things, rune trinkets are not yet ready but coming along fine.
Changes:
- new item: ‘Courtland’s Cape’, +5% loot value and a few smaller perks
- fixed a few items’ text display where they had a speed impact disguised as a negative speedmalus.
- fixed quickactions update after Zmaj arena reward
- fixes an issue where class cap is not increased if your spell or skill is increased via your birth feat
- fixed a VERY old visual glitch that caused red inventory item highlights to stick around too long
- other fixes of bugs I was told about. keep them coming !
Preview: next feature addition
What I am planning to add next? RUNE TRINKETS.
Still designing what exactly they will be. Current thoughts:
1. they are blank trinkets that can be carved with runes.
2. the carving is done by the same smiths that do item carving/naming. He needs the recipe, lots of gold and an empty trinket. Runes are not items.
3. the power level of the rune combination/recipe is determined by the skill of / time spent by the carver, which is a factor of how much gold you give them
4. guessing a rune combination that has an effect is very unlikely due to number of runes and 6-digit length of rune 'words'. But you will be allowed to try.
5. a carved rune trinket that has a working combination on it will act like an insignia (and take up that slot), and can be wielded by anyone.
6. possible rune powers vary, see more below.
7. you will find rune combinations throughout your journeys, on vampire coffins, tombstones, books on old bookshelves, scrolls, scribbled notes, scratchings on walls etc.
8. I will probably create ~50 rune recipes/power combos.
9. I am planning to determine ~100 suitable rune recipe places.
10. each savegame will determine the rune combinations for the 50 possible combos. they will not be the same between any 2 savegames / playthroughs / players.
11. each savegame will determine 10 recipes that will be placed randomly in 10 of the 100 locations.
Possible powers will be a mix of what items and insignia currently grant:
- granting a skill+
- granting a spell+
- granting health+
- granting mana+
- granting STR/DEX/speed/evasion/accuracy+
- vs undead bonus
- bonus hp/sp/speed per kill
- possibly granting skills or spells that otherwise won't exist in books or other form. But not from the start, first everything has to work smoothly.
The amount of gold/expertise of the carver during the carving will determine the power level of the bonus.
Intention is to make each playthrough a notch more different, a 'make something out of what you are given' type of direction.
Further UPDATE:
I put a few more notes down, here it goes:
1. Trinkets are a separate type of item. Taking up the insignia slot. There will be various grades, for now let's call them common, uncommon, rare, epic, legendary, godly.
2. The grade of the trinket determines the possible maximum level of the rune power.
3. Rune powers can be of a higher level if you have enough gold, found a suitable engraver, and have the right type of trinket to use.
4. There will be tier I, II, III rune recipes/powers.
5. and possibly later a 4th one which I will call 'enablers'. Like a passport that allows you to enter/survive certain planar adventures. Maybe. Just leaving options open...
6. Tier I, II and III rune recipes/powers can all be fitted in any type of trinket, however better grade trinkets allow for higher max level. May also determine a mandatory higher minimum level. To be decided.
7. Trinkets have a life of their own. They start their life at the level you create them at, thereafter they gain experience equivalent to the wielder. And they can level up beyond their start level. But do that ever more (exponentially) slowly. So they don't level up when a player does, they have their own thresholds.
8. Based on trinket grade (not rune power or level), I am inclined to impose a wielded level requirement. Because they are alive, they are picky about who uses them.
9. Need some good lore about what they are and why they exist.
To clarify grade vs power vs level:
A godly trinket (grade: godly) can be engraved with a 'Xarams wish' rune sequence (the power/recipe) of level 1. Thereafter, it may eventually level up to level 2. Which increases the bonusses it gives.
When will this come through as an update? Not sure yet, it is definitely the next cab off the rank, but I am planning another move (back to my home country Germany) so that slows things down a bit. Thanks for playing this game and please consider leaving a review and spreading the word!
v2.2.300 is here !
- ‘THE CLAN’ fixed party challenge added. Related achievement unlocks a new ‘EMITTER’ birth feat (granting poison cloud skills)
- fixes an issue where ‘hmm’ sound OFF does not work on next load
- now allows for lower case characters in names
- disallow sp/hp healing via level up btn during combat
- changed assassin guild quest to require 60 species, and yield less xp
- fixed an issue where chain lightning would bounce without anything to bounce off (single target shouldn’t bounce)
- made hell plasma and cryo charge faster to cast
- reduces military training impact from 1.00 to 0.75 per point
- lengthened the destabilise matter spell casting time
This is mainly based on fan feedback, fan requests, fan bug reports. So thanks to all for letting me know!
And please leave a review once you have had a good play. 8-)