Wow, well it sure has been a super long time since I did anything game making-related at all!
To save everyone a giant story, the gist is that I pretty much retired from doing this and have been concentrating on making music instead. That said, there have been a few things that always bothered me a bit with Equin 2 that I never changed. And so today I blew the cobwebs off the computer and made some minor changes and graphical bug fixes:
ADDITIONS
Cactus Pricks (stage 2 desert enemies) now have both gold and iron nuggets added to their loot pool
Mystery Scarabs (also desert enemies) have had gold nuggets added to their loot pool as well
CHANGES
The Warrior skill "Decapitate" has been drastically improved and will work much more often than before. The exact formula now uses DEX x 8, whereas it used to be DEX x 5.5 before. A Warrior at level 8 with only a DEX score of 6 will have a 48% chance to instantly execute any enemy in the game. So some minor DEX boosts will increase this a bunch of course.
Drinking a Yellow Potion and in fact ANY source of Bonus Gold found that's like this now gives a +200% gain (used to be +50%)
HP regen during combat now regenerates +3 life per turn (was +1)
Stamina regen during combat also now regenerates +3 STM per turn (was +1)
FIXES
The endgame boss "Cat on Pillow" now displays the correct graphics if either frozen or plagued in combat
Stone Golem enemies now display the correct graphic while frozen in combat
If a Chicken Stone is selected while you have either an Upgrade Dust or Max Gem in your backpack, the correct possible upgrade path window is now properly displayed
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And that's it!
You know, I hadn't even opened my laptop to do anything with games since Feb 2023. This was a weird experience- not even remembering how to do this stuff for a while. I hope these small doo-dads will help make this game more fun for current and future players!
-Dave / Del_Duio
Update, 10/8/22
Happy October (so far) and all that, it's time for another game update! This time we have some new content, as well as the regular balance tweaks and etc.
ADDITIONS
New enemy: Ghoul Girl. These are uncommon undead who are slightly tougher versions of regular zombies. The can appear in the Temple from floors 3+. Any zombie has a 20% chance to instead spawn as a Ghoul Girl. They carry everything a zombie does, as well as many adventuring supplies like Torches, Fishing Poles, and other useful things.
New event: Potion Master
Zombies can now drop shovels
Orcs can now drop pickaxes
Looking at the Brewing List (or Pro Brewing List) from the Item Log will now also show you the potion recipes they had. This is very handy!
Items that revive the player upon death now have a special effect and a new unique sound effect. There aren't many items that can do this, but they're in there.
More map variation for the Temple Area
CHANGES
All classes got a +5 max HP boost at character creation. This should help players make it a bit further
Time Bombs now no longer spawn if it's raining (makes sense, the fuse would go out)
The cleric's 'Status Shield' skill now more clearly states in its description that it both prevents and cures any negative ailment - i.e. Plague or Poisoning
Getting a splinter from opening a crate will now only damage you 1 point maximum (was 1-2 points before)
The set bonus pop up overlay was changed slightly to look better
The maximum amount of lifeblood you can offer at a Cultist Den (i.e. max HP) was lowered to 12 from 15. The possible rewards remain the same.
FIXES
Fixed a bug where you wouldn't regenerate HP or stamina if you performed a counter attack while the thief's "Counter" skill was active
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That's all for this time, thanks and have fun! -Dave / Del_Duio
Update 9/28/22
Some small stuff but it's good:
Reading The Warren Peace in battle now gives you +5 stamina (was +3). I did this mostly because I found myself not using it very much, as the 3 stamina gain usually didn't warrant the round of being asleep and defenseless. +5 though is much more viable for classes with high stamina-cost skills (Thief's "Drops" or "Dart", Cleric's "Heal" and etc)
The chances of Fishing and catching giant-class enemies was reduced quite significantly. It can still happen of course, but this game was hard enough!
Bat Gangs now count towards the regular Bats when it comes to Auto Kill level 1 and will be instantly destroyed upon walking into them at level 4+
Searching a sword display and finding "useless junk" in the desert area now removes the sword display completely, letting you know you've cleared that tile.
Some Streakyama status effect texts were wrapping around to 2 lines on the status screen. This has been fixed.
Recolored the yellow trim to brown during the "Escaping" graphics. It was too garish before IMO
The Orc Warlord boss now has roughly twice the chance as showing up as before. I found that out of all the game's bosses he almost never appeared, due to there having to also be enough bricks around to put the boss vault in.
The title screen's sky has been darkened a bit and made purple... But why??
That's it, take it easy! -Dave / Del_Duio
Sept 21, 2022 Update
Very small one this time, designed to make the game a TAD easier for players.
Players will now sometimes gain base Attack and Defense power when they level up, regardless of STR growth (in Attack's case).
So a level 8 Wizard rocking the Robes will have more than a paltry 1 physical defense, for example.
EDIT: Soooooo this is probably too OP as it stands now. I’ll have to rework it so stay tuned!
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The other thing is that I went back into some different enemy item drop lists and made the four main stat rings available in their pools as possibilities.
Bats can now drop Nimble Rings (DEX)
Buzzards can now drop Power Bands (STR)
Blood Bats can now drop Yew Rings (MAG)
XGA Guards and Orcs can now drop Stalwart Rings (CON / DEF)
And a reminder, you can also 'Use' these rings as a consumable to increase their associated stat permanently if you don't want to wear them personally.
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That's all for this time, see you next! Dave / Del_Duio
August 6th, 2022 Update
Hello
I haven't been able to work on games in general the past couple months so this took longer than I expected. Not a ton of things this time but some important stuff.
Additions
Now when you have a full set equipped (and the purple flashing under the items is going on) selecting any one of these items will pull up a little pop up to the right side and show you which items are giving you the bonus, and what the bonus is. Though this info is pretty self-explanatory already and the set bonus is already listed on the Stats page, it's handy to have it right there in front of you.
Changes
No changes this time
Fixes
If you manage to freeze the final boss, he now looks like a frozen version of himself. Before it was defaulting to another frozen enemy's sprite. It was only graphical, but still I can't let this slide. No idea what happened there but it's fixed now.
Same thing went for if you managed to plague the final boss- his sprite did not match up while diseased. This has also been fixed.
That's all for this time, thanks and have a good weekend Dave / Del_Duio
The June 21st Update
It's the June 21st update! This introduces some balance tweaks and a pretty substantial new equipment mechanic. Please excuse the CAPS LOCK, I was jotting down my notes while I was making this stuff and had the caps lock on. 'Tis a simple copy / paste from that text file:
ADDITIONS
NEW MECHANIC- SET ITEMS! EQUIP PIECES OF ENTIRE SETS TO GAIN BONUS STATS AND ETC. THE HARDER TO ACQUIRE THE SET, THE BETTER THE BONUSES ARE. EQUIPPING A COMPLETE SET WILL CAUSE A GLOWING PINK BACKGROUND TO APPEAR UNDER EACH ITEM. MULTIPLE SETS MAY ALSO BE WORN AT ONCE (SIMILAR BONUSES WILL STACK).
Dev Note: Item sets are for you to discover on your own- you won't know if you're wearing a set until you're wearing the entire thing and the flashies and bonuses kick in. To be fair, most of these are REALLY obvious. For the example in the picture it's the Brass Helm + Brass Armor. As a rule of thumb, materials that are made from the same stuff are likely a new set. This can also go for items that might go really well together in combat (i.e. a Rapier and a Buckler)
Once you're wearing a full item set its special bonus / bonuses will be listed in pink on the Status screen.
You can tell that an item belongs to a set by this flashing pink sparklie-do that appears over the item type's icon (i.e. this helmet here). That means the Hunter Hat is one piece of an item set.
26 NEW SETS WERE ADDED, HUZZAH!!
MORE LEVEL VARIATION IN THE DESERT OF DOOM
THE FEEDBACK SECTION OF THE HELP MENU HAS BEEN REPLACED WITH WHAT ALL THE DIFFERENT EQUIPMENT ICONS MEAN. THERE ARE 2 PAGES THAT AUTOMATICALLY TOGGLE IF YOU WAIT
THERE'S NOW A GRAPHIC FOR WHEN ORCS FART. I KNOW THIS WAS OBVIOUSLY A MUCH-REQUESTED THING FOR SURE
CHANGES
A SHIELD'S "DEFEND" SKILL NOW RESTORES +2 STM (WAS +1)
A SHIELD'S 'RISK" SKILL NOW RESTORES +3 STM (WAS +2)
IT'S NOW HARDER TO STEAL THE 'MANAGER'S CHOICE' ITEMS FROM THE STORE (-20% CHANCE)
THE INVISIBILITY RING NOW COUNTS AS A MANGER'S CHOICE ITEM IN SHOPS
INVISIBILITY PERCENTAGE ON THIS RING HAS BEEN REDUCED TO 40% / 45% / 50% / 60% (WAS 50% / 60% / 75% / 80%)
THE THIEF AND CLERIC EXCHANGED TORCH AND SHOVEL AS STARTING PROVISIONS
CHANCE TO GET UPGRADE DUSTS FROM SMASHING VASES SCALED BACK MORE, THEY WERE DROPPING WAY TOO FREQUENTLY
CHANGED SPIKE SOLE EFFECT TO READ "IMPROVED TRACTION" (WAS 'WON'T SLIP ON ICE')
FOR THE 'TOUCH STATUE' EVENT, CHANGED TEXT TO "LEAVE ALONE" INSTEAD OF "NO THANKS"
FIXES
STARTING A GAME AFTER CHOOSING THE MONK'S "LEFT FOR DEAD" PENALTY NO LONGER BRIEFLY SHOWS THE "START WITH NO ITEMS" PENALTY
So that's about it for now. These new changes make the game better IMO and hey that's what it's all about, right?
Have a good night! -Dave / Del_Duio
June 15th Update
Hey guys! This is sort of a small surprise update however I think it's a good one.
ADDITIONS
More map variety for the Temple area (again, can you ever have enough really?)
The Graveyard Folder of Equin 1 fame makes a triumphant return! You can access it through the main menu, and here's you'll find the detailed files of all your dead rabbits. Mind you, dead rabbits will only start accruing after this update goes live of course.
CHANGES
When your character levels up both the plague and poisoned statuses will be automatically cured, should you be inflicted with them. Though this will make the game a bit easier, I think it'll also make it more fun in the end. And isn't that the whole damn point of these things?
I've gotten rid of the 'Walk Speed' option from the main menu entirely, and now the game will default to the fast walk option.
FIXES
No fixes to be had this time.
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Myself I've been playing a really cool roguelike called Lost Flame lately, and somehow that has inspired me to come up with this update today. I don't really know HOW, but here we are! I do plan on making another game update for Equin 2 again down the line so stay tuned!
Have a good day! -Dave / Del_Duio
Build 5/17/22
Good afternoon!
Today is a small yet important patch that increases the level variety to the Temple Area as well as increases stability for your character's starting point upon level generation (ie. getting stuck inside a wall is a no-no).
Additionally, to help make smashing vases more worthwhile I've introduced a small chance to get Upgrade Dusts from them to the tune of the following:
Desert of Doom: 2%
Subterranean Prison: 4%
Wizard's Forest: 2%
Wizard's Tower: 5%
Not only will this be good because upgrading your stuff is fun, it'll help get you stronger and be more able to tackle end game enemies later. And the aforementioned "makes smashing vases a bit more worth it".
Thank you, and have a good day! -Dave / Del_Duio
Build 1/11/22, Hotfix & Stability
Hello all,
Had to push this one through as a player had a character spawn inside a wall and another had an exit ladder spawn in a spot that was unreachable. Obviously, as unlikely as this might be to happen it for sure had to be addressed immediately.
The exit ladder one I think I've 100% solved, luckily I've never had it happen but even one time is too often. The fix was to find where the exit ladder is, then compare the tiles directly to the north / south / east / west of it to see if it's been blocked by an unpassable tile (barring the ring of phasing equipment, of course). If all four spots are somehow blocked then it'll pull an emergency flattening of all four tiles and turn them into floor tiles. After a slight graphical thing where it was turning wooden floor tiles into sand for a short time (d'oh!) it now appears to be operating 100% correctly. Mind you, this emergency flattening code only comes into play in the unlikely event that a ladder spawns in an unreachable spot.
The spawning inside a wall thing I believe it to be a super unlucky roll of the starting X/Y co-ordinates. For transparency's sake, how the game determines this is after the floor generates it loops through 20,000 times (yes, not a type-o!) and randomly assigns the X/Y values for the guy using temporary values. It then checks to see if that particular spot is clear of walls, obstacles, trees and other things. If it's clear, the loop is stopped and those temporary values are turned into permanent ones. If it's blocked, the loop is continued.
Knowing this, as unlikely as it seems it could be possible that it went through 20,000 iterations and each randomly picked spot was blocked. It's so unlikely I haven't had it happen myself and I play this thing a tremendous amount of time as you can imagine. I've gone and bumped this loop max to 125,000 for everything. I think this will solve the issue, as the chance of having 125,000 random spots all be blocked in the ways I mentioned prior would be astronomically small.
I do apologize for this happening at all. I do try very hard to bring the best possible game to you all using what I have at my disposal. As a perfectionist, I can assure each of you that these game-breaking instances probably bothered me more than anyone else. I know many of you guys might be used to dealing with devs or companies who might not be forthcoming with information and that's not me. So here we are!
I do thank the two players for bringing these to my attention, it's much appreciated! Let's hope everything else is smooth sailing from now on and I can concentrate on even more content down the road.
Have a good *and bug-free* night! -Dave / Del_Duio
Equin 2: The Warren Peace, Major Update Build 1/8/22
Since release, the game has seen many improvements through various small content updates. This one shall rule them all. I've been hard at work on this every day for a few weeks, and I feel the time is right. There are many things to address, so when possible I'll post some screenshots to go along with them to get a better.. ah, PICTURE of what it's all about.
ADDITIONS
New class- the Monk! Specializes in punching things to death though he can use most any staff, stick, or one-handed club weapons. For armor he can wear most robes and shirts, and almost every ring and amulet too. No shields though, none at all (not even the lowly turtle shell the wizard can).
As a dude fresh off some mountain monastery he has given up all his worldly possessions- that means no starting gold or items. Because of this he has a special penalty the others don't that replaces "Start with No Items" called "Left for Dead". Choose this and you'll start with only 1 HP and stamina, being severely injured. In practice this is extremely temporary and probably a good choice to make.
A monk is also different than the others as he gains a special bonus to ATK while no weapon is equipped (offhand is OK, but take note that the Myagi headband only gets its bonus while barehanded in both hands!) It starts off at +1 at level 1 but goes up to +10 from level 8 and up. Couple this with the highest strength growth rate of all classes, he's your veritable glass cannon no doubt.
Monk skills are: Ox (+5 physical DEF), Monkey (+15% Block) / Snake (+35% poison strike), Tiger (+15% critical chance) / Dragon (regen 2 HP per round). Though his skills don't consume a ton of stamina, he'll have to rely on them more often than the others due to his overall lack of equippable gear.
The Monk has a new unique battle action while unarmed: One-Inch Punch. Costing 10 stamina, this will deal +50% damage to an enemy. There is also a (player level +2%) chance to instantly kill the target, regardless of enemy type, i.e. boss and etc
One last thing- The Book of change event will not work on the Monk. There's some new dialogue in the event to reflect this.
New event: Chintzy Zoo
If you're plagued, the picture of your class at the upper right hand corner of the screen now turns green along with your character's sprite
Three new Runic powers: (MA) Magic Attack Power +50%, (CR) Critical Damage +50%, and (US) Usable weapon. A (US) runic has the menu option of "Runic Use", which will consume the weapon but give you either +2 to a random stat permanently, +15% permanent gold found, or +10% permanent XP earned. Very helpful if this lands on a weapon your class can't already equip!
New Item: Head Cheese. Acts like the previous inedible fruit items in that keeping it in your pack provides the bonus, which is +30% XP. Unlike the others though, holding it makes you unpopular and unable to enter any shop, guild, cultist den, or casino.
New Item: Weirdulet (unique amulet). Special amulet that provides rare bonuses not usually seen in the game, like lowered Hit Streak threshold, protection vs critical hits, and immunity to poison. The catch is that unlike every other item the effect is different depending on upgrade level. So a regular Weirdulet provides -1 to Hit Streak threshold, a +1 version loses that bonus and gains the protection vs. crits, a +2 version loses that and gives +20% fire strike chance, and lastly a +3 Weirdulet loses the fire strike and gains immunity to poison.
New item: Ninja Ring (rare ring). This is a monk-only item that raises unarmed attack damage by +1 / +2 / +3 / +5 points
New item: Snapper Guts (enemy drop necklace). VERY good necklace if you can get and max upgrade it, no points in guessing what this drops off of
New enemy: Klucka-Kaze, a holdover from the first Equin game returns! Do not be fooled by his BOYISH CHARMS, this is a deadly little bastard!
New enemy: Doom Snapper. Can appear in the Wizard Forest water (both deep and shallow, like a moccasin can). They are submerged so are harder to see- be careful! Can also rarely be fished up in the Temple Area, oh noes!
Steel Plate is now a possible shop option for Warriors
Shops can now offer 'Manager's Choice' on occasion. These are always unique items, and therefore pretty expensive ($300-$500). What's cool is if these appear while a sale's going on you can get some great items for 50% off alongside everything else in the store. Many uniques may appear in this way.
More level variation for the Wizard's Forest, including more opportunities for shops to appear there
There's a new graphic for after you search through a haystack in the Prison area to show that you've searched it already
When searching a prisoner's haystack, you can find a Froggy Shiv possibly (chance is 0.5%)
New item: Soap. You can sometimes find these under a prisoner's haystack. It provides a small 2% evade bonus and like the plastic fruit works while in your backpack (Chance is 0.3%)
New enemy: Snow Devil. These little spear-holding demons live in the Subterranean Prison and can be hard to hit. Though you'll see them walking around, they can also live inside the blue vases you smash open
New item: Devil's Tail (enemy drop offhand). Provides a small max STM boost but way more importantly it protects vs. getting frozen as long as it's equipped
New item: Fireworks! Equip this in your offhand and you'll get the option to throw them at monsters, dealing 24-26 base damage that counts as magic (damage doesn't scale off your MAG stat, so this is good for low-MAG guys like warriors too). Using it in battle consumes it of course. You can sometimes find these in shops or crates.
New item: Starfish. You can rarely fish these up. Eating one increases your max stamina by 2 and gives you a stamina regeneration buff for a short while. Way more common in the desert, but you can catch them anywhere if you're lucky.
CHANGES
Super dangerous enemies in the Temple Area now have a little flashing skull over them on the map. This is to warn new players that some enemies in the game are very powerful for when they can be encountered. After the first area's warning, all bets are off!
Item change: Myagi is now a Monk-only headpiece
Spawns of 2 x 2 gravestones were scaled back a bit
Shield Block% now capped at 50% (though practically impossible to get this high, better safe than sorry!)
Changed the "enemy pissed" buff at a flat boost of +5 ATK and +2% critical chance. This is going to be pretty huge, as the old formula was (enemy level x 2). For late game foes this meant one of them getting pissed would likely one shot you if you had low defense or HP.
The new hood graphics are now displayed on the Death Certificate screen if necessary
Increased chances of teleporters spawning in all areas a bit
Chicken Stones now require 0 STM to use and attempt to retreat battle (was 5 before)
All 0 STM battle actions no longer display "STM 0", that spot is just blank now
You can inspect the sword wall displays in the desert area now. There is a 5% chance to get a sword from these, but most of the time it'll be useless junk
Made underwater shadows easier to see (good for Doom Snappers and Octopi). Snappers are easy to spot as they will blow bubbles. In the above screenshot, the Doom Snapper is above the hero while the Octopus is on the left.
Increased Gaboosh's base sack drop rate to 9% (was 5%). These always carry great stuff.
Improved the equipped graphic for the regular red Headband
Increased the chances to find gold pieces from barrels (+2%), single crates (+5%), and triple crates (+10%). This should help players get more money to afford all the new and expensive items at the shop
Ice-Hole's XP value increased to 190 (was 90)
Master Splinter's (unique staff) evade bonus mod was changed to critical hit chance. This makes more sense considering its special power
FIXES
Fixed a type-o where the merchant selling $300 uniques says she's selling it for $500 instead (the choice still says buy for $300, but still)
Fixed it so that you won't gain the resist plague benefit of the Cross Shield if you are currently equipped with a two-handed weapon (makes sense, eh?)
Fixed a bug where the poison immunity off a brown potion could carry over into the next game if you quickstarted the same character
Fixed a bug where the Hit Streak flashy doo didn't display when you were blessed with the attack vs undead boon from Streakyama
Related, the above bug was granting the damage bonus vs ALL enemy types (not just undead). This has been fixed too.
Fixed a bug where stealing an item from a shop didn't update / add to the item log
Waiting a turn without moving while under the effects of either HP or Stamina regen will now add 1 to either (before it only worked while you were moving around)
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I believe that sums it all up. I think this content update will have to suffice for a while, I'm all pooped out for now this was a ton of work ZZZzzzzz......
Thanks, and happy weekending and etc -Dave / Del_Duio