A smaller but possibly important addition pack for tonight!
ADDITIONS
There's a new gear modifer in the game called spell (type) reduction. Simply put, while wearing this stuff you'll take X points of damage less when hit by that particular enemy spell. The effect stacks, which is always nice.
It's important to note that this damage reduction is applied after effects like Resist Fire and etc. Therefore you'd get the 50% damage reduction of something like Resist Fire and then get the additional points of damage reduction afterwards.
New Item: Fungi Rod! A nice magic wand that will never let you get poisoned from eating dungeon mushrooms. How nice! It's a rare find during a Coven Floor Event. Please refer to my Floor Event Guide on the ETL community hub for further info.
Return of an old Item: Depths Armor! I once had to take this great armor out to make room for something else, but now that I have the space it's baaaaaack! I did chance its stats slightly to something better suited for Warriors: DEF 15 / MDEF 5. (Old stats were DEF 15 / STR 1). Like the Fungi Rod this can sometimes be found on a Coven Floor Event.
New Item: Cursed Belt! In case you couldn't tell, I am a gigantic Dragon Warrior / Quest fan and have been for over 30 years. As such I've added this item to my game, as a small bit o' homage. Unlike that game though this isn't super rare and is a good way to help players attain that elusive 'Cursed Mofo' achievement. Stats are: DEF -2 / Max STM 5. Usable by all 5 classes.
New Item: Cook Book! This is the 2nd item in the game that will work by simply being in your backpack. If you own this thing your hunger level will never go down. As you can imagine, this tends to be on the rare side.
Specials Screen Additional Info: Flames / Ice / Zap Reduction (along with the # of points that would be reduced), Fat Bastard, & Fungi Gourmet.
CHANGES
The Campfire Set's item description has been changed to let players know you'll also recover from hunger fully when you use it.
In case you missed it, the Thief can now equip the Short Bow & Hunting Bow. The Hunting Bow in particular is cool for its new Carve (meat) property from enemies.
FIXES
None this time!
Updated just a few minutes ago with the new items & info:
Equin: The Lantern's Full Item Log of Spoilery & Other Nonsense http://www.dxfgames.com/ETL_ITEMLIST2018.xlsx
The "plan" is to try and create 30 more items for the game, which would put the grand total at a whopping 500. However, I want to also make many of these new items unique in some sort of cool way, or maybe give them special modifiers that can really tweak the proceedings. So it may take a little bit to get to 500, but that is said plan.
Until then, have a good one and see you next time!
-Del_Duio
December 1st Update!
Just like how my rent will be due today, so due is this next update for all of you!
ADDITIONS
There's now 3 more random events possible behind Iron doors: Sleepy Time Bats, Frozen Pit, & Druid "Massage Table".
Five new items added:
Trap Cap: The Cap is usable by any class and will award you XP for each point of trap damage taken. This can be from trapped chests or stepping on floor hazards too (eating poison mushrooms doesn't count, however.) This item can possibly also be found at a Cultist Den too.
Pig Rune: This rune is not supre rare however it can be super powerful. It grants you ATK +8 and DEF +4, however while it's equipped you'll gain hunger at a much higher rate. Aside from potentially finding it in a chest, the Pig Rune is also a possibility from the Guildmaster's "Mystery Rune" purchase option.
Porcupine Rune: A common enough rune that will damage any enemy that dares to strike you! Can also be part of the Guildmaster's "Mystery Rune" purchase option.
Zweihander: A superior class two handed sword for you aspiring warriors out there. Careful, it's heavy! (Has also been added to the possible XGA Shop stock).
Biff's Dagger: "An autographed dagger, better get your damn hands off it!". Fairly typical starting knife but also has +3 Max STM on it. Pretty commonplace throughout the early game.
Damage numbers done to you by the enemy are now outlined in black and stand out much more than before.
The game now warns you when you're hungry as well as when you're actively starving and taking damage per step. This is done through 2 different types of Apple icon at the top left-hand side of the game screen. Consider this a great time to start looking for / eating that food!
New gear property: Spiked Defense! Enemies who touch you in battle will take damage from your spikes. You'll know they took damage this way because the sfx is different. Some existing gear had this property added:
Best of all, this damage all stacks! Enemies will be affected by spike damage when they deal a regular attack, poison attack, shield bash, and even when they steal something off you.
New entries for the Special Screen include Anti-Magic effects, Poisoning (and how many steps of damage you'll take before it wears off), Hungry, Voracious Appetite, Spiked Defense, and Trap Damage To XP.
CHANGES
<*>The Cultist class unlock threshold is now 25% of all items found (used to be 50%) This is a huge deal, and necessary since the more items I add the harder it was to get 50%. Rejoice, cultist lover wannabes!
<*>The Thief now can use two bows! (Short Bow and Hunter Bow). These were previously Warrior-only weapons.
Chances of getting a Storage Floor event were increased from 5% to 7% on floors 2 through 6. Since Hunger is now a thing it only makes sense to have these show up more often to help with your food reserves.
The Red Lantern phase ATK bonus went from +25% to +50%. This goes for both you and the enemy.
The Blue Lantern phase MATK bonus also went from +25% to +50%. This goes for you and your enemy's magic spells (damage / elemental type).
The little "REMOVE" icon on the gear screen now alternates between visible and invisible, to show you the normal "[TAB] = BACK" text.
The Butter Fingers trait now correctly lists that the character has a slightly higher chance of breaking items when used. This was always the case, it just didn't list this before specifically.
Any food item you view in your gear screen has "EAT" as an option (used to be "USE"). These perform the same exact way, only now you'll be extra cued in when a particular item will also help you lose hunger.
The first page of the Tutorial now has flashing arrows and a red text at the bottom letting you know you can [TAB] / press the [ B ] button to exit.
Very first time players will be asked if they want to view the Tutorial before playing. Since this is a new addition, even people who've played the game before will now see this screen pop up upon starting a new game. It will only ever ask this once, so don't sweat it. ːsteamhappyː
The tutorial page that explains items now lists the correct amount at 466.
FIXES
Fixed the Iron door event for this guy. Sometimes he wouldn't show and just toss holy water on you before you knew what had happened.
Spelling correction on the special screen for the Lightning Resistance entry.
I think that's everything. To be fair, half of these changes went through last night, and the other half just now. I'll for sure want to add some new things to this soon enough, but for now here's the updated total items log if you're interested:
Equin: The Lantern's Full Item Log of Spoilery & Other Nonsense http://www.dxfgames.com/ETL_ITEMLIST2018.xlsx
Thanks and have a great Saturday!
-Del_Duio
Hungry for More?!
And now comes one of the biggest mechanics changes the game has yet seen: Hunger! As you are probably aware, many (many) roguelikes have your poor hero bastard wasting away due to starvation and etc.
In another move towards the true meaning of Christmas, er... Roguelike, Equin: The Lantern now boasts some rather interesting changes for ye all:
ADDITIONS
In this example screenshot above, please notice the new green HUD gauge under the XP and Hit Streak ones. Here's the new Hunger meter. The more full it is, the less hungry you are. The hunger meter depletes over time whenever you take a step or wait a turn. It goes down pretty slowly however you shouldn't neglect it.
When it is depleted, you begin to starve to death. This is exactly as fun as it sounds!
While starving, you will lose 1 HP per step until you turn actual dead. To prevent this, I have made it so every existing piece of food in the game will fill your hunger gauge to a certain degree. Not only will this add some more challenge to the game, it also ups the importance of many items which were previously deemed borderline throwaways. Even the lowly set of grapes now hold importance to the seasoned adventurer!
To help you, eating dungeons flowers and (later, possibly) bones on the ground will also fill your hunger meter some.
But wait, there's more??
New player battle action: SLEEP. Do you hate how some enemies can put you to sleep and wail on you? Now, you have the opportunity to do the same! Enemies who are put to sleep do so for several rounds. The exact forumla for success is:
Put enemy to sleep chance = Int(MAG * 2.5) +5%
There's no special enemy defense for this, so the spell has a chance to work vs. bosses and champs too. The spell requires 5 STM to cast, which is quite a bargin.
NOTE: Petrified & Sleep status can't exist at the same time, so if an enemy's got one of these statuses then the other one will automatically fail.
New Item: Tome (Sleep). The crafty Wizard gets another book thrown into the mix, that allows him to cast the above mentioned Sleep spell.
Tome (Sleep) was added to the Wizard Shop pool. It costs $2000.
There's some code in the game where you will always get a minor rune on floor 16, if you haven't already found one. No sense in having that 5th equipment slot go to waste, right?
There's a new page on the Tutorial section concerning the hunger mechanic.
Started page 24 of the Items Found Log. So far it just has the Sleep Tome on it.
CHANGES
The Hunting Bow now gains the new 'Carve' modifier (like the Hunting Knife) at a slightly lesser chance to work at 3% per kill. If successful you'll gain some Fresh Meat from your defeated foe.
Icebox Floor events double the hunger rate for your character. Must be all that shivering.
Fish Bones will now give Cultists positive benefits like the other rotten food in the game do.
The Gorgon Club can no longer be equipped by the Thief. It's Warrior / Cleric only.
Every food item in the game now fills your hunger gauge to some degree. For the exact info, please refer to the updated ETL Items Spreadsheet linked to below.
Resting at a campfire fills your hunger gauge to full. As if these weren't good enough before!
Renting a room at a Guild also fills your hunger gauge to full. Bed & Breakfast or something like that.
The indoor buildings screen looks a bit better now. Shadows and all that. Trust me it looks better haha.
The Nightblade sword gained the Sleep effect in battle (lost Dodge)
The King's Scepter gained the Sleep effect in battle also.
The tutorial page that mentions the items now reflects the proper total of 461.
FIXES
None this time!
IMPORTANT STUFF, GUYS!
Usually all of my updates don't harm your progress or saves or anything like that however with the addition of the hunger mechanic that's not the case. If you have an existing save file your guy will be automatically starving once you load your game to continue (sorry, there's no way I can work around this).
Any new game of course will work just fine with a full belly. I thought it important to mention this now.
--
The spreadsheet has also been udpated to reflect today's changes:
The Official Spreadsheet of Equin: The Lantern's items http://www.dxfgames.com/ETL_ITEMLIST2018.xlsx
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So there we go! I think that's enough for at least a few days!
Goodnight and have fun!
-Del_Duio
Full Item List, now available!
Hello!
I've been working on this for about a week, and it's finally in a state where I believe everything's accurate.
This takes basically everything into account about everything in the whole game. I've also put together an approximate rarity listing to give you an idea on how often you'll be likely to find something. This of course factors in if an item can be stolen from an enemy, getting an item altered by a statue effect, available in shops, etc etc.
What's really cool though is you can sort this thing and see what gear is optimal for the best overall Magic Defense or Evade %, and all of that stuff.
The very last column shows specific powers when the item is equipped or other important notes such as what happens if you dump a certain potion on a certain object.
THIS SPREADSHEET IS VERY SPOILERIFIC, YOU MIGHT NOT WANT THIS.... BUT MAYBE YOU DO
The Official Spreadsheet of Equin: The Lantern's items http://www.dxfgames.com/ETL_ITEMLIST2018.xlsx
I've also been working on another update for the game, but I'm not sure when that will be ready quite yet.
Have a good night, and good luck reading all this damned item info!
-Del_Duio
Autumn Sale, 50% off!
Hello!
Just managed to squeak this sale in at the deadline! All this week during the Autumn sale Equin: The Lantern is 50% off!
If you haven't picked up your copy yet now is a perfect time too, as some nice additions have been made the past couple of weeks as well as an item total that's up to 460!
Thanks and goodnight!
"All I want for Christmas is for these rats to drown!" - The Cultist
Massive November Update!
Oh man, this is a big one!
I don't think anyone will hate these improvements!
ADDITIONS
Twenty new items were added, for a grand total of 460 now! Some of them are pretty powerful and have unique properties new to the game. Seek them out!
New item list:
Weapons
Gorgon Club
Motolov Cocktail (Left Hand throwable)
Offhand Sword (Left Hand equippable)
Cockatrice Feather
Wither Wand
Battle Torch (can also be used like a normal torch)
Armor
Trench Coat
Frogskin Coat
Surcoat
Gold Mail
Shields
Mirror Shield
The Slammer (perishable in fire, be careful!)
New enemy status: PETRIFY. There are now a few items in the game that will allow you to turn the enemy to stone. This will work 100% of the time.
When an enemy is petrified, it becomes motionless for several turns. While turned to stone any enemy gains +20 DEF (!) Petrified enemies can not attack or perform any other action until it wears off. You wil be able to run from any petrified non-boss enemy 100% of the time, provided there's an empty spot to run to.
Keep in mind that petrified enemies can still be injured by your offensive spells just the same!
5 of the new items are special gems that you can mine out of gold deposits occasionally. Unlike other gems like Zircons or Diamonds these have special properties and can be equipped in your player's rune slot. Unlike runes you don't have to be level 7 in order to do so.
New item modifier: Reflection! Some new (and existing items) now have a chance to reflect enemy elemental spells harmlessly away from the player. The chances are small, however they stack. This is a great way to protect yourself, you Warriors out there!
NOTE: Spells affected by Reflect- FLAMES, ICE, & ZAP.
New item modifier: Fair Fight! This modifier prevents enemies from calling for help in battle. How's about that?
New item modifier: Carve! Killing an enemy either in battle or through auto killing will have a 5% chance to carve its corpse, giving you Fresh Meat. Fresh Meat is very nice and can heal you 10 HP and 4 STM. As long as you have the room in your backpack you'll be able to obtain the meat.
New item modifier: Magic ATK up while Wet! While equipped with an item with this your spells will do +40% damage while it's raining. Imagine having this and casting ZAP in the rain? God damn!
New item modifier: Slam Heal! While equipped with an item like this you'll heal 1 HP each time you close a door!
New item modifier: Works while in backpack! This will for sure be pretty rare, but anything with this mod will give you the effect without having to actually equip it. Nice!
Motolov Cocktails can now be found at Cultist Dens occasionally.
CHANGES
Dragonscale Helm gained: Fire Damage on Strike modifier
Warding Vest gained: Reflection (5%)
Wizard Crown gained: Reflection (10%)
Pleebius Stick gained: Petrify battle ability
Lich Archstaff gained: Petrify battle ability
King's Crown gained: Fair Fight modifer
Druid's Axe: Is now a one-handed weapon (was 2H prior)
Hunting Knife gained: Carve modifier, loses +1 HP per kill
Plague Frog now has the Frogskin Coat as a stealable item
Rival now has the Surcoat as a stealable item
You can now potentially get a Motolov Cocktail from cauldrons
Tutorial now mentions the correct amount of items in the game (460 vs. 440)
FIXES
Fixed it where the mod 'kills heal +X HP wasn't displaying properly on the Special screen.
Fixed a bug where having an full backpack allowed you to trigger one of the Iron Door events you weren't supposed to be able to (whoops, lol..)
Shew!
I've been working on this for the past 4 days straight and way way too late at night. I hope you like it and have fun!
-Del_Duio
Improved Specials Screen
Hello!
Here's one that greatly expands on the game's Specials Screen and some other odds and ends.
SPECIAL SCREEN
Before you'd just have a one page listing up to 8 different effects and etc. in action. And by only showing their basic titles, it sometimes didn't give a clear idea of just what the effect did.
Here's the old way:
The new way has each effect on its own page, complete with a more detailed descripton of just what it does:
And best of all this new way won't get cut off and just show the first 8 effects. It can show all 100 billion you may have over time!
REMOVE GEAR ICON
Though I've said it plenty elsewhere and it's included in the tutorial I'm still seeing videos of people playing the game that don't know you can remove your equipped gear. To that end, when you're equipped with anything and have the inventory cursor on the top row this now appears:
You can't tell from this but those blue arrows flash, and is pretty hard to miss. When any new player presses up from this point they'll qickly see the 'remove gear' section:
MINOR FIX
I fixed a small bug where examining a Diamond said you could 'USE' it, but nothing would happen if you actually did. These aren't normally usable, it's just that the code was getting Diamond and Diamond Dust confused before. This is all set now!
That's about it!
There were a LOT of effects to go through and give descriptions to, and I believe I caught them all. If for some reason one of your effects just has a name and no description, please take a screenshot of it (F12) and let me know so I can fix it.
Thanks and good night,
-Del_Duio
These rats have nothing to do with tonight's update, I just like how the picture came out.
Revenge of the Nerfs
I am always striving to find the proper balance for the game, whether it be character classes, items, event spawn chances and all that. Anyhow in my travels I've always noticed that a character can pretty easily get a bunch of high DEF armor and be pretty much unstoppable for a lot of the game.
I don't know about you, but getting hit for 1 damage all the time isn't my idea of a good time. I think specifically how the early sections of this game are: Dangerous. Every move counts a lot more (or so it seems). I want that air of danger back and to permeate throughout the middle sections as well before the tough guys show up later.
My solution is a massive change to many pieces of armor, helmets, and shields. I took a look across the board at which pieces had super high DEF in particular and lowered their power. However, I also took balancing into account so many pieces had some other stats raised a bit (or added altogether) to compensate.
This will be a long read, but here is every change I've made regarding this:
--------------------------------
HELMETS
Dragonscale Helm lost 2 DEF, gains 1 STR
Golden Helm lost 1 DEF
Cyclops Helm lost 1 DEF
Iron Helmet lost 1 DEF
Northern Cap lost 1 DEF
Pistachio Helm lost 5 DEF
Rol's Hat lost 1 DEF
Silver Helmet lost 2 DEF, gains 1 CON
Spiked Cap lost 2 DEF, gainst 1 ATK
Weebish Helm lost 2 DEF
Winged Helmet lost 4 DEF
Templar Helm lost 1 DEF
Warlock's Hat lost 2 DEF, gains 1 CON and 1 MAG
Chain Hood lost 1 DEF, gainst 2 Max HP
ARMOR
Black Armor lost 2 DEF
Chain Mail lost 2 DEF
Dragonscale Armor lost 5 DEF
Full Steel Plate lost 4 DEF
Golden Armor lost 2 DEF
Iron Armor lost 6 DEF
Knight's Armor lost 4 DEF
Pistachio Armor lost 5 DEF
Ruby Mail lost 5 DEF
Silver Armor lost 4 DEF
Snakesale Armor lost 2 DEF
Spiked Armor lost 4 DEF
Stoic Platemail lost 1 DEF
Sunrise Mail lost 1 DEF
Templar Armor lost 3 DEF, gains 1 MAG
Tin-Plated Armor lost 4 DEF
Weebish Armor lost 5 DEF
Holy Mantle lost 4 DEF
Crappy Armor lost 5 DEF
SHIELDS
Black Shield lost 4 DEF
Dragonscale Shield lost 5 DEF
Goblin Shield lost 5 DEF
Iron Shield lost 2 DEF
Kite Shield lost 1 DEF, gains 1 DEX
Pistachio Shield lost 5 DEF, gains +5% block
Sacrificed Sun lost 3 DEF
Shield of Skulls lost 3 DEF
Silver Shield lost 4 DEF, gains 1 CON
Spiked Shield lost 3 DEF, gains 2 ATK
Tin Shield lost 1 DEF, gains +1% block
Warrior Shield lost 3 DEF, gains 1 STR
Weebish Shield lost 7 DEF
Wooden Shield lost 1 DEF, gains +3% block
Buckler of Boom lost 3 DEF, gains +5% block
Riot Shield lost 5 DEF
Guild Shield lost 1 DEF, gains 1 MAG
MISC
The Flanged Mace now gives you a +5% chance to block when equipped with a shield (up from +2%)
Rol's Hat is now more expensive at the Cultist Dens
Voltia's Ring is also now more expensive at the Cultist Dens
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I believe these changes will really help to keep the game challenging and fun. Honestly I don't know what I was thinking making 15 DEF shields and 10 DEF helmets in the first place ːsteamfacepalmː
Thanks and have a good night!
-Del_Duio
New Iron Door Events!
Hoorah!
Today I'm happy to announce there are some new things in the game, some graphical tweaks, and even a bug fix.
ADDITIONS
Iron Doors are locked and require some lockpicking mumbo-jumbo to enter. The chances to pick the lock are exactly the same as they are on the regular locked doors you'll see further down in the dungeon. The big difference is that these are set into the walls, and let you enter special event rooms like this:
Inside you'll run into all kinds of nutty stuff. Most require a choice on your behalf, which is pretty fun too. A select few events are geared towards particular classes, who will always be successful with the choice you've made.
I don't want to spoil everything however there are 17 different types of events and I for sure will add way more when I can. Iron doors have a chance to appear from floors 7+.
CHANGES
I've redone some of the graphics for the shops and cultist dens so that they have a cool-looking faded brick wall in the background. I think it looks better so they had to go in.
FIXES
The Enemy Bait can now be used as an item to heal your guy +20 HP. It was supposed to do this before however I must've missed it. ːsteamfacepalmː
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That's all for today! The events are really cool and add a new layer of depth to the game. And some of the little scenes let me write some cool little scenarios that you may find funny too ːsteamhappyː
Del_Duio
Happy Halloween!
Just wishing you all a safe and happy Halloween!
Don't forget that ETL's special Daily Bonus gives any new character a Bat Mask and a Pumpkin!
For those of you who are new, the game has many special bonuses and gifts provided to you by the Daily Bonus system. Aside from holidays you can also find special days during each month that award class-specific items or extra stats. There are even whole weekends dedicated to giving you more starting gift choices as well.
Currently I'm working on some new things for the game, though they won't be ready for a little while still.
So stay tuned, and always remember that the original 1978 Halloween is still the best one by far!