For the first time since I started making this game about 6-7 years ago there's a new equippable item slot, as shown above as the black doohickey with the "?" on it. This spot is reserved for the game's new item type, the rune!
Runes are special in that they can be used by all 5 character classes, provided that you are at least level 7 or higher first. Runes provide many varied small bonuses and can help to strengthen your class's weaknesses or pile on some of your strengths. I feel this will really help with the game's strategy as now these can help you decide what other gear you want to wear.
For example, let's check out this Rat Rune:
By equipping the Rat Rune and gaining +10% to pick locks, you might decide that you no longer need to equip a chest key in your left hand and go with a shield or ring instead. This is only one small example of many different possibilities.
There are now 20 runes in the game for you to find, 15 common and 5 rare. The rare runes can have multiple properties and are very powerful. You will definitely know when you've found one of these rare runes!
But Del_Duio, how do I get runes??
You can get runes in several ways:
Find them in chests
Steal them off certain enemies
Purchase a random rune off the Guildmaster (see above)
It's also possible that touching an Xtoli statue may change an item in your pack into a rune too
Most importantly though it should be noted that you can NOT buy runes at a Shop or a Cultist Den. Why don't they carry them? NOBODY KNOWS.
[H1]CHANGES[/H1]
Catching the plague turns our rabbity friend a sickly GREEN now.
The Depths Armor has been removed from the game. This was done because the Weebish Robe was actually not on the Item Found Log already and is way more important than the rare -but not too great- Depths Armor. So it took its spot on the Log.
Only 2 things may affect you- If you've already found the Depths Armor in a past run the Weebish Robe spot will be colored in like you found it instead. But if you've found the Weebish Robe in a past run it won't be colored in here now until you find it again and the game can properly update the Log.
I know this sort of sucks, but I did it this way so that the change would not totally screw up everybody's Items Found Percentage and only effect the 1 spot.
The enemy HUD now sports a little skull. Because why not?
Changed the way the game handles shadow chests hidden behind secret walls so they have a good chance to be golden chests (and not normal ones, which was happening before too often).
The color phase indicator on the backpack inventory screen was made shorter to accomodate the rune slot.
The Skeleton Key will now open locked doors 100% of the time.
The Items Found Log now has 21 total pages of 20 items each, for a total of 420.
One of the tutorial screens about Loot shows a rune now.
The tutorial now correctly references that the game has 420 items total.
FIXES
You will now get +1 Cultist starting gift pick if you've won the game as the Cultist prior. This was an oversight from adding the 5th class but it works now.
Loading up a file to continue playing now turns your guy green if he had the plague before.
Trying to enter a building while plagued will now be impossible, like it was supposed to be before! Remember you can cure yourself by drinking water from wells, using a cure powder, or getting healed by a statue.
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Well that's a pretty good one. I tested the crap out of this but of course I may miss something. Please report any bugs you may find on the ETL forums and good luck with those runes!!
Del_Duio
Plagues and HUDs!
Here's a pretty good one for today
ADDITIONS
You can now catch the plague! It's a vile disease carried by equally-as-vile enemies. Catching it will reduce your physical DEF by 5-10 points until cured. Hooray!
Unlike other negative effects like Poison, the Plague won't naturally go away on its own. Worse, most guilds and shops won't let you inside while diseased.
There are several ways to rid yourself of the plague:
Use a Cure Powder (more on this below)
Drink from any water well
When you get fully healed from touching an Xtoli statue
New floor event... PLAGUE FLOOR! Ah yes, we're just brimming with disease today! This event can happen from Floors 18+ and is semi-rare. A plague floor means that every enemy on it is infected with disease.. and might even give it to you!
CHANGES
The enemy HUD has been redesigned, and I took out the old HP / STM bars and replaced them with the actual numbers like your guy has. Additionally, dealing damage to them now has a little FLASHIE-DOO and cooler-looking text, which helps this whole thing stand out much more than before.
Foot Powder has been changed to Cure Powder, and has an updated item description to boot. This still cures and resists poison but additionally it'll cure Plague from your body.
Plague Rat, Wraith, and Were Rat had their POISON attacks replaced with PLAGUE. The Reaper and Bob gained a PLAGUE attack as well.
The Special screen now lists when you're on a Plague Floor (PLAGUE ZONE) as well as shows when you're diseased along with the DEF penalty.
<*>The well tutorial page now includes that drinking from it cures plague.
FIXES
Fixed several decent bugs concerning equipping stuff while you had a 2 handed weapon on, some were very hard to figure out. A big thank you to super player XENODEUS for finding these and bringing them to my attention!
--
Wow, so yeah that's actually a pretty decent-sized update. Like herpes, Equin: The Lantern is the gift that keeps on giving!
See you next time
Del_Duio
A Fixin' We Will Go!
Hello again!
Today's update addresses some small issues with yesterday's Cultist patch, and also fixes some errors I found while playtesting. This will be a good one!
ADDITIONS
There's now a page on the Tutorial section that addresses the new Dragon King statues. It's right after the regular statue page. Because that makes sense!
CHANGES
When a Cultist auto-kills something it now comes up on the Log as "Sacrificed yard trash"
The RITUAL cultist skill has had its critical modifier removed. Turns out having a 15% chance to crit on top of a very strong skill was a wee bit too OP.
The donation amounts at the Cultist Dens have been increased to $300, $1000, and $5000 and vary according to dungeon depth. This helps keep the Cultist from being too stat-heavy. Balance and all that!
Any shadow chests that were guaranteed on some maps now have an 80% chance to become rolled back to golden chests. This is because as awesome as they are, they should be a pretty rare occurence. Sorry guys!
Enemy DEFENSE has hit an all-time low! Now the lowest it can get is -5 (from 0). What this means is that spells like RUST will now super screw up an enemy's defenses and allow you to hit for EXTRA damage. This goes for any shield bashing too. Hooray!
FIXES
The Alchemy Hat's description has been restored, if viewed from a Cultist Den.
The Looter is now able to be used by the Cleric. This isn't a change, it's a fix, since I had mistakenly thought it was a dagger class weapon when it was really a golden club ːsteamfacepalmː
Dimensional Rifts can now spawn if you've already had a Quiet Floor event. I had some code in there that was preventing these from appearing from floor 41+ if you had already seen the Reaper. This is fixed now, though if for some reason you get a Quiet Floor event from floor 41+ the rifts won't spawn (which was the intention originally).
Touching a Dragon King statue as a non-Cultist now no longer makes 3 entries all about it in your log.
--
And that's it for today!
I believe these changes will make for a better challenge when it comes to the Cultist, and fixes are always good.
Have a good night!
Free Beer and Naked Girls!
No not really, you perv! ːsteamhappyː
But now that you're here, let's take a moment to go over today's latest update. It adds some cool new things and specifically addresses some of the Cultist's weaknesses.
I don't think anybody will not like this!
ADDITIONS
There's a new statue variant, of the Dragon King himself! Touching this with most classes won't do a damn thing. If you're a faithful Cultist however all kinds of cool stuff can now happen:
20% Full power evil blessing
5% darkness
5% disruption
5% +1 all stats
10% Gives you a weapon if you don't have one equipped: (6% Knife, 3% Pristine Dagger, 1% Putrine)
10% Full HP & STM
5% +1-3 Max HP
5% +2-6 Max STM
5% Warp 1-2 Floors down (!)
5% +2 all stats
5% Gives you a torch
5% Gives you a rotten chicken
10% +1-2 Max HP & STM
5% Instant Kill Effect
Added more stock to the Cultist Dens, especially on the lower floors.
CHANGES
If you're a Cultist, the odds of a Shop or Guild becoming a Cultist Den has been significantly increased. The new percentages are bolded below:
Any given shop has a 30% chance to be a cultist den if you ARE a cultist yourself.
--> Changed to 70%
Any given shop on a graveyard floor has a 50% chance to be a cultist den if you ARE a cultist yourself.
--> Changed to 80%
Any given guild has a 15% chance to be a cultist den if you ARE a cultist yourself.
--> Changed to 50%
Any given guild on a graveyard floor has a 25% chance to be a cultist den if you ARE a cultist yourself.
--> Changed to 75%
The Cultist donation amount is now adjusted depending on which floor you're on. This will help early level players make more donations and obtain better stats faster than before:
Floors 1-15
Donation Amount $100
All Stats Increase 0-1 points
Floors 16-34
Donation Amount $500
All Stats Increase 0-2 points
Floors 35+
Donation Amount $1000
All Stats Increase 1-4 points
The DEATH magic spell has been powered up too! It's now pretty worthwhile to use while playing, so it's not the ol' knife & pony show all the time. Here's how it works:
If you cast a DEATH spell...
vs. Undead enemies = fail (immune)
vs. The Reaper = fail (immune)
vs. Any Champ = 75% chance to instantly kill
vs. Any Boss = 60% chance to instantly kill
Kills everyting else 100% of the time
NOTE: These are the hard numbers, and can't be increased or decreased. For example, your MAG stat no longer influences the chances of death magic working, since the new odds are so much better overall.
SLIGHTLY lowered the Warrior's HP gains upon leveling up. Very slightly. Balancing and all, you understand.
Made a small QoL improvement where the battle cursor can now wrap around left to right and vice~versa. It can save a whole button press when you go to use your skills!
FIXES
None this time!
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And that's it!
If you're already a cultist fan I think you'll love these changes. And if you're not a cultist fan YOU SOON SHALL BE.
Good night!
-Del_Duio
Glass Cannon who?? It's the Evil Blessing Update!
Hello!
I've taken a small break from overseeing one of my other games up here (ODW) in order to bring you a very good addition to good 'ol Equin: The Lantern.
This update is all about everybody's favorite punching bag, the Cultist!
Hunting down the weak and making them pay has never been more worthwhile!
Additions
<*>Cultists now gain an Evil Blessing bonus whenever they sacrifice weak enemies (i.e. Auto-Kill). What's it do? Well, every time you auto-kill something you'll gain +1-3 ATK power as gratitude from your evil culty god. Yes, every single time. How will you know if you have an evil blessing going on? You'll see a new flashing upside-down purple cross as an effect box and be surrounded by a purple mist!
What's the catch, you ask? The evil bonus goes away after landing a hit on an enemy in a regular fight (that is, any normal combat situation that doesn't register an auto-kill). The bonus will also disappear at the start of a Yellow lantern phase too. However, it should be duly noted that the damage cap on this blessing is tremendous:
That means for example that a level 7 cultist can acrue a whopping +40 ATK just by squishing puny snakes and bats!! The potential for cultists to have some real pop now exists. A level 13 cultist can gain up to +100 ATK power, so imagine that against a boss enemy for a second..
Any enchanced ATK power via Evil Bonus will also now show up as a purple number on the Self screen.
Changes
The Grim Ring now provides an additional +3 Evil Bonus ATK per auto-kill. Yeah!
The Grim Ring's item description has been changed a bit to reflect its new property.
The Ritual Dagger now changes the gains from Auto-Kills to +2-5 Evil Bonus ATK. This thing is lethal as sh!t now.
Fixes
Changed the Titan Spear's item description to "a titan's toothpick", instead of something best left to the darkest regions of the internet ːsteamhappyː
And that's about it for today! This update will make the cultist a real force to be reckoned with, yet still keep her playthrough pretty challenging. It'll be different, that's for sure.
Though it will probably double as the ultimate clickbait to many, this time I refer of course to the chest keys in Equin: The Lantern!
This change goes hand in hand with the new "Texts & Traps" update which rolled out yesterday.
ADDITIONS
Bronze and Silver Keys were added to every class's Shop and Cultist Den stock possibilites.
CHANGES
All classes can now use chest keys! Yep, all 4 types of keys. This will greatly help players deal with the new, nefarious trap designs.
FIXES
None this time.
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So, overall it's a very good change. Of course a thief will still gain the most DEX in the game by far and therefore will not need to rely on chest keys for the most part anyhow. And, it'll give other classes more of a chance to get their mitts on the better loot that usually is found inside a trapped chest.
Have a good weekend!
Traps & Texts
This will for sure be one of those updates I might need help in assessing from you guys, as it fundamentally changes the way trapped chests have worked since day 1 on Steam.
My ultimate goal is and has always been to keep the game challenging as well as fun, and as such we tweak here and there and see what sticks.
ADDITIONS
New Text Log! This does just what you think it might- It'll display the last 7 actions (or reactions) you've come across while playing. Like the 'special' screen, this can be fun to look at and sometimes pretty helpful (example: It's great for seeing if a floor has multiple floor events and things like that). One of the recent reviews said that though he liked the game he wished it would have a log like this.. So now it does!
NOTE: The text log does not save when you quit the game. The thing would be like a billion lines long!
I've increased the size of the Tab Menu to compensate for the new log. Instead of 4 choices you'll now have 5: Gear, Self, Special, Log, and Quit.
Several areas have gotten graphical improvements to the wood textures. More shadows between areas and etc. You can really notice this improvement on the Character Select screen.
CHANGES
By far the most signficant change are the way that trapped chests act now. I've got to say this in big bolded letters because it's important everyone realize that Traps are not removed from the chests when sprung anymore. The only way a chest trap will be disarmed is to sucessfully disarm it. If you do not disarm the trap you'll take damage but the chest will remain trapped. Trying to open it again and failing to disarm it you will take trap damage again.
My reasoning behind this is to have chest traps be pretty dangerous. The way they always worked before, it wasn't really that big a deal if you just opened a trapped chest all willy-nilly. You'd take some damage and then get your reward immediately after. Now you have to actually have a skilled character to be good at opening these things.
+This makes DEX more valuable for every character, as it's factored into the lockpicking / disarming formula.
+This makes chest keys WAY more valuable, as they were kind of pushed to the wayside since most players could just shrug the one time damage hit off and keep their shields and etc. on. Keep in mind chest keys are still only equippable by Thieves.
+And finally, it makes the Thief class the ultimate looting character, which they absolutely should be.
To alleviate this new mechanic a bit, I've made golden chests easier to open by 10% and shadow chests easier to open by 20%. This doesn't mean they'll be super easy to open for a butter fingers-y warrior but it's better than it was before (a bit).
By ETL player Yoritoshi's great suggestion, I have swapped where the Tutorial and the Known Tips sections are on the start menu. New players won't have to hunt around for the tutorial section anymore. This was a great idea so thank you, buddy!
The tab menu selector now wraps around from top to bottom and vice-versa. It'll make it a bit easier to get to the Log section maybe.
Thieves now have SLIGHTLY reduced HP growth per level. It's not major but it's there. Can't have them be super OP afterall!
FIXES
None this time.
------
So there you have it. If for some reason this new chest change makes everyone's life a living hell I will revisit it and come up with something else. Challenge is great but not if it spoils the picnic and all that!
Thank you and have a good night!
The Update... To End all Updates!
I can't believe how well this one turned out, wow it really makes the game a lot better. Spent the better half of tonight doing and testing this and for fans of the Thief class you're gonna' love it!
ADDITIONS
Thieves can now steal from shops! I wasn't sure how I was going to get this to work but holy crap it's pretty cool. Here are the requirements:
-You must be level 7 or higher (the green sprite w/ the hat and the money bag)
-You must have at least one spot in your backpack
-You must have a clean record with the shops (more on this in a sec)
So what happens is you go into a shop and select an item to buy like you normally would. A new screen will pop up with the item you've selected, your chances of stealing it without getting caught, and the option to steal it "YES" or "NO". By default this is set to "NO" so nobody does anything rash haha.
If you select "NO" then that means you want to just buy the item with your gold pieces like normal. If you select "YES" then a check is made to see if you stole the item..
For transparency's sake, the exact chance of stealing any item from a shop is:
((Thief Level - 5) x 12) + (DEX / 4) %
So for example's sake, if a level 8 thief with 28 DEX goes into a shop he has a 43% chance to steal an item for free! Additionally, the Robin's Glove will grant an extra +10% bonus to stealing from the shop on top of this.
Sound too good to be true? Read on!
The penalty for getting caught is extreme. I didn't want to go the Spelunky or Shiren the Wanderer route and have the shopkeeper kill you or whatever, so instead what happens when you get caught is:
-You're immediately kicked out of the shop
-You're immediately Blacklisted as a criminal throughout the shop network
Blacklisted means you won't be able to enter a shop ever again. Note that this only includes the normal shops (blue sign w/ sword)- You can still enter guilds and cultist dens while Blacklisted.
A new "Pack is Full" display pops up if you fill it to 21 items while in a shop or cultist den. It's at the top and flashing. You can't miss it.
Another page for the tutorial concerning the new Shoplifting mechanic.
CHANGES
The Thieves' Crown's USE effect has been changed. When used, it will now clear the Blacklisted status from your character. Please note that this is the ONLY way to clear your Blacklisted status, and it's pretty uncommon to find. Its item description has also been changed accordingly.
The Cunning Disguise item will now allow a Blacklisted thief to enter a shop. Thieves who enter in this way will not be given the option to shoplift, though they can still buy merchandise normally with their gold pieces.
The Robin's Glove LH item now grants a +10% bonus to shoplifting in addition to the stealing from monsters bonus it already had. This is a damn good glove, eh?
FIXES
It now no longer says "ESCAPE" when on top of a web while you're weaing the Spider Ring (which grants Web Immunity, so this made no sense).
--
And that's it! I know for sure Gasil will love this update. I smell a new section coming in his Thief guide! I tested the bejesus out of this before releasing it to you all, but as always if you see any weird bugs that have to do with this please don't hesitate to let me know so I can fix them.
Have a good night! ːsteamhappyː
Improved Flee & More!
Oh man, whatta' recent roll!
ADDITIONS
There's now a cool little flashing thing around the action text display whenever it's visible. To me, many times this didn't stand out enough (P.S: This is the little text in the right hand corner that says stuff like "Open", "Eat", "Climb" and etc). This seems to be way better and for sure will catch your eye when an action's available to you.
Two new pages in the tutorial about Scrapping Items and Fleeing battles.
CHANGES
Actually, adding the fleeing tutorial page led me to remake how the fleeing worked. Before, in order to flee a battle you had to make a DEX check and there had to be a clean empty dirt tile next to you somewhere. The problem was, it had to be a CLEAN empty dirt tile. That means no grass, no barrels.. things like that. That meant many times you couldn't run even when you thought you could.
Until now!
ETL now sports a much-improved flee system. You'll now be able to run and retreat to tiles that have mushrooms, grass, chest, barrels, and etc. You won't be able to retreat to solid walls or well and stuff (or at least you SHOULDN'T be able to haha). Overall, this is a huge improvement.
Slightly changed the Warrior and Cleric's class description on the character select screen.
FIXES
I'd like to think the flee improvement more of a change than a fix.