Today's patch includes Female Humans as both playable and NPC characters. I have been working to get the art for this for awhile, and for now there are 3 hair styles and currently just Human as an option for Female characters (I will do Dwarf and Goblin also but it will take time). This is a rather large change to the game, and I have spent quite a bit of time testing it, but if you come across bugs please let me know and I will get them fixed.
The 2 most requested things are "Content" and "Customization" I am working and get more of both in the game! Please keep the feedback coming and I will keep working hard to make the game better and better!
Patch Notes:
- Female humans are now in the game. You can choose them at the start of new games. Sex has no impact on stats or abilities.
- 3 Female hair styles have been added.
- Taverns now spawn female humans as well.
- Quests now spawn female humans as well.
- Rare and Epic items have had their Item coefficients raised slightly.
- The character menu now shows race proportions (previously this was only shown in battle, dungeon and town maps).
- Fixed a bug in my image scaling alg that resulted in poor anti-aliasing. This bug was introduced with hair styles I believe.
- Fixed the flicker in The tutorial boxes
- Annie is now an actual female (was always planned but didnt have girls yet).
- Gunther, Annie, and Archy now no longer show helm, and they have hair styles.
- Added a few more male names
- Added quite a few female names.
Whats next?
- Im gonna spend a day or 2 on Galic and Pallys
- Then im gonna be working on Vandamir
- After that it will be time to start on a 6th class :)
Patch .26: Wave battles/quests
Hi Everyone!
In today's patch you will find wave battles. In these battles you will start by fighting the original group shown on the quest, from there every 3 turns you will get another wave of mobs to fight. The wave additions are not as strong as the first party, but these quests are difficult none the less. I will be expanding on these quest type over time as there is plenty of variables to play with, but as a base version the quest type works :)
As of today there is only 1 place to find a wave quest and that is from Key's house in Galic. I currently am not planning to add this quest type to Drom, but I am still considering it. There will be more of this quest type added in the next few patches, but I ran out of time to add and test any more for the today...
Patch Notes:
- Wave Battles/quest (see desc above)
- The Target for bounty quests is now a higher level on average.
- The base reward value for Collection quests have been slightly lowered.
- The base reward value for Bounty quests have been slightly Raised.
- Marauding Parties are now a bit less predictable.
- Fixed a bug where the active quest on a party was not being saved properly.
- Raised skeletons now look more like they raise from the dead...
- The houses in Galic have a bit lower level quests (this should help to bridge the gap in difficulty between the 2 cities.
- Fixed a bug where guild house items were not updating quite as they should have been.
- Fixed some bounding box issues in the new graveyard level.
- Slightly reduced mob spell damage at levels normal and above.
- Slightly increased spell resist again.
- Upkeep cost of heroes reduced by 20%
I am plugging away at more new stuff, and I know there is a ton of feedback I have not really had time to add, but I will get there when I can. I assume that some of it will find its way in between these more major features.
Lastly,
If you are enjoying the game and want to help it grow, please take a few minutes and toss up a review for the game. Doing so will help the game get more attention and thus have a larger budget and more ideas to make a great game from.
Thank you all for your help and feedback!
Patch .25b: Preping for Wave battles
Hi Everyone,
Well these last few days I have gotten a bit bogged down in things I wasnt expecting to get bogged down in. That being said the results are some nice Quality of Life stuff that I have been meaning to do for awhile, and just never made time for. I spent time digging through the turn mechanic for a few known bugs that needed ironed out and added some new graphics etc...
I also want to apologize to you guys for the game being unplayable for about 5 hours yesterday, I have no idea what happened there but somehow the game didnt upload right to steam. I am very sorry for any frustration this caused, I have never seen this happen before. That being said, if you have anything not working correctly please let me know ASAP so that I can get if fixed. I want you all to enjoy the game, so keep the feedback coming and I will keep working to make it better.
Patch Notes:
- Added Keyboard scrolling to the dungeon.
- Added new turn displays.
- Fixed a bug where parties on a quest could loose that quest state if they engaged with another party.
- Fixed a crash associated with party fights.
- Fixed a crash associated with quests.
- Fixed the "big head" bug while in the beds.
- Updated the guild fame graphic, more to be done here, but its at least better.
- Added a tooltip to the guild fame graphic.
- Did more work to keep the RAM requirement down.
- Fixed a minor bug in the turn order system, turns now end a bit more often as a result.
- Fixed a bug where some skills where not removing action points properly, the was resulting in speed not being properly removed, and then the character getting more turns than they should.
- Added a sound for a new turn.
- Added a sound for a battle victory.
- Added a sound for a battle loss.
I am also expecting to have Wave Battles out tomorrow, I would say I am about ~70% done with it, I just wanted to get this patch out for you guys today.
Patch .25: Hair Styles and Hide Helm
Hi Everyone!
Today I have added Hair Styles and rather than type about it, you can see them in the video below (sorry for my poor video editing skills):
https://www.youtube.com/watch?v=gtXze6FuaqY
Also while it took me quite some time to get hair styles put in (more than just the 3 days since the last patch), its done in such a way that other customizations should not take me nearly as long in the future...
Patch Notes:
- Customization options now include Hair styles. There are 2 parts to the hair style, the top of the hair and the sides of the hair. You can mix and match them to your hearts content!
- 10 top hair styles added (plus bald).
- 11 side hair syples added (plus bald).
- Mobs should now make use of all the skin tones.
- Added a couple skin tones
- Added 19 hair colors (including odd ones like green/blue/purple/etc)
- Items now have slightly higher coefficients.
- Easy got a bit easier.
- Normal got a bit easier.
- You can now see heroes for hire at the tavern without having a party there. You will still need a party there in order to hire.
- I finally put a custom icon in the windows bar :)
Whats next:
New Quest Type:
Wave Defense. This type of quest will spawn X # of waves spaced out by Y # of turns. Again the goal here is to diversify what your are getting to do, but also what types of parties may be better for the different types of quests.
Spend more time on Galic and Paladins:
Neither is finished yet, and I want to get both to a better state...
Patch .24: Paladin Stuff, and some Galic work
Hi Everyone!
Today's patch includes most of the base Paladin skills and talents. I still have a 2 more skills to get to and maybe a few more talents, but overall this should put the Paladin in a much better place.
For Paladin Skill Weaving I thought quite awhile on how to do their buffs, I ended up giving them the same ones as their pure class trees have. So the Paladin gets Bulwark for templar skills, and Holy Momentum for Holy skills. However the Crusader tree has a new buff as it didnt line up with any other tree out there. I think this will be the standard moving forward. For instance Warlocks will probably get Latent Fire for their fire tree...
The Paladin required some new pipelines for its skills so please let me know if you find any bugs as I am sure there will be some.
Galic is also starting to get to a better state, more needs to be done still but the city is starting to feel better and better :)
Patch Notes:
- New Paladin Skill: Cover, Place a buff on a friendly target that transfers all direct damage to the Paladin.
- New Paladin Skill: Aura of Solitude, Adds a buff to the Paladin that provides a buff of 15% Healing received to all friendly units within range every turn which lasts for 1 turn. Only 1 aura can be active at a time.
- New Paladin Skill: Aura of Vigilance, Adds a buff to the Paladin that provides a buff of 7% damage reduction to all friendly units within range every turn which lasts for 1 turn. Only 1 aura can be active at a time.
- New Paladin Skill: Aura of Power, Adds a buff to the Paladin that provides a buff of 7% Damage Done to all friendly units within range every turn which lasts for 1 turn. Only 1 aura can be active at a time.
- Added various new Paladin talents.
- New Paladin Skill weaving Buff: Holy Might, Adds .6% Spell Power and Strength per stack. This buff is for the Crusader tree.
- Paladin's will now use Bulwark for their Templar tree.
- Paladin's will now use Holy Momentum for their Holy tree.
- Holy Strike now takes both Physical Damage, and Spell damage into consideration.
- Added a new quest to Key's House in Galic. It has a bit of new lore on undead as well. This will also make the optional quest completable.
- Added a decent chunk of icons for Rogue, Priest, and Paladin.
- fixed a bug when entering freeplay (continue playing) after a level is finished.
- Fixed a scaling bug in the Quest start menu
- Moved the start location for the quest window up.
- Im slowly making changes to how the autosave feature works in order to make the game run more efficiently, so let me know if you notice anything funky with your saves :)
- Fixed another minor bug with the building window displaying quests.
- Spell resist is now slightly easier to get.
- Armor now does slightly more.
- You now gain slightly more Exp per battle.
- Fixed a bug in the Warrior's Ruthlessness Talent.
- Added a graveyard battle field. I will add more, but this is a start.
Up next:
Character Customization:
I am going to get Hair styles in the game and the ability to turn off helmets. Im pretty sure I have enough art to at least get it started :)
New Quest Type:
Wave Defense. This type of quest will spawn X # of waves spaced out by Y # of turns. Again the goal here is to diversify what your are getting to do, but also what types of parties may be better for the different types of quests.
Lastly,
If anyone is enjoying the game and wants to put a review up, then maybe we can get over the 20 review mark, and hopefully start to draw a bit more attention to the game. It would really help me out. Thank you in advance for your time!
Patch .23b: General work, some Galic, and bug fixes
Hey Everyone!
Well today I got bogged down in some rare crashes and doing some actual playing of the game (believe it or not, it dont get to actually play the game as much as I would like).
In general there should be less bugs and crashes, along with a bit more content for Galic (still more coming dont worry).
Patch Notes:
- Added 2 optional quests for Galic.
- Changed the name of the Guild in Galic.
- Mobs and quest rewards now have hovers on the Battle start screen in dungeons (this is due to popular demand).
- Fixed a bug where mobs were scaling to fast on Normal and Hard modes.
- All gear qualities now have slightly more stat points.
- Marauding parties now have somewhat better stats and scale a bit better...
- Fixed an issue with the plate bone armor art.
- In battle path now updates more frequently and smoothly.
- Bosses now have more health on all game modes, and progressivly more damage after Easy Mode.
- Fixed some stuttering issues
- Fixed a bug with Healing rain.
- Fixed a few rare crashes.
- Redrum should always be red now.
- Fixed a bug where quests could disappear from the menu at the Salvation Chapel.
Up Next:
Im still working on more Galic content and the Paladin skills/talents. I didnt get to it much today as there were other pressing issues with the game to get cleaned up. But now that all the known crashes, and major bugs are fixed I can get back to those items the weekend.
Patch .23: Bounty Quests, bug fixes, and balance.
Hey Everyone,
Today we have Bounty quests, which brings the number of types of quests up to 3 now (Kill'em All, Collection, and Bounty). Bounty quests will always have an Elite mob that needs killed, and doing so will end the fight. Watch your health as these mobs hit pretty hard... in Drom there are bounty quests form Light of Drom, Lincoln's House, and Eldin's Farm. In Galic, both Farms have a Bounty Quest as well as the Church.
Patch Notes:
- Bounty Quests: These quests should always have an Elite in the group, and your job is to kill it ;) Doing so will end the fight, and you will complete the quest.
- Added New Elite Mob: Fallen Lieutenant, this mob has Targeted Strike, Taunt, and Bash.
- Righteous Pain now has a damage coefficient of 1.75 up from 1.5
- Righteous Pain now has a slightly longer range.
- Fixed some spelling and grammar.
- Spell resist now does more per point of rating or spirit.
- The way Chance to hit is calculated has changed (spell and melee). You now have a 2% higher chance to hit a mob of your character's level, and that goes up by 1 percent for every level your character is higher than the target. However targets above your level reduce your chance to hit by 1% per level they are greater than your character.
- Dexterity now also effects spell hit chance.
- The range circle on skills has been adjusted to make it more obvious when you are in range of a target. This is in direct response to seeing videos of users thinking they are in range and then being surprised to find out they are not.
- The Unit cards in battle have had their size increased by about 15%. This includes the text on the health and mana, and should make things much easier to see at a glance.
- 2 random quests have been added to the start of the game. This should do 3 things: 1) stop the the Fist of Drom from stealing your Cletus Short Sword if the user doddles around a bit, 2) Stop the Fist of Drom from coming straight for you and starting a guild fight, and 3) Give the new users some quests to do right away after dealing with Cletus' basement.
- Deleting a game and then immediately clicking "Start" will no longer load the delete game.
- Fixed an extremely rare crash bug that had to do with a race condition.
- The image on a shield will now properly go away when the item is removed...
- Fixed a bug where a unit could be dropped into the non-existent infirmary room...
- Dungeons and Encounter locations now have their nameplate appear on hover just like normal buildings do.
- Reforged stats now show up as blue, this will do 2 things. 1) show you that the item is reforged, and 2) show you which stat was reforged (obvious but important).
- Slightly increased item points of none weapon items.
- Shields now have a bit more item points allocated (even more so than the above general increase).
- Fixed a bug with RallyingCry that could result in super scaled up characters...
- I have done some work to ward off Out of Memory errors. These are rare for most people, but on rather low in hardware they seem to occur more often that I would like. I will continue to do work to deal with this issue over the coming week or 2.
- Fixed a bug with Fireball and Frostbolt that made them unable to be resisted.
Talent Additions & Changes:
- New Paladin Talent: Mind over matter, Intelligence now also adds .07 spell resist rating per point spent.
- New Warrior Talent: Spell Deflection, Agility now also adds .07 spell resist rating per point spent.
- Warrior's Brace for impact now reduces damage by 5% per point spent up form 3%, and now has a maximum of 2 points down from 3 points.
Whats next?
I was planning to do some character customization next, but I am still waiting on some art. So instead I will polish up Galic a bit, and add the option quests. As well as work on the Paladin a bit.
Patch .22: Elite Mobs, and Continue Playing
Hello Everyone,
In today's patch I added 2 elite mobs. Both of which are quite a bit stronger than normal mobs, and may require some thinking about how to play against them at the higher difficulty levels.
I also added a "Continue Playing" button when you win a level. This will allow you to play that level to your hearts content. When you are ready to advance there will be a "Finish Level" button in the top right of the screen.
Past that I have done some early game balancing for the lower difficulty levels, and started your characters with some level 1 green gear. This should smooth out some of the early issues for people.
Patch Notes:
- New Elite Mob: Goblin Demolitionist, This mob has fireball, fire blast, and Meteor. Be careful with this guy, you should find a way to stop him from casting meteor (lots of ways to do it ;) )...
- New Elite Mob: Dwarf Juggernaut, this mob has PowerStrike, Taunt, Cleave, and Bash.
- Now when a level is finished you have an option to continue playing (bottom left corner). This will then add a button to the top right of the screen to finishe the level when you are ready.
- Classes all start with level 1 green gear. This should help guide new users on what stats are important for their character, as well as take the edge off the beginning of the game.
- Dwarf Racials stats per level are now L1) Stam, Str L2) Stam, Agi L3) Stam, Spi. This should make them more viable for classes other than warrior. And opens up the design space for other races.
- Easy is now easier, normal is slightly easier, all other difficutlies are the same.
- Added a message that explains that replaying a level will set your guild back to the starting state of that level.
- Reworked quest rewards to take better account of the fight difficulty. This should normally increase the average quest rewards in town.
- Dungeon battles have had their rewards normalized closer to town quests. Dungeon treasure chests are still basically the same loot.
- Finally fixed the issue of buildings not drawing! It finally happened to me! (ok so its a small thing, but it really was bothering me)...
- Fixed a bug in the red plate armor where there were some extra pixels in the art.
Whats next?
Bounty Quests:
This is my new focus, and likely will take me a few days, so bare with me as there may not be a patch until this is done.
Character Customization;
This will include options for hair and what not, and it will include a "Show Helm" option in order to be able to see your charater's features if you want it.
Lastly,
If you are enjoying the game and you want to help support the game, please take a second and review the game. Doing so will help tell steam to show the game to more people. Thank you in advance!
Patch .21: Blacksmith and Hero Dismissing
Hi Everyone!
This weekend I was able to get to both items I was hoping to get to.
Hero Dismissing:
The first is the ability to dismiss your characters. You cant dismiss your starting characters, or Home Town Heroes. Past that you can dismiss any hero you have. Right now that only encompasses 2 characters in level 1 and 3 characters in level 2, however that number will grow as the guild house upgrades start showing up.
Blacksmiths:
The Blacksmiths can now reforge items. The requirements to do so is as follows:
1) The item must have at least 1 stat that is not min/max damage or Armor.
2) The item must not have been reforged before.
3) You have to have the proper amount of money to do so
Now that this is in, I will need to do some work on the loot system in order to compensate for this new feature.
Patch Notes:
- Blacksmith: The Blacksmith buildings now has unique functionality. The Blacksmith can now reforge an item 1 time. Reforging an item allows you to exchange gold for changing 1 stat on a piece of gear to a base stat. This process is dependent on stat "values", most ratings are 1/2 the value (or something similar to that) of a base stat, so the exchange is not one to one.
- Dismissing characters has been added. Your character must be 1) Not a Guild Master, 2) Not an officer, 3) Not a Home Town Hero, 4) at the guild house. There is no reverting this decision so use it carefully.
- Flameblast was imporperly being assigned by other talents.
- Fixed a stat bug with rating type stats
- Did more work to try and get buildings to stop disappearing :) (let me know if the bug continues).
- Fixed a bug that could cause your guild inventory to clear out...
- Easy Difficulty got a bit easier, all other difficulties stayed the same.
- Encourage buff is now working properly.
- Encourage buff now lasts 5 turns, up from 3.
- FlameBlast spell damage coefficient raised to 1.3 up, from 1.0
- WaterBlast spell damage coefficient raised to 1.3 up, from 1.0
- EnergyBlast spell damage coefficient raised to 1.3 up, from 1.0
- Prismaticbolt spell damage coefficient raised to 2.05, up from 1.95
- Meteor base mana has increased to 12, up from 10.
- Overload base mana has increased to 9, up from 6.5
- Power Overwhelming now starts at a 30% spell power increase, up from 25%.
Elite Mobs (still thinking on the name, maybe "lieutenants" or something of that manor):
So I mentioned the bounty quests last patch, and I am going to need to add tougher mobs in order to place in said bounty quests, so i will add them first in preparation for that.
Bounty Quests:
Nothing new from last patch, but it is my goal to have these working this week...
Thanks all! Please keep the feedback coming, I am working as fast as I can to get the issues solved... At times I have thought I solved an issue, and its only people continuing to report the issues that let me know there is more work to do.
Patch .20: Auto Calc, boss balance
Hello Everyone!
Today I got the auto calc feature in the game. It is usable anywhere outside the dungeons, and can be accessed from within the battle, on the new options menu. This is a first draft of Auto calc, and at this point is quite fair based on the parties at hand. Please let me know what you think!
I also spent some time balancing bosses a bit more (hint they got harder as people were mowing them down pretty hard), and mana cost for spells now scales more quickly (it has no, or very little, change at the lower levels).
Past that I have more bug and crash fixes, as well as displaying your character's traits in the guild house window on the unit cards, which should make it much easier to tell who needs a stint in the Infirmary...
Patch Notes:
- Added Auto Calc funtionality to battles (does not work in Dungeons). To access the auto calc feature just open the in battle options menu, and click "Auto Calc". I must warn you tho, results are final and you will likely do better yourself...
- Added battle options menu. Right now the only options are Auto Calc and to return to playing, but this menu will likely expand in the future.
- Bosses now have more health on normal and above.
- Bosses now have more mana on all difficulties
- Bosses now have more damage on normal and above.
- Traits for a character are now displayed in the guild house menu.
- Mana requirements for spells now scale at .51 mana per level (at a base mana of 5), up from .34 (this is a 50% increase). I am making this change in peperation for the Blacksmith, which will give you much more control over the stats on your characters.
- Fixed a pathing crash bug in a dungeons
- Fixed a path finding bug in battles (very rare).
- Flee button has been removed from the battle screen in Dungeon (it was never meant to be here).
- Reduced memory usage even more.
- Fixed a bug where traits were not transfering properly between cities.
- Fixed a hover bug that sometimes didnt allow the human head skin to hover properly.
Blacksmith:
I am a bit behind where I want to be, but that is only because I have been prioritizing bug and crash fixes above new content (which will still be the case), and that optimization bug took me longer than I thought it would to fix... The next piece of content is the Blacksmith functionality, I hope to get it done this weekend but its a decent size project so we will have to see how it goes...
Bounty Quests:
After that I will start working on a Bounty quest type, in which a harder than normal (lets call them Elites for lack of a better term right now), will be the target of the bounty. When the target is dead the fight/quest will end. I expect the type of party/specs that is best for this type of quest will be different than other types of quests. These same elite mobs will also have a small chance to spawn in other quest types as well...
Lastly,
If you are enjoying the game and have a minute of spare time I would invite you to put a review up for the game! Reviews tell steam if a game is worth showing to more people or not and it would really help me out in both the short and long run! Thank you for your time!