The first thing you'll notice with this patch is the speed of combat. Speed now affects reaction time a bit less, making it less important an attribute. Previously it was a bit over powering.
Secondly, the way magic damage is calculated has changed. Magic damage is heavily influenced by the attribute level (usually INT, but sometimes other attributes or a mix). This should help scale better with level. This change also makes it easier for me to tune magic damage and keep spells consistent.
As always I look forward to your feedback on these changes!
Adjust how SPD affect reaction time
Adjust how magic damage is calculated
Remove extra light from some dungeons
Enter the Light!
Version 0.3.16 brings a host of new Light based monsters and a new Light Cave dungeon.
This is the last push of new monster types to the game, meaning the 0.3.x series of updates is nearly finished. We now have 48 distinct monsters and a variety of new dungeon types.
There will probably be one more 0.3.x series update where I re-balance melee vs magic damage, mostly by changing how attributes affect magic damage. After than I'll pivot to world economics and quests.
Light cave added
Crystal Golem added
Holy Ghost added
Light Pillar added
Light Elemental and Gleam added
Avatar of Light added
Adjust Elemental dungeon level requirements
Return of the Fae
Version 0.3.15 is now out!
This change fills out the set of Air monsters - including a returning creatures from Heroes of a Broken Land 1 - the Fae! However these Fae have turned feral, so beware!
We're now very close to rounding out the monsters for the game - only the Light monsters are left!
It will take a little bit longer as there are currently no Light based monsters in the game so I'll have to add quite a few to get the proper variation.
Fix issue where Research skill could break combat
Fix status icons not matching on player stats dialog
Added Fae, Fae Swarm, Fae Hive and Fae Queen, Living Storm
Added Air Cave location
Dwarves of the Earth
Version 0.3.14 brings a new dungeon type and a new set of monsters!
Getting closer and closer to adding the majority of foes you'll encounter. This update adds earth caves and some new monsters, as well as some minor fixes. There's still Light and Air monsters to round out before the 0.3.x series of updates is completed, but I'm happy with the progress so far and the momentum I've been able to maintain in 2022.
Version 0.3.13 patch notes
Version 0.3.13 brings a new autosave feature and a bunch of fixes:
Dungeon autosave at customizable rate
Quick save games now show up load save game list properly
Fix skill upgrades from affecting prep time (except when they should)
Adjust Water Cave monster levels
Make Light Beam a Magic skill
Tweak Elemental Storm duration
Enter the Void
Version 0.3.12 is out!
This update brings a new dungeon type - the Corrupted Void Crystal caves! Filled with creatures of the Void, this crystal dungeon has been corrupted by dark Void energy.
Plus some fixes related to traps and status effects have been fixed.
The 0.3.x series of patches will continue to bring new monsters and dungeon variations.
Void Crystal dungeon
Voidlings (3 variations)
Void Matron
Void Elemental
Void Tear
Fix freeze when starting battle after triggering a trap
Fix hang when dying from status effect in battle
Crystal caves
This update is short but sweet: one bug fix and one new dungeon type: Crystal caves.
The 0.3.x versions were meant to focus on adding monsters - hence the recent water and fire caves - however as I was thinking about dark and light monsters I realized that a simple re-skinning of stone dungeons or rock caves wasn't going to cut it.
I always planned on adding a crystal themed dungeon as it's a core setting for the series, I hadn't really planned on doing this in the 0.3.x time frame but I was getting a bit bored of adding monster after monster.
To see these new caves you'll need to start a new game unfortunately, and they're only currently part of the final dungeon. Expect that to change as time goes on - this dungeon style will be the basis for light an dark themed dungeons as well as the main quest dungeons.
Winter wonderland
Version 0.3.10 is now out.
Finally found my pace again and I hope to keep these updates coming regularly again.
This update adds a new cave filled with some new and old icy monsters! I'll be continuing to add more themed dungeons and monsters for the next few updates, at least 2 more are planned (no prizes for guessing they'll be elemental themed) and possibly one or two more before the monster rosters are better filled out.
Ice Cave added
Added Frost Giant
Added Frozen Corpse
Added Ice Golem
Added Unstable Ice Elemental
Improved world and event distribution, improve variety
Adjust cave item placement to reduce intersection
Caves of Fire
Version 0.3.9 is now live!
A new dungeon is now available - the Fire Cave. Filled with fire based monsters this cave will appear later in the game.
Monster status have also been basically completely re-balanced, so if you are finding the game too hard or too easy let me know!
I expect to spend most of the 0.3.x releases on rounding out the set of monsters, so you can expect a few more element based dungeons. Once I have a comprehensive set of monsters I'll move on to world content (quests and such) in 0.4.x.
Always show Dungeon level in dialogs
Fix issues related to damage resistance
Monster stats re-balance
Fire Cave added
Added Flaming Wolf
Added Flaming Skeleton
Added Fire Giant
Added Unstable Flame
Version 0.3.6 Released!
Version 0.3.6 is now out!
This doesn't add much content, but does address a few outstanding bugs and usability issues. Enjoy!
Expect the next update to be focused mostly on tuning monster stats and possibly some new content.
Keyboard customization
Fix large numbers of saves would break save game selection
Prevent falling through floors
Equipment screen stats sorting updates and reflects current character