Seems we have added a lot more stuff to change for the next patch, including the new druid character.
In addition to that I'm making a lot of changes to how the data is stored so as to not have to break the saves when I change things in the future.
Also in addition I'm redoing some of the GUI to make things a lot more convenient like item use ( you currently have to click like 4 times to use a heal potion, I'd like to get that down to 1-2 clicks ).
I estimate the patch might come out sometime this weekend if all goes well. I will keep you guys updated.
New starting character: Druid
The druid will be a selectable character class from the start screen in patch 1.25. The druid will start with the ability to shapeshift to a powerful animal. Here is the artwork for the druid character:
Here is a video of me making the art:
https://www.youtube.com/watch?v=Hr3ymdlXBCM
Patch 1.25 Plans
Big plans for the next patch. Yes it WILL break saves, so I'm waiting a little while for this one. Also there is a ton of changes planned:
Some of the changes planned so far:
Redo the way items are stored ( instead of a look up table store the stats with each item individually ) * MAYBE *
Make churches charge more for healing magic
Raise amount shops pay for items to 35%
ranged penalty for targets at longer range and show chance to hit % over target
Navigate hexes to move or cast spell on in combat with arrow keys or controller
Add secondary skills for weapons, like spear skill, bow skill etc. Also add unnarmed skill for a new monk class
Fix some AI issues
Perhaps make some skills like undead slayer and dragon slayer, probably just item skills
Possibly implementing traps ( was planned originally but never finished )
Already done:
fixed bug with not being able to cast a spell even though it says you have enough magic.
crank down the default values for the music
kill count on units
fixed a bug where you have to hit escape twice to open the menu in map mode
heal cost lowered in hard mode
fixed up bolt spell graphic
show the difficulty in options screen
rest and heal fixes all status conditions and lowers skill training resistance ( lets you train skills a bit more )
wealth bonus now adds from all party members
skill scroll bar has been added to level up screen, so you can scroll down for all learnable skills each level up
you can now delete a skill by just clicking on that skill and hitting the delete button
lightning damage increased slightly
buffed ranged weapons
fixed a bug where you could double load a save
can now cancel out of the naming window
skills train a bit slower now
if you give the ring to madrick or ivan then the other one of them disappear from the game.
arrow keys to navigate from character to character in the unit screen
skills available at levelup for units have been reworked
searching for items after battle now has a chance of giving better items, including skill books and unique items.
Also going forward I would like to redo a lot of the graphics since many of them were done in a hurry and the game still doesn't have the look and feel I was going after. But gameplay issues will take priority so I don't know when that will happen.
I plan to release the next patch sometime mid - next week.
MazeQuest 2 soundtrack available on ITunes + Google Play + Amazon
The MazeQuest 2 sound track by Christopher Getman is now available on 3 more platforms:
Google Play: https://play.google.com/store/music/album/Mazedude_MazeQuest_2_Original_Soundtrack?id=B3qmzorvoqwl3ujpmhbbpxcx6au
Amazon:
https://www.amazon.com/dp/B07HXRP3J3
Enjoy!
MazeQuest Patch 1.2 is out! ( sequel to 2.1, I'll explain.. )
The patch numbering has been switched a bit, the last patch was 2.1, because it was mazequest version 2 and the first patch would be .1, however that has now been changed and we are now calling the last patch 1.1 and this new patch is 1.2. Sorry for all the confusion.
So now the actual patch ( BTW this one does NOT break your old saves ):
*Add an option to stop the flipping of sprites - This is in the settings menu where you can change the sound volume etc. There is a button called "ANIM" and clicking on it will enable or disable the sprite flipping animation if you so desire.
*Music sample rate increased. The artist, Christopher Getman said we had down-sampled the music a bit too much in our effort to shrink the filesize, so I upped the sample rate a bit and the music should sound a bit better.
*Problem with using mobility books has been fixed. There was an issue where if you used a mobility skill book it would set your mobility to 1 instead of increasing it by 1. This has been fixed and you can now use these books when you find them for an increase of 1 mobility.
*NPC's have been slowed down. Someone complained NPC's in towns were getting in the way too much so their AI has now been slowed down a lot and they move less and they move slower.
*Changed reflexes to increase chance to dodge ranged attacks. Reflexes now increases your chance to dodge ranged attacks and no longer reduces your chance of taking a critical hit.
*Defense just adds damage reduction. Defense no longer also adds to your chance to dodge ranged attacks.
*Luck only gives you more chance of landing a critical hit and also reduces your chance of taking a critical hit. It no longer adds to spell resistance.
*Critical hits only remove the armor from equipment and the armor from defense stays. In addition critical hits do 150% damage.
So that's it for this patch.
Enjoy!
MazeQuest 2 soundtrack available!
I forgot to post this earlier. Christopher "Mazedude" Getman has released the soundtrack on bandcamp, available here: https://mazedude.bandcamp.com/album/mazequest-2-original-soundtrack
Go pick it up when you get a chance.
Patch 2.1 is out!
Okay so let's just pretend we started with this one in the first place :-)
Lots of bug fixes / balance changes and even a new enemy, the cyclops!
List of balance changes:
Totally changed the way experience is dished out, you now have a lot more and can level up much higher.
More gold and lowered prices for everything.
Stronger heal potions.
Meteor spell looks a lot better.
New ranged enemy, the cyclops - shows up on map 3 & 5. Lots of health and shoots ninja stars.
Rebalanced dispel, wall, shield and a few more spells.
Upped defense on equipment and lowered the total impact defense has on damage reduction. This was to fix what I saw as defense being way too powerful in reducing damage. Also the same goes for resistance which was also overpowered.
Stronger joinable characters.
Changed the way skills work, now agility only helps you dodge melee attacks and defense helps you dodge ranged attacks, these are in addition to the primary function of these skills. Also reflexes reduces critical hits vs your character.
Tweaked weapon values a bit, more chance to counter attack on everything. Daggers are better. Scepters are better.
Fixed some scripting bugs.
There is probably a ton more here I forgot, it's been a long 2 days O_o
Oh yes the saves are likely broken from the old version, FYI.