Update 1.34 is here with a bunch of new content, bug fixes and some changes (reverts really) to character development. Thank you everyone who commented on the recent feedback request regarding which char-dev system we should use going forward. Much like my own thoughts on the issue, it looked like there were some mixed opinions with a reasonable bias towards the old attribute system. So that being said and since, after a bunch of playthroughs I think I prefer the old system as well myself, we'l be reverting to attributes and working with them going forward. Obviously there's a lot of kinks to work out and balancing to be done but I think the game definitely feels better overall with the attributes rather than the skills.
I'll be continuing to release updates reasonably quickly I think going forward, each one with a bit more content, bug fixes, and polish. Since we're getting near to the end of development I'll also be posting a lot more feedback requests, maybe trying to hit one key aspect per update, just really trying to hammer everything into a nice final version.
So thanks as always for everyones feedback and support, now onto the update!
Character Development
Reverted back to the previous system with:
Attributes instead of skills.
Encumbrance system based on strength.
Attribute requirements for talents instead of levels.
I believe the system is mostly the same as it was before, but I'll be continuing to balance the actual numbers here over the course of the next few updates. There were a lot of good suggestions in the feedback thread on how to improve the system so I'll be taking a lot of that into account.
Bosses
Really the major part of this update besides the char-dev. I'm working my way down the dungeon starting from the top and adding bosses wherever they seem to be missing. Also adding items wherever they were missing.
The Upper Dungeon: Bojacks the Berserker, dropping a Bloodstained Axe.
The Upper Dungeon: Argyl the Swift, dropping a Goblin Swiftbow.
The Sunless Desert: Synax the Snake Charmer dropping the Serpent Fang Dagger.
The Swamp: Fergus the Fungal King dropping a Mushroom Cap Shield.
The King of Thieves now drops boots instead of the Serpent Fang Dagger.
The Vampire Bat now drops the ring of vampirism.
A bunch of vaults were added for the new bosses as well as new vaults for some of the existing ones.
Balancing:
A bunch of subtle balancing, changing enemy cooldowns, damage and hit points, generally making the end game a bit harder (it was getting to the point where surviving the first 8 levels or so made victory almost assured).
Added restrictions to really weak items like (ex. short swords, short bows etc.) so they no longer drop in the deeper dungeon where they are pretty useless.
Significantly reduced mana regen (back to where it was before) as part of the changes to character development.
Added a ton of new tables for crystal chests, specifically for higher level items.
Also added restrictions to crystal chests so they don't generate junk items at deeper dungeon levels.
Reduced item drop rate a bit (way to many items in the late game).
Reduced the frequency of Reward-Vaults a bit for the same reason as above.
Bugs and Crashes:
Enemies will no longer try to buff or heal arcane arrows, fire orbs etc.
Cone of Cold now works through opaque clouds.
Cone of Cold and Burst of wind will no longer pass through pillars.
Freezing Clouds will now be correctly created on platform walls.
Chakrams can now be targeted over platform walls.
Enemies that have a slight randomness to their movement will just move normally when dominated or charmed (they wouldn't follow you nicely due to their random movement).
Javelins will now work with sneak attacks.
Fixed crash: blinking onto pits.
Fixed interactions with perfect aim and 'chest high walls / objects' like tables.
Stairs will no longer be placed in view of drop walls.
Killing an enemy that produces a gas cloud on death with fire will no longer immediately burn the gas.
Hot Fix 1.34.1
Balance:
Scaled enemy hp a bit higher, particularly in the later half of the game. Lots of people were noticing the game was a lot easier, myself included, so this should patch that up again. As is always the case, I'm just trying to keep balance 'good enough' until the game is basically complete.
Dex now only grants a 1 movement point per 2 dex (as was the case previously).
All staves now grant some kind of spell casting bonus (mana, magicPow, specific elemental focus etc.). This should provide some differentiation between staves and other range options, with bows and such always being superior weapons. I'm open to suggestions on how else to differentiate the two weapon classes.
Level-up heal now also removes poison or any other negative status effects.
Bugs-and-Crashes
Fixed all the attribute rings giving strength instead of the actual attribute.
Gloves of strength and dexterity now give the attribute rather than raw damage bonus.
The movement point bar was extending past the limits when placing points in dexterity.
The players allies will no longer attempt to attack orbs or any indestructible 'characters'.
Gold and items will not longer spawn on timed gates, making it impossible to read the time.
Fixed: you could not use movement points to swap with an ally but you could swap if you just targeted past them.
Spawners (ex. rat nests) now give exp for all unspawned creatures so its not beneficial to stand around farming them. This was already a thing but was commented out in the code for mysterious reasons now lost to the ravages of time.
Arcane arrows were giving exp every time they 'burst'. Has this always been a thing lol?
Fixed intelligence description to list magicPow as 5% rather than 10%
Fixed characters not being able to raise attributes to the supposed cap based on their race/class.
Group buffs (ex. shield of flames) were still being cast on invalid targets.
Burst of Wind was not knocking back or damaging enemies that were stacked up.
Enemies that blink their allies near the player will no longer blink those allies onto traps or over pits.
Just as a side note, Umbrs discovery of a Rogue Fable version of the 'peasant railgun' (posted in the discord bugs-and-crashes), gave me a legitimate LOL this morning, so well done :P
Hot Fix 1.34.2
Bugs-and-Crashes
Shooting a trap w/ a Runic Staff of Death will no longer crash the game
Upgrading a talent w/ a cooldown will now reset the cooldown to 0
Enchanting a wand that is recharging will now reset its cooldown to 0.
Using < to goto the upstairs while levitating over a pit will no longer cause you to descend the pit.
Fixed a bug where storm shot on a reflective enemy would cause all subsequent arrows to fire in the reflected direction.
Fixed blink not working past closed gates.
Scrolls of teleportation will now search for a destination tile by flood searching the map starting at the up stairs. This will stop the player from teleporting into inaccessible areas while still allowing teleport to get you out of otherwise trapped positions. The issue here was that previously it was flooding from the players position so if you had blinked into a treasure vault, a teleport scroll wouldn't get you out.
Fixed charging enemies passing through objects directly in front of them on the first turn.
Fixed random attribute gains from fountains and levelups giving already maxed attributes.
The Queen Spider will no longer lay eggs once dominated since the resulting spiders would either have to be hostile (not good) or else on the players side which would allow for infinite allies (also not good). Let me know if there are any other enemy abilities that might need to be flagged with this dontUseIfCharmed tag.
Fixed charms being consumed when used rather than going on cooldown.
Fixed issue with boss monsters dropping multiple copies of their items if killed by multiple damage sources at the same time.
Fixed storm shot projectiles being blocked by low height objects when adjacent to the player.
Fixed the librarian still listing level requirements on talents rather than the new attribute reqs.
Fixed some drop wall rooms in the core that were not triggering and leaving the enemies trapped and visible via telepathy.
Fixed a crash when using MvP to swap with a dominated enemy caster that is currently in the middle of casting fire storm.
Fixed the movement bar extending past the bounds when upgrading the athletics talent.
The level up message will no longer end the turn when clicking 'OK'. Technically what was happening was the player was leveling up on an enemies turn and then subsequent enemies in the turn order were making their moves when you clicked 'OK'. So now level up just forces it to be the players turn.
Fixed a generation bug where 2 x copies of lockjaw would spawn on the same level.
Fixed issue where cone of cold would not knock back 2 large enemies in a line.
Fixed a generation bug where the merchant would stock his inventory multiple times. Previously the merchant would stock his inventory, adding new items to the global merchant inventory, when he was created. However, level-gen has many fail states that can cause it to re-gen multiple times behind the scenes and this was causing multiple stockings. So now the merchant inventory is only stocked once level-gen has successfully completed.
Balance:
As part of an overall push to remove obscure stats, resistance will now just display as a % (same underlying mechanics and values). There might be some slight discrepancies that will be balanced for over time.
Slightly reduced some cooldowns on various enemies making them use their abilities faster.
The Cat Lord now drops a Ring of Dexterity when killed
The Slime King now deals damage when he tosses his baby slimes at you.
Orc Armor, Elven Chain and Wizardry Armor now grants STR, DEX, and INT respectively rather than raw stats. I think the option to raise attributes with equipment is quite critical to broadening your build in the later half of the game.
Attribute rings now grant +2 to the attribute
Reduced the weight of all armor in the 'body' slot by a bit since a lot of it was a bit absurd.
User-Interface:
Some cleanup on the character screen, lining up the attribute and talent panels nicely.
Moved the inventory to the center of the character screen to put some distance between all the text.
Attribute Feedback Request
Hello everyone!
Been reading through a lot of the comments on the latest update and many people have raised issues w/ the changes made to character development specifically with regards to the removal of attributes. Since this was already something that I was back and forth on myself I figured it'd be great to just get some specific feedback on this aspect of the game.
There's definitely a balance I'm trying to hit here between having builds feel distinct and requiring a little bit of planning and strategy on the players part vs being able to adapt to and utilize whatever loot the RNG is throwing at you. I'm trying to avoid the situation where 50% of the equipment or talents that drop are just immediately useless if they don't fit within your build.
So the main question is really just: Do you prefer the game w/ attributes, encumbrance, and talent requirements or do you prefer the new, looser system? Any other related feedback is also of course appreciated.
I'm mostly done w/ my work on Fridays update so I'm gonna try the following reverts so that we can get a clearer comparison given all the other changes.
#1 Attributes back in, instead of skills #2 Encumberance based off of strength (I think this one was actually quite important to making builds distinct, since it made heavy armor a pretty big investment w/ a big payoff). #3 Talents have attribute requirements
Its actually getting surprisingly easy to swap things back and forth like this and try out different combinations (all that code refactoring is paying off). I'm confident that, together, we can figure out an ideal balance, so please let me know your thoughts!
*EDIT* For those who don't want to type out a big response or analyses a simple Yay or Nay on the new char dev system is helpful as well. As I mentioned above this was one of those changes I was pretty on the fence about so even just a broad idea of what everyone thinks of the changes will be helpful.
Update 1.33
Hello everyone!
Update 1.33 is finally here after nearly 4 months of work! This one is pretty massive so I won't be going into full details on all the changes and additions since this post would just turn into a wall of text. We're getting pretty close to the point where I'll be calling the game complete with a tentative final release date of August 30th 2020, so I'm working hard on cleaning everything up, adding lots of little bits of content and just generally balancing and finalizing things.
So there's a massive amount of new content, tweaks and improvements but generally speaking they fall into two categories:
Level Generation and Dungeon Content: This is really the bulk of the update and what I spent the vast majority of time on. All of January and February were spent overhauling the mess of spaghetti code that level-gen had devolved into and I now have a pretty clean system in which adding new vaults, new generators, new bosses etc. is very easy.
The original plan was to release once this was complete but I held it off since, from the perspective of you guys, the players, not much would have changed. It was all just behind the scenes technical stuff. So I've spent the last 2 months building up the generators, adding new vaults, new special levels etc. This stage is not quite complete and I'm planning on the next update being sort of the final Dungeon Content update where I finalize all this stuff. Just to get a rough idea of what we're looking at here in terms of content:
The total number of vaults has gone from around 100 in update 1.32 to nearly 800. Many of these are now classified as "challenge-vaults" or "boss-vaults" which the many different level generators will try to control (not to few and not to many per level). The main idea here is that every level should contain at least one hard room or area.
A whole bunch of mess was consolidated into "reward-vaults" which now include crystal chest rooms, enchantment table rooms, wishing wells, those little closets w/ a bunch of potions, food, scrolls or gold etc. These can now be blocked by key doors, switch activated doors, or timed doors. The number of keys and locked doors is now controlled for globally, with the key appearing either on the same level or deeper in the dungeon. Finally, there are 'hooks' in challenge-vaults so that something like the switch that unlocks a reward-vault can generate inside of a guarded challenge-vault.
There is now a bunch of technical, behind the scenes tagging that goes on so that vaults can be general (placed by any generator) or special (placed by some kind of special generator) while still respecting overall mins/maxes on number of challenge-vaults, reward-vaults, boss-vaults per level.
These three points, plus a bunch of general cleanup means I can pretty much write new generators, and add new content very quickly and it all just sort of integrates together as long as I tag everything correctly. This update is really just scratching the surface of whats possible since so much of the time was spent just laying this foundation. Expect a lot more 'stuff' with the next update as I can now turn my attention 100% towards new content creation.
Character Dev and Stat Streamlining As we approach the end of the project I'm generally just going over everything and trying to streamline and simplify. There are a ton of little systems, stats, properties etc. that have been added over the last year and a half of development that are obscure, have little impact, are confusing or just are not fleshed out enough to justify their existence.
One of my main goals is to make stats on items and talents as clear as possible in their effect i.e. you should be able to tell EXACTLY what sort of bonus your going to get without having to deal w/ odd rounding or derived stats. Some of the major changes in this area:
Removed attributes (strength, intelligence, dexterity) replacing them, where they appeared, with just raw HP, MP, meleeDmg etc. Rather than looking at a ring of +3STR and having to remember how much HP/meleeDmg that translates to, you'l just get a ring w/ +HP and +meleeDmg.
Melee Power and Range Power always annoyed me to no end since they acted as multipliers and due to rounding you'd get odd situations where say a ring w/ +2meleePow might not actually raise your damage at all due to subtle rounding. This is now replaced w/ just raw +DMG. So a ring of +2meleeDMG just adds.... +2 meleeDMG.
I've also decided to revert back to the original skill point system w/ simple level requirements on talents. Given the short length of the game and the randomness of the loot, I think it makes more sense to have character development be very 'open' and unrestricted so that you can easily adapt on the fly to whatever the dungeon throws at you.
Furthermore talents now have just two 'ranks' instead of three (you learn it with one point and can then upgrade it with a second). This second rank should be a much larger, more impactful improvement over the first.
Misc: As mentioned at the top, there's really too much to list for this update in detail but some other major points are:
The Dark Temple is now back in the game alternating w/ The Orc Fortress
A bunch of new enemies and bosses
A bunch of new items
New talents or changes to existing talents.
So yeah... lots of stuff, you'l really have to just check it out to see the changes and additions. My notes for this update are quite literally 100+ pages long :P
The next few months should basically just be a massive push of content. I'd like to get at least one new zone added, a couple of new classes and finally figure out what to do w/ races and then after that its mostly just polish and cleanup.
Thanks as always for all the support! Looking forward to hearing all your feedback, any suggestions, and of course let me know of any crashes or bugs!
Post Release Updates:
Thanks for all the bug and crash reports everyone! Sorry its always so messy the week after updates, but I'll be getting these fixed pretty quickly now. Will be doing lots of little updates over the next few days trying to get rid of these hard crashes asap.
May-05-2020 - 1.33.3
Beast Master Nyx was crashing when throwing nets.
Wand of lightning was not working at all.
Extra stairs on UD:4 that led to.... UD:4 are now fixed (removed)
Fixed an infinite loop (wouldn't actually crash, just complete lockup) in Yendor that was occurring due to portals.
May-05-2020 - 1.33.4
Fixed a crash that lots of people reported under different situations where mousing over certain items (ex. Ring of Learning) crashed the game. This was mostly reported in crystal chests but could occur anywhere the item was generated.
The -HP mod on some rings was creating fractional HP like 20.2
May-06-2020 - 1.33.5
Removed staves as an option in acquirement menu since they have been rolled into ranged weapons. I'm considering ways to differentiate staves a bit from bows at least stat wise (maybe they generally have +mana or +spell power or element specific focus effects), so these may get split out on the summon menu again to allow mages to specify staves.
Fixed the tome summoning on the acquirement menu.
Fixed a missing switch for a locked gate in one of The Sewers levels.
Fixed a level generation crash in The Core (would just lock up the game when descending and have weird walls and no stairs if you tried to reload).
May-08-2020 - 1.33.6
Pits on the last level of a zone (level 4) will not longer be treated as bottomless, instead dropping you to the next zone. Reported for example on Dark Temple:4.
Wands are now enchantable, reducing their cooldown.
Fixed descriptions on speed granting items to no longer say 'doubles movement speed' since this has been replaced by movement points.
Fixed spike traps turning invisible when triggered.
Projectiles from Storm Shot should now correctly travel and not just explode in front of the player. I assume this is what was being reported w/ "Storm shot is missing". From my testing it looked like it was working fine with arrows but staves were not behaving correctly. Please let me know if there is some other issue with this ability.
May-11-2020 - 1.33.7
Fixed crash when shooting shrooms with a heartwood bow.
Being 'lured' onto a trap will now trigger the trap (ex. fire shrooms)
Focus effects will now effect the damage of elemental staves.
Fixed a giant ant glyph room that was missing walls, allowing the enemies to leave before opening the door.
Fixed a vault in The Ice Caves that would explode walls but there were no enemies inside.
Fixed a few vaults in The Sunless Desert in which opening one glyph door would not open all of them.
Reloading the game will no longer clear the cold bar
Shield of Ice will no longer block damage from hunger, poison and cannibalise.
Shield of Ice will no longer stack with itself, allowing mummys to build up massive shields. I've mentioned before that Race's will eventually be getting a complete overhaul, so I'll be considering other broken interactions with the mummys infinite rest.
Summoned battle spheres will hide their hit points since they are not attackable.
An enemy fire mage that is casting fire storm (the multi-turn spell) will now stop casting if he gets blinked, knocked back or otherwise moved from the initial position.
Fixed NPC fire storm passing through glyph doors (possibly walls at some angles).
Gold will no longer spawn on top of gas vents in the sewers.
Fixed storm shot always missing. The issue here was the interaction with the Perfect Aim talent.
May-15-2020 - 1.33.8 Hello everyone! Unless something I just changed seriously breaks, this should be the last 'hot-fix' update under 1.33. The next month or two will be dedicated to finishing up all the dungeon content, adding new enemies, bosses, vaults, items, hopefully a new zone etc.
Since I don't have any major system overhauls or code rewrites planned I'll be trying to get smaller updates out once every week or two. Pure content type updates tend to be a lot easier to break into smaller chunks like this. I'll be keeping an eye out for any bug reports and pushing these fixes along with the updates, trying to keep the game as stable as possible as we approach final release.
So please let me know in the next few days if I've seriously broken something, otherwise I'll be getting back to actually pushing the project forward. Update 1.34 should be out next Friday with some new content.
So onto the bug fixes! Thanks again everyone for all the detailed reports.
Bugs and Crashes:
Random teleportation (either trap or scroll) will now perform a 'flood search' from the players current position when finding the random destination. This should stop teleportation from dropping the player behind locked doors, glyph doors etc.
Same idea w/ falling down pits except that the flood search starts at the down stairs, so you shouldn't fall into locked areas or behind glyph doors.
Added switches to the insides of locked downstairs rooms in case you fall down to the next level before unlocking the door.
Fixed some portals that had their destinations reversed in one of the Arcane Tower final levels.
Fixed a crash w/ the mossy branch creating vines. (Can't remember now if this crashed or just didn't work).
Fixed a crash when arcane arrows (or any charging enemy) hit you while levitating above a pit.
Arcane arrows now save their orientation when exiting and reloading.
Fixed a level-gen bug where rivers were crossing over pits.
Added prices to a bunch of items that were missing them (previously just 1gp)
Fixed an issue where stairs would generate in 'boss rooms' in The Under Grove and The Ice Caves. Boss rooms were already flagged to disallow stairs but there was some crazy nonsense going on with the generation in these two zones in which I literally spent 10+ hours a few days ago tearing everything apart only to find a = where there should have been a == deep down in the bowls of some level-gen code.... good times :P
Fixed a crash when the 'Special Stat' panel has to many effects listed. It will now just not display the overflowed stats but I'll have to add some up/down arrows for the odd cases when you actually manage to get this many special effects. Note: how the hell is this even possible lol? I had to work pretty hard to actually add the exact mix of talents and items to even get that many effects all at once.
A dominated enemy with the NPC version of charm will no longer always target the player with charm.
Using a scroll of acquirement on 'Armor' will no longer give you a shield (they have their own category).
The entire floor space of a timed treasure room will now trigger the 'click' that stops the door from closing and will also open the door if it is closed. I assume people were getting stuck inside w/ teleports that skipped the actual door tile.
Static levels (the hand made ones, with consistent layouts) were not being flagged as 'unique' so it was possible to get the same level twice in one dungeon run.
Burst of Wind now works inside sand clouds, steam, smoke, etc, things that were blocking LoS but were otherwise 'passable'.
Removed one way stairs from the archery range level that used to be a special level. I'm actually planning on adding back these 'special' challenge levels with one way stairs to all zones at some point in this final content push.
There was a bug where hitting an enemy that blinks with an ability or weapon that causes knockback would cause the knockback to occur after the blink. I tried a few ways to handle this that all ended up looking odd, so now any ability or attack that causes knockback will simply never trigger the blink.
May-19-2020 - 1.33.9 Quick fix to remove double stairs (that crash) from generating in OrcFortress:1 / DarkTemple:1.
Update 1.33 News
Hello everyone!
Update 1.33 is taking quite a bit longer then expected so I figured I'd let everyone know what I've been working on and what the delay is! For those who are just interested in knowing when it will release, I'm aiming for Friday, March 27th.
As I think I mentioned in the previous update notes, my plan for 1.33 was to do a big clean up, improvement and expansion of all the dungeon content, namely: level-generation, unique vaults, special levels, terrain features, monster types and bosses. Basically make the stuff we already have better and add lots new stuff.
So this is what I was working on for the better part of January until I got fed up with a lot of the underlying code that controls level generation, vault placement, population of levels etc. Some of this code was really old and had just sort of accumulated over the years without any real structure. Generally speaking, the number of special cases and 'hacks' had grown to the point where adding anything or even changing anything was pretty damn difficult and required a lot of arcane knowledge that was never well documented.
So I figured that, in order to make the sorts of improvements and additions I was planning, it would be a good idea to spend some time and clean up all this mess. Well suffice to say, "some time" turned into "a lot of time" and all of February was spent deep in the bowls of level-generation, slowly wrangling it into a more manageable and unified system.
This has now been 'mostly' completed and the new system is a heck of a lot nicer. Its capable of producing much more interesting, and complex levels. The many different generators (there are a lot of them), now share a lot more common code so that improvements, fixes and new content are now applied everywhere at once. Finally, its waaay easier to add content which I've been taking advantage of for the last few weeks to build up a ton of new stuff.
So basically, I spent a ton of time cleaning everything up, and am only now really getting to take advantage of all the cool new systems. Everything is now progressing very quickly and smoothing and its actually very exciting how easy it is to add and modify things. As mentioned at the top, I plan to get a pretty sizable update out by the end of the month so hopefully it will be worth the wait.
Thanks everyone for all your patience and support!
Justin
*edit* I should also add that I've been using Twitter to post occasional screen shots and updates at @PixelForgeGames for anyone interested.
Update 1.32.1
Just a bunch of bug fixes, should have some more tomorrow. Thanks everyone who's been reporting these! The following is now all fixed:
Fixed shield wall always activating and making you effectively immune to melee.
Equipping a Charm of Fire was causing a hard crash.
Strafe attack was attacking Crystal Golems (or other reflective enemies) with range attack.
Crossbow sprite was missing.
Tough and fast elites were not getting the appropriate bonuses.
Merchant was not spawning in his little throne room vault.
The chest that spawned in the ant hill vault was causing a hard crash when opened.
Trying to sprint while constricted was causing a soft lock.
Same idea w/ bear traps.
There was a missing portal in one of the Arcane Tower end levels.
Changed the description of Swiftness to indicate it adds movement points.
Additional levels of swiftness add more movement points.
Thurg the High Shaman will no longer blink your inferno orbs next to you (he was treating them as allies).
Inferno orbs will no longer get pulled along w/ the player across portals and stairs.
Dungeon Sense talent is no longer up-gradable as it provided no new bonuses. I'll likely be doing something with this in the future.
Simply comparing items that causes a change in Max Mana Points was causing charms to lose their charges.
Using Fire Strike was setting the player mana to NaN (not a number).
Tomorrow I'll be adding command + click to range attack for macs (since they don't have a right click button by default). I'm curious to see if Fire Strike was the only thing causing NaN mana or if there is some other situation so keep an eye out for it and let me know please!
Update 1.32
Hello everyone! Didn't have enough time to finish this one to the extent that I had planned but since I'm going to be quite busy in the next week or two with holiday and family stuff I figured I'd upload what I've currently got and finish up the remaining bits in the new year.
The gist of this update is to clean up, rework and generally improve all aspects of character development and many of the core game mechanics. The project has now reached the point that I have enough of a mass of code and content that I feel like I can quite quickly and easily move stuff around and start trying to get everything into something at least vaguely resembling a finished form. This will be a continuing work in progress, likely with some missteps and experimentation along the way but generally speaking I'm feeling pretty good about many of the changes made with this update.
There's a ton of stuff I haven't gotten to yet which I'll try to note along with the updates and, as is generally the case, the balance continues to be in a constant state of flux which will be hammered out pretty much as one of the last things before the final full release. Based on my current estimates this should be approximately 6 months from now. But as mentioned above, there's enough stuff I am happy about with this update, and enough solid improvements that should hopefully make up for the lack of final polish and refinement. So, on to the update!
UPDATE 1.32
I'll do my best to explain the big changes in some kind of logical order but since they all sort of rely on, and are balanced against, each other it will probably be more clear by just jumping into the game and trying it out.
Major Updates:
Removal of Skills and Skill Points Previously the game had 4 major systems of character development: attributes, skills, talents and equipment as well as a number of minor systems like enchantment scrolls, using potions to raise max stats etc. My thinking here is that I'd rather have less systems overall but have each individual system be deeper and more meaningful. So by removing skills we get:
Just a generally more streamlined character development process. Tell me the values of your 3 attributes, your talent set and your equipment and I know exactly what sort of character you have.
The power gain from skills has been shifted to attributes, talents, and equipment making the choices you make in each system much more meaningful. Simply put the raw 'power' of each attribute, talent point, and piece of equipment has been increased.
You are no longer able to 'build around' the RNG of the dungeon by just stacking points in any stat your lacking. This was a unique issue with skills since all characters started with all skills. There are a bunch of changes described below that will mitigate this somewhat.
Attribute Arch-Type Concept: While not mentioned explicitly in game, I'm basing a lot of my design around the concept of Attribute Arch-Types. Basically, at the highest level, a character is defined by their Strength, Dexterity and Intelligence. You can imagine these 3 attributes occupying the 3 points of a triangle. Characters will start somewhere on this 'graph' based on their starting class and race and will 'move around' on it over the course of the dungeon. Your exact talent set and equipment load out will have a huge effect on what sort of specific 'build' your running but at the highest level, characters that have similar Arch-Types should play somewhat similarly and there should be a lot of cohesiveness between the talents and equipment that fall into that Arch-Type. Generally speaking:
Strength based characters are very tanky with high hit points, melee damage and the ability to wear the heaviest armor.
Dexterity based characters are very mobile and are able to setup fights from advantageous positions (stealth), move around and re-position themselves easily (movement points), and attack from range (range power).
Intelligence based characters are spell casters with access to the most powerful abilities in the game.
Of course, every character is going to end up as some mixture of these so its possible to talk generally about characters falling into a STR/DEX arch-type (likely some kind of mobile melee fighter), DEX/INT arch-type (some kind of fast moving, kite heavy spell caster), or STR/INT (a walking fridge that hurls flaming balls of death). My main design goal here (likely not quite achieved yet), is that if you tell me just your characters STR, DEX, and INT I'll have at least a general idea of what sort of build your running. Just to be clear, none of this is explicit inside the game itself, this is more like a 'meta' design idea underlying a lot of the specific elements of character building.
Movement Points: So following along from the attribute arch-types above, I was looking for some kind of concept that would help to unify DEX based characters and eventually settled on movement speed as a good candidate (actually a lot of this stuff has been simmering away in my notes for the better part of the last year). The idea is that a character with a focus in DEX should be highly mobile, able to move about the battle field easily, re-position to take out key targets like healers, quickly run away from dangerous melee enemies and just generally out maneuver everyone. In the extreme case of a pure DEX build a character should be squishy as hell, somewhat lacking in raw damage output but capable of simply avoiding the majority of damage, while taking out priority targets quickly.
My first attempt at this was to just handle speed the way that the majority of rogue-likes do it i.e. variable movement speed, fractional turn lengths etc. Basically if I'm 10% faster then an enemy then I'll take say 10 steps for every 9 he takes. This didn't work for me for a number of reasons:
Its difficult if not impossible to predict and plan around.
Since enemies tend to move towards you, even with a high speed you'd always just end up surrounded.
You couldn't really position yourself to take out key targets like healers in the back line, since again, your still taking turns with the enemies who are going to swarm around.
Its just generally the sort of arcane, obscure stat soup that I'm trying to avoid with Rogue Fable.
So the 2nd iteration, which I feel actually works incredibly well is the concept of Movement Points. Basically you gain movement points from DEX, from the new talent Athletics, and from any item or effect that would have previously given 'movement speed'. All characters now have the intrinsic ability to 'sprint' or 'fast move' by holding shift, which consumes movement points but does not end your turn. This does a very good job of handling what I envision a 'fast' character to play like:
Priest standing in the back line and healing his allies? Sprint around his tanks and nail him in a single turn hopefully insta killing him.
Poisonous snake or beefy ogre about to maul you in melee? Sprint away in a single turn to a point of safety.
Bunch of enemies clumped together in such a way that a spell or ability could hit them all at once? Sprint to just the right tile which will let you pull off that perfect blast.
Cloud of gas filling the room? Sprint through it to safety, since you don't end your turn, you won't take any damage.
And of course lots more clever stuff like this.
I'm still working out exactly how to handle 'slow' both the effects of cold and the ogres intrinsic so this is one of those things that is still on the TODO list that I didn't have time to finish for this update. Generally though I'm quite pleased with how this one is working.
Something that's important to note here which plays into the Arch-Type concept, is that this makes movement speed specifically and DEX in general a universally useful stat, for all character builds. One of the things I'm trying really hard to do is to make all attributes, talents and equipment at least somewhat useful to all builds, so that there are actual choices to make rather than just ignoring half the stuff in the game since it has no effect on your build.
Charms and Wands Rework: The issue here was:
Wands were just behaving as a stack of scrolls, which isn't particularly interesting. I'm always looking for ways to try to get each 'system' in the game to be generally unique and orthogonal to all the others.
Charms were just sort of an odd slot that was originally intended to be something you swapped around based on the situation but this never quite worked out.
Mana points were basically useless to any character that wasn't intending to make use of magic talents.
So the new system is as follows: Wands and charms now both go onto the consumable hot bar but 'use' some amount of your max mana. Wands and charms now both recharge slowly over time giving you a decently strong ability on cooldown at the cost of your max mana.
This helps to completely differentiate them from actual consumables (which should generally be very powerful fight ending or escape options). It effectively gives you a bunch of 'slots' that you can juggle these items around based on the challenges your encountering. It makes mana points at least somewhat useful for all builds.
What I haven't finished yet is that charms should generally not be targetable abilities but rather powerful persistent effects likely filling the role that sustained abilities are currently filling. So rather than having to spend talent points on something like Flame Shield there would be a Charm of Flame Shield with the same effect at the cost of your max mana. Lots of interesting effects are possible here, and I'd generally like them to be more sophisticated then the simple stat bonuses on normal equipment.
Talent System:
Talents now have attribute rather than level requirements. These are currently quite lenient and generally you should be able to get talents at roughly the same levels as before unless your doing something odd with your build but the idea here is really just to reinforce that idea of attribute arch-types. It should not be very difficult for a warrior to put a few points into say INT and take advantage of the lower level spells, but a pure STR build should not be able to pick up an end level spell and just instantly learn it due to his high character level.
Talents are a lot stronger in general and scale much better with increasing rank.
FUTURE TODO: given the new restrictions I'll be working in the future to make the higher tier talents even more powerful since their requirements are now more difficult to meet.
Tomes now always drop in a mini-vault in which you can choose between 2 tomes.
Weapon Slots: Yeah, the quick slot thing has being annoying me pretty much since its inception. It was originally just sort of a band aid over the previous wielding system and has had all sorts of oddities associate with it ever since. I mean you could do all sorts of nonsense like wield a two-handed sword in the quick slot and still make use of a shield if your actual primary weapon was one handed. Nonsense I tell you!
So the new system is pretty simple and streamlined:
All characters have a melee slot and a range slot.
Left clicking attacks with your melee, right clicking attacks with your range.
The auto attack hotkeys work as expected.
You can FINALLY use abilities with both melee and range without any inventory fiddling.
Swapping weapons with your inventory uses 1 turn. In fact, swapping any piece of equipment now uses 1 turn.
You can wield a shield as long as your melee weapon is 1 handed (ranged weapons no longer really have a 'handedness'). This is still a wee bit odd but is basically how most RPGs and MMORPGs handle it so I can live with this.
Simplified Encumbrance: Just generally trying to make it clearer since the old system was not particularly obvious:
Max ENC is determined by your strength
Each piece of equipment has a weight which adds linearly.
Exceeding the max incurs penalties to movement points and mana points
Scaling Health and Mana Regeneration: HP and MP regen now scales as your maxes increase (though a little bit slower). So the issue here was actually a bit subtle since unless your paying attention to the number of turns you might not notice it. Basically resting to recover hp and mp was taking WAY more turns at higher levels since regen rates didn't scale. The dungeon had to compensate for this by dropping a ton of food so you didn't feel like you were running out. So despite resting taking hundreds of turns at high levels it generally didn't really pressure you any more than at the start due to all the food drops. The effect of this however was that abilities with long cooldowns, that are designed to only really be available once every floor or two, were suddenly always ready due to the massive rest time.
So simply put, HP and MP regen now scales up with your max HP and MP so that rest times are fairly uniform across the game. I'll be balancing food drops accordingly in the future, right now its likely that there's going to be way more food then necessary.
Dungeon Gating: Some kind of gating has been in the plans pretty much since the start of the project, and so as a placeholder I've added a simple 'rune' system with 'runes' dropping in the branches and in the orc kings throne room (3 total) of which 2 are required to unlock the gate into Yendor. This is mostly just so that I can balance around the assumption that the player does in fact need to tackle at least some of these side levels and branches.
In the future this simple gating mechanic will be replaced by a number of more interesting situations with potentially multiple solutions. Just some examples:
A massive wall of fire in Yendor jetting up from The Core which can be removed by dong 'something' in The Core. Alternatively a character could stack rFire and health and just face tank the damage. A super fast character might be able to sprint his way through most of it. A spell caster might be able to 'negate' the clouds by summoning other clouds on top of them.
Some kind of massive clockwork construct sitting atop the down stairs in Yendor that can be disabled by destroying something in The Iron Fortress. Alternatively have a massive fight and burn some consumables and just brute force him down.
Huge toxic pool in Yendor that must be crossed with the water pouring out from a pipe. Doing 'something' in The Sewers to put a stop to it. Alternatively: levitate, face tank w/ resistance, make a bridge of ice using cold magic etc.
So once again, runes are there just so I can balance around the future 'scope' of the game, but will be replaced with something more interesting in the near future.
Monsters:
Some monsters are now flagged as 'armored' and will have protection based on their level.
Golem Unification: all golems are now armored, slow, high damage melee units, capable of grabbing (constricting).
Slime Unification: all slimes now split.
FUTURE TODO: where it makes sense, I'd like to do this sort of unification with certain 'classes' of enemies that share some kind of predictable base set of properties and abilities + extra stuff for each particular type.
Items and Equipment:
Significantly more item drops in general to take up some of the power lost from skill removal. There should be enough stuff dropping that the player has multiple choices in each equipment slot to make.
Many of the simpler items (stuff that tends to just give some stats) are now roughly divided into 'tiers' so that you can actually get meaningful upgrades deeper in the dungeon. Of course many items remain 'special' in the sense that they do 'something' that isn't really comparable to any other item.
Added a TON of new items, including armor sets to most of the deeper dungeon branches. Eventually I'd like to have whole sets of items that are unique to each zone so that the random selection of zones in each 'run' has a significant effect on what sort of equipment you'l have available. Of course this will remain balanced against the giant pool of general items that drop everywhere.
Blunt weapons now ignore protection on enemies rather than doing knock back which should really be a more powerful magical effect on special weapons.
Specific Talents: This is one area I didn't get nearly enough time to work on and so will have to wait for the next update. I'm currently working over the entire talent list trying to generally buff everything up, make it more generally useful, make each classes starting talents synergise better etc. So the exact starting talent sets of the classes and the talents that drop in each tome are definitely WORK IN PROGRESS.
NEW_TALENT: Killing Strikes, passive, attacks will insta kills enemies below a certain % of HP.
NEW_TALENT: Gather Mana, ability, replaces the various elemental infusion talents with the intention of being useful to a wider variety of characters.
NEW_TALENT: Rage, replaces the barbarian intrinsic rage (he starts with it though). One of my goals is to have nothing be intrinsic to classes since they are intended to be a 'starting kit' rather than something that locks you into a role for the entire game. Races will be the place where these sort of intrinsic, game altering, effects will be placed.
NEW_TALENT: Discord, ability, enchanter starts with this in his set now. Deals some light magic damage but makes the target take 200% damage from all sources for the duration. Combined with confusion this gives enchanters a nice way to focus down priority targets.
NEW_TALENT: Inferno Orb, ability, summons a stationary, unkillable inferno orb which attacks nearby enemies every turn until poofing.
NEW_TALENT: Flame Strike, ability, a smite targeted bolt spell allowing you to easily hit enemies hiding in the back line.
NEW_TALENT: Dominate, ability, allows you to 'permanently' charm a monster but costs max mana to sustain the effect, similar to how necro skeletons currently work.
NEW_TALENT: Cyclone Strike, ability, hits every enemy around you and knocks them back. Replaces powerstrike.
User Interface: Generally the UI is another one of those things that will be a continuous rough work in progress until the last months of development since I don't want to spend a bunch of time making it pretty only to have some underlying mechanic or system change. That being said, this update also adds or improves:
Better talent panel that more clearly shows the current stats of a talent vs the change in stats when you upgrade.
Hovering over a talent upgrade button, attribute button, or holding a piece of equipment over a slot will now show the changes in stats that will occur.
Attribute points are now spendable in the character menu so you don't have to stop mid fight and make a hard decision.
Merchant window now displays your equipment and inventory as it appears on the character screen rather than one big unsorted list.
The damage of your current melee weapon and range weapon are now prominently displayed. Also the damage of any ability or item you are currently targeting.
Conclusion: Likely a bunch of other little bits and pieces I missed in my notes, but that should be most of it. As I mentioned at the top, a lot of this is still 'work in progressy' and there's a ton of stuff I intended to get done that will have to wait until next time but overall, based on my own play throughs, everything is working pretty solidly. As always I appreciate all your guys feedback, especially for an update like this with so many big mechanical changes. Thanks as always for all your support and of course Merry Christmas everyone! I hope you all have a fantastic holiday and I'll see you with the next update in the new year!
Update 1.31
Just a big bunch of bug fixes with this one. Wanted to clear out some of these issues before moving onto the next major update.
First major fix, that was seriously effecting a small number of people: There is some kind of issue that is causing save files to corrupt which made the game load to 99% then freeze. Console window would display something along the lines of 'failed to parse a token at [X]'. Reinstalling would sometimes not fix this issue since depending on how the reinstall works, it might not clear the save files. So the game will now at least popup a window letting you know whats occurred and direct you to the directory where you can delete the offending file, and point you to the pinned bugs and crashes thread here in the forums where you can leave some information. I've never seen this occur myself so will need help tracking down the source of this issue from anyone who is effected.
Bugs and Crashes:
Disengage will now correctly show invalid targeting when an ally is behind you.
Fixed the numbering on the text options after death (was previously 2, 3)
Fixed an issue where it was possible to sprint through an enemy standing in a doorway. In fact, all pathfinding was apparently treating an open door + character as 'passable' so this likely fixed many other underlying issues.
Lunging will no longer trigger traps in the path (assume the player is leaping over them).
Items in the quick slot are now taken into account by the loot generator. It was previously possible to have say a +1 bow in the quick slot and then have the loot generator create a +0 bow.
Fixed strafe attack attempting to trigger when reloading the game, teleporting, going up and down stairs or pits etc. This was causing a hard crash.
Ring of storms now correctly adds storm focus.
Fixed stairs spawning in the skeleton vault in the upper dungeon. Also falling into it from pit traps.
Fixed: could not descend pits when levitating.
Using a scroll of domination on a previously charmed enemy will now override the charm correctly (an old one!).
Fixed energy shroom tea, potions of levitation, etc. not giving the status effect.
Fixed the exploding walls trigger in one of the Yendor end levels.
Items will no longer spawn on the portals in the Arcane Tower, rendering them unlootable.
Charge crunch will now correctly crit the enemy.
Fixed piranhas spawning on shock reeds in some Swamp vaults.
Heavy brass boots now have a price (not 1gp).
Targeting at max range of tunnel shot will now show the correct targets (was previously showing nothing, though it still worked as expected).
Fixed targeting traps with projectiles weapons, consumable projectiles, spears, staves etc.
Stopped vines from spreading onto lava (an old one)
Guaranteed a path around the lava in one of The Core entrance vaults to stop your allies from getting stuck.
Wishing well was reported as not spawning on OF:2. Apparently it was always spawning on OF:1, so I've now just set it to spawn with the library.
Enemies will no longer initiate slow charges if there is a pit in the way.
Spears no longer trigger damage shields (another old one)
Fixed a hard crash when the unique ogre shaman in The Ogre Caves, tries to blink one of his allies.
One way stairs now work with the stairs button (default s)
Quitting the game after victory (by x-ing out the window) but before pressing OK will no longer leave a save game which you can continue (a VERY old one!).
User Interface and Misc:
Fixed the description of protection. Protection was actually working, just a visual issue here.
Added a proper screen fade transition when descending pits.
Spiky shields now correctly show the damage shield stat in their description.
Fixed the spacing on the ( and ) in skill text descriptions.
Damage shields now show up in Status Effects window.
Life Tap now shows up in Status Effects window.
Added description to the reflection status effect.
Inferno Rings and Rings of Thunder now use the basic damage shield system rather than creating actual fire / shock which can often kill the player. While I liked that these were unique I think its a bit silly to have a defensive, passive item, that is trigger by enemies, that can potentially kill the player. This sort of an effect would likely make more sense as some sort of short term, powerful buff spell that the player has no knowingly activate and only lasts for a short amount of time.
Big thank you to everyone who's posting these bug reports! Its making it nice and easy to track these things down and get them fixed. I'm going to try to make it a habit of spending an extra week or two after each major update to clear out as many of these as possible.
Next major update will be reworking the way that character development works i.e. the whole skill, talent, attribute, requirements etc. system. This should actually be reasonably quick (a few weeks) since the code is fairly trivial and the design is mostly worked out on paper. So rather than spending a ton of time trying to get it all perfectly balanced by myself, I think the next update will likely be one of those 1.32.[x] type things with a bunch of mini updates as we collectively figure out how to balance and adjust it.
I'll be watching this thread and discord for the next few days just to make sure the fixes didn't introduce any new horrible crashes (always a possibility!) then I'll be moving on! Thanks as always for all your support and feedback!
Hot Fix: 1.30.X
Just a quick hot fix to deal with a few critical crashing issues:
1.30.2
Switching to text based hit point display will no longer break the game i.e. crash on startup.
Charm now works again
Fixed crash with the Swamp Siren (she kept 'luring' the player onto occupied tiles)
Fixed crash when mousing over hell portals
1.30.3
Fixed javelins (and other throwing weapons) consuming double ammo
Fixed another crash regarding hp text (would occur when changing levels, also occurred on the main menu when the background would switch).
Fear now working correctly on enchanter
Fixed Elemental Magic Focus ex. Fire Focus, exceeding the III cap and displaying incorrectly.
I'm thinking of devoting the next update (a quick 1-2 week one) to taking an axe to the overgrowth of bugs and crashes reported here on Steam and Discord. I figure its been awhile since I focused on 'stability' and I think its nice to take some time every few updates to consolidate our gains by cleaning everything up and getting it all working as smoothly as possible.
Thanks for bearing with me while I work these issues out!
Update 1.30
Hello everyone! Absolutely massive update today, probably the largest I've ever done in terms of sheer content. As is generally the case, some of this stuff falls into the "changes or additions in preparation for future changes or additions" so I'll try to make it clear when this is the case. Also, as always, a ton of bug fixes, quality of life improvements and general polish. With that out of the, on to the update!
Dungeon Expansion: This is the biggest piece of the update and also the piece that falls most into the "preparation for future updates category". I'll be slowly increasing the size of the game in the next couple of updates so this is mostly just laying out the backbone for this expansion.
Extended the length of tier III zones (Orc Fortress and Dark Temple) to 6 levels. This gives more room for the entrance vaults, special levels, special branch levels etc. described below.
Temporarily removed The Dark Temple from the random rotation (it needs a whole set of content to bring it up to the level of The Orc Fortress, which will be coming next update).
Added entrance vaults for The Sewers, The Core, and The Ice Caves into The Orc Fortress with appropriately themed terrain and monsters. (Entrance vaults for the 2nd set of branch zones coming next update.
Added a special 'gate' level to Orc:5. Basically a big, challenging fight. There are only 2 of these right now in random rotation, but I'm planning on adding lots more including ones that are linked to the branches. These branch linked ones would be things like giant walls of fire that are disabled by destroying some Totem or Altar in The Core.
Added new "special branch levels": The Ogre Caves and The Archery Range. Again, the plan here is many more of these in rotation, and many variations of each.
Added new special branch level: The Orc Kings Hall. Same idea as above, will need more types and more variations within the type in the future.
The idea with these special branch levels is to eventually have a whole set of these per zone that randomly select. I'll be using these special levels to insert highly specific, and highly challenging levels that will tend to require some additional consideration on the part of the player of what order to tackle them in. This could be stuff like bosses, environmental challenges, or just big fights with a specific enemy type. These will sort of merge with the existing concept of the "end levels" that the branches already have and will become the highest level areas outside of The Vaults of Yendor. In the future there will be some sort of gating mechanism requiring the player to clear say half of the special branches in order to gain access to Yendor.
Looking forward, once I have enough of these special branch levels created, I'll be pulling some of the code over from the experimental test branch so that rather than a confusing mess of upstairs/downstairs, I can layout each zone on a flat plane with levels connected north, south, east west, while maintaining the ability to insert stairs where it makes sense. Note that we would be maintaining the overall layout of the dungeon i.e. linear with branches in the mid-game. This change would simply effect the layout of levels within a zone. I think this will:
Generally make the dungeon layout more readable.
Give the player more options (within a zone) as far as which level to tackle next.
Open up the possibility of gating within a zone ex. finding the switch in one level to unlock a gate in another.
For now though, with the increasing complexity in layout, I'm definitely starting to notice the lack of a 'world map' and quick travel system in my own play throughs. So this will be a priority for the next update.
New Level Content: Tons of work here, tons of work still to be done. I'm maintaining a big spread sheet of content counts for each zone so the following 'stuff' is mostly centered in the zones that needed it most. Rather than listing out every single thing (its a massive list) I'll let you guys discover these for yourselves and leave it at:
28 new special vaults spread across the zones. Lots of tricky little challenges and traps here.
13 new static levels spread across the zones. Some are just 'generic' layouts that the generator would otherwise be unable to produce. Some are, like the vaults, tricky challenges.
New Monsters:
Dark Temple - Arcane Archer: fires a volley of 3 slow moving arcane projectiles. Will likely do a number of different elemental themed versions of this later.
Yendor - Fire Lich: powerful undead spell caster that can flame shield his allies (making them resistant to fire) and has a powerful new spinning flame attack (not sure how to describe it :P).
Yendor - Storm Lich: similar to the fire lich but storm themed.
Yendor - Vault Chaos Priest: end game priest type that casts group heals and torment (deals 50% of the players remaining HP). I've been immediately burning everything I have to get a quick kill whenever I run into one of these suckers.
Ice Caves - Gnoll Warrior: mostly used in special vaults right now
Ice Caves - Gnoll Archer: mostly used in special vaults right now
The Ice Caves - Frost Vortex: uses a cold melee attack and has a powerful cold based damage shield.
The Core - Fire Vortex: uses a fire melee attack and has a powerful fire based damage shield.
The Sewers - Sewer Rat: spawns in swarms, has a poisonous bite.
Enemies in The Orc Fortress, Yendor and The Dark Temple will tend to start spawning more in groups in the later levels.
New Uniques: A lot of my focus moving forward is going to be going into uniques, bosses, and rare monsters that only spawn in specific special levels, so this is just the tip of the ice berg really. Also working to make sure all the uniques have special drops, have a number of different vaults they can spawn in, sometimes spawn in unique special levels etc. Will omit some of the details here so everyone can be "discover" them for themselves :P
The Under Grove: Centaur King
The Swamp: Witch Doctor
The Swamp: Swamp Siren
The Arcane Tower: The Arch Magi of Flame
The Arcane Tower: The Arch Magi of Storms
The Ice Caves: Grax The Frost Shaman
The Orc Fortress: The Crystal Captain
The Ogre Caves: Thurg the High Shaman
The Archery Range: The Archery Captain
Added drops and new vaults for: Corrupted Ent, Spider Queen, Kasic the Mosquito Prince.
Mechanics:
The player will now take damage when falling voluntarily jumping down or being knock down a pit (not trap pits). Damage is 50% of your remaining hit points and will never kill you.
Added a new enemy "meta-ability": curses. A curse will be some detrimental effect that will be maintained until you either kill the caster, or break LoS for a few turns. Currently only being used for The Archery Captains "Bulls Eye Curse" but will be adding more of these later.
Enemies can now have elemental damage melee attacks. Used for fire and frost vortices, slimes, etc.
Enemies can now have elemental damage shields. Used for fire and frost vortices, slimes, etc. These also now scale in damage in accordance with the monsters level.
Reduced LoS distance from 8 => 7. This is in preparation for a future rework to stealth mechanics but generally just means the player tends to be a little further inside rooms when he 'spots' enemies.
Tomes will now go into the player inventory and must be 'used' to make the talents available. This helps to keep the available talent list from becoming cluttered with talents you don't want and also allows you to sell tomes.
Enemy trample attacks will now crunch crit the player if you have your back against a wall, making positioning critical.
As part of cleaning up the character stat menu: Reflection has been removed as a base stat and made a tiered 'status effect'. Reflection I = 20%, Reflection II = 30%, Reflection III = 40%.
Resistance also moved from stats to status effects.
Removed the +fire magic +storm magic etc. from items and talents and replaced with a tiered status effect i.e. Fire Focus I, Storm Focus I etc. with a % based bonus to magic power. Again this helps declutter the stats menu and also makes focus effects more valuable all the way to end game.
Hidden enemies will now alert their hidden buddies resulting in a proper 'Ambush!'.
Charging enemies will eventually come to a stop after passing the player (I'm intending to have them damage themselves if they run into a wall before stopping).
Charging enemies can now fall down pits.
Flying characters can now pass over platform walls (I'm thinking of some kind of dex based mechanic to allow characters to climb these as well).
Balance:
Increased the hitpoints of higher level enemies to keep up with increasing player power caused by all the new unique items, special levels, additional levels etc. Balance, as always, will continue to be one of those ongoing things, so I'll be continuing to adjust this as I build up the dungeon.
Reduced the number of monsters in some of the later levels to reduce absurd swarms and balance against the increasing power of individual enemies.
Piranhas are now 'fast'. There are a couple 'fun' swamp vaults to take advantage of this.
Slimes are now resistant to toxic waste.
Turtles now deal all critical hits when they are hiding in their shells.
Trap door spiders now spawn in groups and, using the new agro mechanic, will actually ambush together.
Charge now requires at least a single tile run up and has had its base range reduced by 1 (there was no real need to upgrade it to get more range).
Reduced the scaling on consumable (wands, scrolls etc.) damage at high levels since it was getting out of hand.
Storm orbs are now shock resistant. Higher level monster casters have resistance to their element.
Duelist now starts with a Small Sword w/ 5DMG and upgraded the rapier to 7DMG in order to align this weapon class with the others.
An enchanted wand now has a lot more charges then it did before (part of a long term project of trying to get a +1mod on the different item types to be roughly equal in value).
Player will now receive a talent point EVERY level after level 10. This is just a minor, temporary tweak to char build since I'm intending to do a massive rework of this in the next update.
Disengage and Lunge are quite a bit weaker now to start (they were crazy OP compared to other talents), but scale to the same damage when adding ranks. Also, a short term tweak before the char build rework.
Opening doors now takes a turn.
Chaos Portals now spawn an imp every 3 turns and have a longer duration (makes them a much higher priority to kill quickly).
Slimes now split to 75% of their total HP (instead of 50%). Generally makes them a lot more nasty to deal with.
Bloats now shoot bolts of toxic gas (still burst into gas upon death).
Smite now deals 'Magic Damage' which is not blocked by Protection.
Water now reduces fire damage by 75% instead of 50%. Fire magic will be getting a bit of boost in raw damage with the upcoming character build rework to compensate.
Wolf spawners now spawn 3 wolves instead of 2.
Lava and toxic waste damage now scales correctly with dungeon level. This generally results in higher damage.
User Interface:
Now using bitmap fonts everywhere to reduce a slight blurriness on text that has been driving me crazy for a looong time.
Reworked the character menu a bit, just cleaning things up a bit. The character menu interface is going to definitely be one of those constant work in progress things pretty much up until release. I'm very hesitant to devote to much time to this right now before the char build system gets finalized. That being said, its quite a bit cleaner and less cluttered now.
Detrimental status effects like constrict, curses, charms etc. will now highlight the 'casting npc' when you mouse over them. This makes it easy to see who you need to kill in order to remove the effect.
Mousing over the poison status effect now shows the total amount of damage it will deal.
Added the option to switch back to text based HP (instead of bars). Note you will need to restart the game for these changes to take effect.
Fixed: canceling a scroll of domination or blinking would previously lose the scroll.
Lots of enemy abilities now have better descriptions when mousing over the monster.
Lots of player abilities now have better descriptions when mousing over the ability.
Misc
A giant list of bug fixes that I'll omit so that this post isn't an extra 100 lines long.
A bunch of little tweaks and improvements to graphics, spell effects, sounds etc.
A whole bunch of behind the scenes improvements that will allow me to make more interesting vaults, static levels etc. This mostly involves triggers, bits of scripting etc. to add special traps or encounters.
Well that's it for now! The next update will be focused on a big rework to character development, classes, builds etc. that I've been thinking about for awhile. I'll also be getting The Dark Temple up to spec with its own set of special levels, new uniques etc. Will likely also start working through some of the special levels for other zones, adding new uniques and monsters along the way. So generally: lots more dungeon content and some changes to character development.
As always, thank you everyone for your support and encouragement! I've being going pretty hard for the last 6 weeks so will be taking it easy for the remainder of the week (if I can manage to contain myself) and then its back to work for the next one!
Update 1.29
Hello Everyone!
Was off for most of August visiting family and friends and just generally taking a bit of a break. So I’ve been getting back into the swing of things these past few weeks. I was planning on finally settling in to tackling a big expansion to the dungeon with new zones, sub-zones, special levels and eventually about a 50% increase in total size but I decided about halfway through that there was more than enough stuff on my ‘fiddling little problems’ list that I should do a huge clean up before pushing forward.
So this is a pretty massive update of all the little bits and pieces that have been floating around. There are also some bits of the update from the start of this cycle that are in preparation for the dungeon expansion that will be coming up in the next bunch of updates.
So these first few are from the first part of this dev cycle and will be fleshed out more in upcoming updates.
MAX LEVEL TO 20: Set the max level back to 20 and balanced everything roughly as it was before. I believe that my issues that led to this change will be solved by the upcoming expansion to the dungeon allowing level gains to be spread out a bit more and solving many of the problems with end game power creep. Obviously overall balance is going to continue to be tweaked pretty much until release but for now, since it wasn’t broken before and will likely be improved in future updates, I’m setting it to what we know is at least reasonably stable.
ZONE ORDER: These were changes in preparation of the dungeon expansion earlier in this dev cycle, before I decided to do all the cleanup, so don’t read too much into it yet. Orc Fortress and Dark Temple are now cycling on tier III. Sewers, core, and ice are now on Branch I and Crypt, Iron Fortress and Arcane Tower are now on Branch II.
I haven’t completely decided exactly how I want to structure things in the expansion but roughly speaking my current thinking is that tier III will be increased in size quite a bit with lots of cycling special levels with themed, challenges and rewards. Basically boss levels, or sub-themed levels, or just tricky challenge levels.
Orc and Temple are fairly similar already so they may end up getting merged together and then split out into a bunch of sub-zones, special levels, etc. that can be randomly composited together for each run all part of one big ‘Dark Fortress’ with a lot of variation game to game. With a bit more room to move around in the mid game the branches can then be made quite a bit more specifically challenging and given their own unique rewards. They will likely also have their own even more highly specific special levels.
Again this is all tentative, still need to sit down and really plan this stuff out.
ENCUMBRANCE: Added an encumbrance system so that armor has a weight that can be overcome with enough strength. You will incur penalties on armor if the encumbrance is higher than your strength. Basically the idea is to maintain the previous penalties on heavy armor but allow characters that build up their strength to eventually overcome them. Still working out the exact balance on this.
Alright onto all the clean up!
GENERAL MECHANICS: - Pathfinding now works through portals in the arcane tower - Chakrams, nets, javelins and bombs have been moved to the consumable bar since that’s quite literally what they are. Will be adding more things like stun bombs, poison darts etc. to this item class in the future. - Darts have been changed to an infinite ammo weapon, the same as bows, slings etc. giving most of the melee classes a weak ranged option early on. - Ammo items were basically just a holdover from RFII when all ranged weapons were consumable. The idea here is to firmly split these into either standard ranged weapons or very powerful but consumable items. - Reduced the spread of electricity in water by 1 tile since it was absurdly overpowered in the swamp and sewers (it’s still a pretty massive spread even after the change). - Fixed poison staff ticking twice in the first turn (the hit and the first turn of the effect). It now deals damage on the first hit (so you can one shot an enemy without taking damage), but will no longer double tick. Added 1 duration to make up the difference. - Projectiles now ‘poof’ after their range which effects stuff like misses going on forever. - Made it easier for projectiles to target past characters and walls at an angle. Previously they were being blocked at even really ‘shallow?’ angles. - Axes will no longer cleave through fire pots unless you specifically target them. - Player will gain a random attribute point on 3rd levels (starting at 2). This might get weighted a bit towards your lowest attribute. The idea here is, along with the random skill points from book shelves to maintain a bit of minimum power in your non primary stats so that if you find a nice weapon or talent halfway through the game, you’re not starting from 0 in order to use it.
TALENTS: - Changed around the way tomes generate their talents to try to provide a mix of passive and active talents. As an example, a magic tome will always try to provide focus or magic mastery (if the player doesn’t have it) along with 2 ability type talents. This should just make it easier to actually make use of a new tomes talents. - Defense and Melee talents were just merged into a general melee tome that tries to provide fortitude or weapon mastery. - Removed the tome of power since its talents are now merged into the caster tomes. - Power shot now works with perfect aim. - NEW TALENT: Warriors now get Recovery: which is a % based heal and cure on cooldown. Quite firmly establishes them as the tanky, resilient class and recovery is just generally useful for anyone finding the talent. - NEW TALENT: Storm mages now get Air Strike instead of Thunder Clap which is a physical damage, distantly targetable, cone shaped knock back attack (click once to set origin, click second type for direction). Thunder Clap was either pretty useless or totally abusable since enemies could never resist the stun. - NEW TALENT: Rogues now get Bear Trap instead of nimble fingers, allowing them to toss out a bear trap at a distance (or set one up before a fight). Nimble fingers was neat but just generally a pain to use regularly since it required a lot of fiddly micromanagement which I’m never in favor of. - NEW TALENT: Completed changed shield wall which had a relatively obscure effect. I had a hell of a time trying to write the in game description of this and am having trouble writing it now, so any help here would be appreciated. Basically it limits the number of enemies that can attack you in melee per turn, all additional attacks are auto blocked. Goes 3,2,1 based on talent rank. So the final rank would block all but one melee attack per turn. - NEW TALENT: Hand of Reaping – necromancer sustained talent that adds life drain to your melee attacks. - Attunement talents renamed to Infusion and immediately restore a portion of mana instead of reducing mana cost of spells. This makes them a solid ‘panic’ button when shit hits the fan. I’m planning on adding some kind of requirement such as fire requiring you to be within a few tiles of a source of fire (always usable in core, never usable in ice caves), ice requiring you to be [x] tiles away from a source of fire (always usable in ice caves, never in core), storm requiring you to be in a wide open position i.e. no walls [x] distance away. That sort of thing. - Deflect has a longer duration and a longer cooldown so that it can actually last through a fight. It previously had a duration nearly as long as its cooldown which would require constant micro to keep it up in fights. I’m considering just making this a passive that turns your shield blocks into deflects by default. - Confusions AoE can now be targeted on objects. This was just bugging me where you’d have a 3x3 glyph room with a chest in the middle and you couldn’t cast confuse to cover all the enemies due to the chest. - Summoned skeletons now have their level modified based on your toxic magic power.
GENERAL BALANCE: - Reduced number of monsters in zones (balancing against the changes to spawning that unintentionally increased num monsters). - Monsters will ‘pull up’ their levels a bit if they spawn on a level that is much deeper than their natural level. Due to the way spawning now takes levels into account this also reduces some of the later game hoards. - Roughly speaking num monsters are now closer to what they were before (slightly higher on average). Sometimes there will be a bit more, sometimes a bit less, but the amount of total exp per level will be consistent. - Increased duration of food clock a bit which balances against this slight increase in num mobs. - Reduced damage of hell fire scrolls a bit (still pretty monstrous but no longer a guaranteed, kill everything button). Maybe a new, rare, once per game scroll that is basically the ‘flip the table’ scroll?
ITEMS: - Rand-Art stats will now only apply to basic armor types. I always found it odd to get an item that reads as say ‘ring of strength’ but actually has some massive reflection bonus or whatever. - Rand-Arts still need a ton of work in general so this is one of those ‘likely to change in future’ things. - Rand-Arts can no longer be enchanted since the bonus to multiple stats is pretty extreme. Again this will likely be adjusted in the future as rand-arts gen their stats scaling based on depth. - Added chainmail to bridge the weight and protection gap between leather and plate. - Added Crown of Power (+3 STR) to drop off the orc king since he was missing a drop. - Added Robe of Flames (+3MP, +1rFire) to Cylomar since he was also missing a drop. - All uniques will eventually need more interesting… unique drops, for now, just trying to temporarily fill some of the holes so they at least reward something. - Added Elven Chain Mail (lighter ENC) that only drops in Dark Temple (part of future expansion, subject to change) - Added Heavy Brass Armor (heavy with best protection in game) that only drops in Orc Fortress (part of future expansion, also subject to change). - Amulet of Extension: increases the range of all ranged weapons. - Amulet of Recovery: reduces the cooldown of abilities by 20%
MISC CONTENT: - Corrupted Ent Unique in Under Grove that continuously summons up roots. This is also sort of incomplete and will be the sort of thing likely made much more interesting and stuck on a special level. - Added a bunch of vaults to Orc Fortress. Guard rooms, archery ranges etc.
USER INTERFACE: - Characters now display a health bar on screen rather than a number. I’ll likely make this a togglable option in the future since opinions may vary on what’s more clear. For me, flat numbers are very deceiving across the course of the game since damage and hit points keep scaling up. - Show damage on power shot, power strike, tunnel shot based on equipped weapon. - Mystic Skull Helm now shows the actual amount of HP its giving you based on # potions. - Enemies now display their poison damage along with their melee damage. - Bigger item/ability slots and reduced saturation to make it easier to see the icons + text. - Better ring sprites for uniques, summons, elites etc. - Tunnel shot and chakrams now show correct targeting. - Dialog options now have numbers next to them (you could always use the num keys to quick click them). - Traps, lava, ice bombs, clouds etc. all now show their damage on mouse over. - Crit modifier is now displayed on the char screen (this entire stat area needs a complete rework). - Levitation is now shown on character screen. - Right click (quick slot attack) will no longer use your primary weapon if the quick slot is out of range or invalid (I killed myself on a crystal golem due to this). - Tomes now list off what talents they give you when you pick them up (really need a chat log in the future to list this sort of stuff).
BUGS, CRASHES AND MISC: - Fixed scrolls of fear not working. - Fixed some tweaky issue with sprint and charge where the character sprite would continue jittering after completing the movement. - Characters now face correctly when they are semi-visible. - Summoned monsters no longer follow you up or down stairs. - Fixed a crash in sewers generation - Fixed a crash when King Urrazo tried to drop his item. - Fixed blinking causing double blink messages at the destination tile. - Resting now stops if your starving. - Fixed shock occasionally double (or even triple) hitting in water. - Fixed an issue where spawning or summoned enemies were sending popup text flying towards the top of the screen.
Aaand that’s it for today. Likely a bunch more little bits and pieces I missed (typing this up from a big ol pile of notes), but that should cover most of it. Will be taking it easy for the next few days, keeping an eye out for any bug or crash reports and then getting down to the business of planning out this next update.