Reduced Colossus' Size & Hitbox a bit
Heaven's Cloud now shares Colossus' hitbox
Reduced number of monsters to defeat for quests to (5,10,20,30)
Added Exclamation mark to quest board when a quest is complete
Fixed Saving Quests Completed Bug
Fixed Ancient Golem Bug (25% chance he spawns in the deserted ruins)
Fixed Copmleted Typo Bug
Fixed Quest Menu Zoom in Bug
Fixed Shroom Bully & other bosses not spawning again Bug
Fixed Ancient Worm's Texture Bug
still got another build coming this Thursday :)
-Sean
Roguelands v0.6.4
Hey all! Sorry for the delay but I went on a much needed vacation over spring break. Despite my horrible sunburns I still managed to cram a bunch of cool new stuff in this build for you, particularly the new RANDOMLY GENERATED QUEST SYSTEM!
...AND SOME 4TH AGE WEAPONS!!!
Roguelands v0.6.4
Added Randomly Generated Quest System!
Added Quest Prize [New Item]
Added 4th Age Sword [New Weapon]
Added 4th Age Lance [New Weapon]
Added 4th Age Gun [New Weapon]
Increased Item/EXP range so you can pick em up when they spawn outside of the map
Changed Class names - Thinking about making "Ultimate" Classes for end game characters
Added Class Descriptions
Thanks for your patience and support I love you all.
-Sean
P.S. Any suggestions for new crazy loot for this new quest system? Maybe some quests that spawn unique bosses/enemies...
Roguelands v0.6.3 Hotfix
Roguelands v0.6.3 Hotfix
Fixed Combat Chips Bug
Fixed Peacemaker Icon Bug
Roguelands v0.6.3 Released!
Ohhh SNAP! Got a ton of cool stuff for ya this week. Huge improvements for multiplayer, storing items, dropping items, and even a brand new droid system!
Roguelands v0.6.3
-DOUBLED the amount of storage. Costs a lot of credits to upgrade, though!
-Excalibur now summons a holy beam dealing 1/2 of STR as bonus damage. Only when at full HP.
-Implemented new Droid system! Dedicated Droid slots in inventory. Click on harvest nodes to gather materials!
-When Droids gather materials, the loot is now spawned locally on all clients. MORE LOOT FOR EVERYONE IN MULTIPLAYER!
-Dropped items won't burst in a random direction. They also have smaller trigger boxes so they don't come back flying towards you.
-Enemies now drop items and loot on all clients seperately
-Healing Ward lifetime reduced to (FTH * 0.2) seconds, but tick rate nearly doubled.
-Players cannot place another Healing Ward until their previous one has disappeared.
-Shroom Bully shoots projectiles more often.
-Boss' HP now gain 3500 * Challenge Lvl instead of 2000 * Challenge Lvl.
-Increased nearly all Combat Chips' mana costs
-Slivers now deal a lot of damage
-There cannot be more than 12 Slivers spawned at once to prevent lag
-Chests drop loot locally for each player
-Plaguestands & Ancient Buildings drop loot locally too
Fixed Excalibur Stats Bug
Fixed Space Pirates Spawning in town Bug
Fixed Hivemind's HP scaling bug (It has increased a lot in challenge modes)
Fixed Shiftclicking Gear into storage and increasing stats Bug
Fixed Byfrost & Molten Crag Collector Card Bug
Fixed Scarab HP in challenge mode Bug
Fixed Use Item Animation Bug
Thanks for all of the support! Next week's build might not be as big as these past updates because I'm going on a vacation for spring break.
-Sean
P.S. What should Shroomtown enemies be on challenge mode?
And what weapon set should I make ultimate next?!?!
AND what other cool unique abilities should I give to current ultimate weapons!??!
Roguelands v0.6.2
Hey all! Sorry for the slight delay I had to go to the dentist today and have my teeth touched and stuff. BTW no Gear mods for this update :(
Got some good stuff for you guys this build. Tons of new swords and revamped animations and new deep jungle variants and and MORE!
Revamped Player Animations
Added Inventory Open Player Animation
Updated Challenge Mode Deep Jungle
Changed Challenge Costs to (5000/10000/15000)
Added Challenge Level text in town portal
Mammoths now drop Monster Claws
Changed Art for all swords and lances
Added Sliver [New Enemy]
Added Luminescent Sluglord [New Variant]
Added Luminescent Slugmother [New Variant]
Added Aberrant Hivemind [New Variant]
Gear Chalice now rewards a bonus 450 Gear EXP times your challenge level
Thanks for your patience and support I love you all
-Sean
Sooo next build should what ultimate weapons should I release? And I'm still trying to think what I want to do with Aberrant Rock Scarab.
Roguelands v0.6.1 Hotfix 2
Roguelands v0.6.1 Hotfix 2
Added Character heads/helmets in character select screen
Gear Chalice now rewards a bonus 750 Gear EXP times your challenge level
Fixed Challenge Mode Hivemind Bug
Fixed Objectives dropping loot you can't pick up Bug
Roguelands v0.6.1 Hotfix
Roguelands v0.6.1 Hotfix
Fixed Shroom Emblem Texture Bug
Fixed Gear stats in Storage Bug
Fixed Main Menu not showing buttons Bug
Fixed Ultimate Gear Crafting Bug (Your items are all probably lower level now due to adjusting the algorithm)
Fixed Mech City uses getting deleted Bug
Ion Ticket now grants 3 portal uses to Mech City
Increased Challenge level costs to 5000/10000/25000
Reduced the massive amounts of credits from a certain challenge boss
Roguelands v0.6.1 Released!
Roguelands v0.6.1
This is it boys. The BIGGEST update in Roguelands' history so far. It's been a lot of 10 hour work days but man does it feel good to have all of these new features in the game!
Added Difficulty Modifer System: In the planet selection menu, Players can spend (1000/5000/10000) credits to increase a planet's difficulty modifer.
This modifier will change enemy stats, spawn mutated versions of enemies with different attacks, and even have players encounter new bosses.
EXP & Credit drops will be boosted based on the difficulty modifier. There will be a chance for enemies and harvesting spots to drop Weapon Mods and (Aether/Darkened/Omega) Shards, which can be turned into Prisms in Mech City for Ultimate Gear forging.
You can now collect Gear Mods from enemy/harvest drops but I haven't included the NPC that allows you to actually put them on your gear. You will have to wait for the next update for that! But in the mean time, collect a bunch and start working towards those Ultimate Armor sets. BTW Ultimate Armor retains the tier of the armor used to craft it.
Added Black Dunebug [New Dunebug variant]
Added Black Wasp [New Wasp variant]
Added Rage Worm [New Worm variant]
Added Spikey Eyepod [New Eyepod variant]
Added Aberrant Urugorak [New Urugorak variant]
Added Engine Block for purchase in Market
Added a % tracker when crafting gear/potions
Added Particle Burst effect and animatin upon selecting a planet on ship
Users can now hit ESC or cancel button in main menu to go back to previous menu
Users can now cycle through traits and allegiance by left or right clicking in char create menu
Users can now cycle through variants with left & right click
Fixed Variant text Bug
Fixed Pink Screen Bug (I think!)
Fixed Lingering projectiles in multiplayer Bug
Fixed Portal Multiplayer Bug
Fixed Byfrost's graphical Bug
I also added a second chalice in towns, if your difficulty modifier is 1 or more. It just generates 5 random items for you to pick up. The higher the modifier, the higher the chance of a gear mod or shard.
Thanks for the support guys I don't know how I'm gonna top this update but I'm gonna keep working everyday. I love you all!
-Sean
P.S. I liked a lot of your guys' ideas for difficulty modified enemies in the Desolate Canyon. Any ideas for other planet enemies? Maybe a big blue Hivemind that shoots lasers idk.
Roguelands v0.6 Released
Hey all! Been a pretty hectic past few days since I had to drive down to my hometown for family business but I did manage to get a lot of work done. Here's a few things that I've added, but the GREAT stuff is gonna have to wait until next Thursday.
Fixed Gear stats while in storage Bug
Fixed Hover info clipping Bug
Next Thursday's build I'm planning on having a difficulty modifier in the planet selection screen. Players will be able to pay credits to increase the difficulty of planets! Some enemies will gain higher stats, some will mutate into stronger versions of themselves, and sometimes biomes will introduce totally unique and harder enemies.
But why bother increasing difficulty for planets, Sean? WELL...
The harder the planet is, the greater chance you'll acquire weapon/gear mods from enemies and harvest sources. I'm talking about those little abilites that activate on your weapons and armor after every 3 levels. But I want to allow players to customize what mods go on what piece of gear!
Also, I'm planning on adding these new crystal things that can be forged and combined with any piece of gear at Lv.10 to create an "Ultimate" version of that gear.
Let me know what you guys think and as always thanks for the support.
-Sean
P.S. Give me some good ideas for enemy/boss mutations when players pay top dollar for a truly challenging planet!
Roguelands v0.6 Delayed
Hey all I had to drive down to my hometown today for some family stuff. I'll probably launch v0.6 sometime this weekend. I've got some awesome new stuff to show you :)