Hello adventurers! Today's patch marks an exciting milestone in the world of Tangledeep: support for player-created content (mods) and integration with Steam Workshop! We're very proud of Tangledeep's vibrant and friendly community, and we can't wait to see what kind of mods you create.
Mod support v1.0 allows you to do all of the following:
Edit or replace job sprites, animations, and portraits
Edit or replace monster and NPC sprites, animations
Create or edit any kind of item, including gear sets and legendaries, and create new item sprites
Modify every loot drop and shop table
Edit existing monsters or create entirely new ones
Modify every monster spawn table or create new ones
Create new dungeon side areas, paths, or side-dungeons with custom layouts
To show what you can do, we've launched FIVE official game mods that include a new palette swap from Soulkeeper, new deadly consumable items, a treacherous high-level side dungeon and boss, new early-game monsters, and a 'wilcard' shop mod that randomizes every merchant in the game.
We plan on continuing to expand and support mod capabilities to include things like editing or adding abilities, status effects, battle FX, map objects, dialogs, and more. Stay tuned :-)
Powerups should now stack above other items and objects in a tile
AUDIO/MUSIC
Fixed loop point in the dungeon track “Mirai the Hero”
BALANCE
Spirit Wolf (Hunter summon) no longer takes damage from lava or spikes
Reduced monster aggression when you are already engaged with multiple monsters, particularly champions (Does not apply to New Game+)
BUGS
Fixed bug with starting challenge runs sometimes
Fixed typo in Coffee’s effect description
Fixed bug where Friendly Fire game modifier allowed you to hit yourself with abilities (made many abilities 100% useless)
Attempted fix at Monster Letters ‘sticking’ on ground sometimes
Fixed bug where a certain campfire encounter could visually softlock the game
Fixed cursor & frog flicker on game load / game start
Fixed bug where skill orb version of Aether Barrage did not extend range when spending Echoes
Fixed bug where the wrong version of Guardian Arachnoid was being used in the monsterpedia (boss ver instead of regular encounter)
Bandit Library boss should no longer show up as a target for rumors
Attempted fix at bug where stat values in non-US countries were sometimes written incorrectly to XML
Fixed bug where the Wild Nature set’s 3pc bonus (Bed of Thorns upgraded) was dealing Physical damage, instead of Poison
Fixed bug where some sprites or sprite effects would stick around after beating final boss phase 1
The “Consumable Burnout” game modifier no longer applies to food
Fixed bug with Emblem stat display
Fixed bug where the “NO” option when trying to manually sell a Favorited item did not work
Fixed bug that prevented abilities from being used from the menu sometimes
Fixed bug where using keyboard/controller to scroll to the top of the equipment list (while scrolled past the first page) would not scroll up and instead go to the category buttons
Attempted fix at issue where monsters were occasionally visible but not targetable at range
Skill Orb version of Radiant Aura should no longer constantly mark you as being in combat
Experimental fix to slow memory leak
CONTENT/GAMEPLAY
Mod support added: Item data, job portraits, item sprites, spawn tables, shops, loot tables, monsters, dungeon rooms / floors, and job, monster, or NPC sprite sheets!
Two new potions: Camouflage Perfume and Essential Monster Oils, each offering a burst of stealth for a short time (reducing monster aggression significantly)
ENGINE
Various engine optimizations (better performance, smoothness, framerates)
Added support for dungeon expansion in existing save files, without restarting or refreshing the current save. If game updates or player mods add new side areas, those will now be dynamically added and connected to the dungeon even in older saves.
QUALITY OF LIFE
A quick search bar has been added to the Equipment sheet! Since this is built for use with a keyboard, you must CLICK the search bar to begin typing. You can type any part of an item name, any part of a magic mod name, a weapon or armor type, etc. You can even add multiple search terms (comma-separated) to get results that match ANY of those terms.
The same search bar has also been added to the Dreamcaster, shops, and Inventory UI
You can now use fast travel FROM the Desert Oasis if you have cleared the map of monsters
You will no longer EVER move toward a monster or destructible if you click ON the object while out of range to attack it. This has tripped up many players thinking they were in range, when they actually were not.
Added some code that should (probably) prevent you from getting the same rumor twice in a row if you rejected the first one.
STEAM STUFF
In-game workshop integration!
WRITING
Nigiri is now Makizushi. Did I get it right this time?
Patch Notes 1.08: World Seeds, Challenges, and Leaderboards!
Greetings adventurers! In the latest version of the game, we've added some exciting new online-related features that will please both casual and competitive players alike. Plus, Tangledeep is now available on the Humble store!
WORLD SEEDS
Introduced in patch 1.07, World Seeds are a way to experience and share the same exact Tangledeep experience: dungeon layout, drops, monster positions, loot, etc. As the name suggests, the "seed" is what influences the state of the game when you first start. Your actions afterward may change things!
You can view your World Seed from the Options menu. Naturally, since you can view this seed number, you can also *input* a seed number during character creation to play in a specific game world!
This is a fun way to challenge friends to see if they can beat YOUR dungeon, and vice versa. You could also use it as a way to practice the game by re-using the same seed for future characters.
DAILY & WEEKLY CHALLENGES
For those interested in testing their skills in fresh new ways, Daily and Weekly Challenges are now available! Challenges are universal to all players (all over the world) each day and week. They give you a pre-determined job, set of feats, game modifiers, and dungeon seed to play with. It is then up to you to see how far you can get with these settings, and compare results with fellow Tangledeep adventurers!
Challenges begin at midnight each day (Eastern Standard Time), and each week (Monday). If your current challenge expires, you can continue to play the file, but you will not get any ‘credit’ for it in the form of achievements or leaderboard rankings (see below).
**Note that Challenges will OVERWRITE your existing save data (including meta progress) in a given slot, so it’s best to use an unused slot for them. Also, the game mode is automatically set to HARDCORE.
***Also note that you must be connected to the Internet (Steam not required) to download challenge data.
LEADERBOARDS
Participants of Daily & Weekly Challenges can now compete on Steam Leaderboards to see who reached the highest floor in the challenge! (And if you’re thinking about cheating, we added a few security measures. Tsk tsk!)
You can view both global and friends-only leaderboards in-game from the "COMMUNITY" button on the main menu.
Based on your feedback we may add other types of leaderboards later!
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Moving on, here are all the notes from both 1.07 AND 1.08 combined (sorry for missing a week's post - I was at the Game Developers Conference last week!)
ART/VISUALS
When you (the hero) are Rooted, the icon above your head now pulses more obviously to indicate that you cannot move.
BALANCE
Deafening Dream Drums can now occasionally be found as drops in the world.
Weapons could previously be upgraded infinitely in the Dreamcaster to gain more base power with each Item Dream completion by removing a magic mod and re-adding new mods. This is now capped at a total of 10 upgrades. A 5-mod item naturally uses 5 of these upgrades. You can do the removal and re-addition “trick” another 5 times ;)
BUGS
You can no longer mark your own corral pet as hostile.
Fixed keyboard/controller behavior where moving the targeting square above an enemy would not show that enemy’s info (while targeting an ability or firing a ranged weapon)
Fixed ^number^ tags appearing when viewing some abilities, including on the character creation screen at first load
Removed visible “\n” tags from certain areas (please let us know if you see more of these!)
Fixed (again?) visual issue where Floracondas / Guardian Spheres could pull you beneath Deadly Void tiles in Item Dreams sometimes
Tents should now be removed from the hotbar if you use your last one
Fixed bug where Delayed Teleport was triggering its emblem-only effect all the time
Jellies spawned by friendly jellies should now be your faction instead of neutral/hostile
Heavy Golem’s forcefield no longer lasts forever
Fixed display error when removing/extracting certain magic mods via Dreamcaster, such as Sheltering
Fixed inconsistency with Job Trial callout
Fixed bug with regen Stamina/Energy game modifier
Removed jank from game credits when at 4k resolution
Fixed log bug when withdrawing items from the bank
Fixed bug where Spellshaper’s elemental resist boost from Auras was always in effect regardless of Emblem, and also the bug where Spellshaper’s tier 3 Emblem effect granting elemental resistance based on elemental damage taken was not triggering
Fixed bugs related to abilities learned from items causing weird states on your hotbar
Fixed bug where Edge Thane’s low-health effects were sometimes not triggering, stacking, or appearing in your Status list
Snow Panthox Claw proc rate is now actually 50% as intended, instead of 100%
Added yet more checks to ensure achievements and events in the special Item Dream occur properly
Fixed game error that could occur with Butler’s Bell
Fixed bug when upgrading to Tier 2 Gambler emblem
Fixed bug where Soulkeeper’s “reflect” emblem effect was not working properly
Fixed bug where Sword Dancer’s ‘pierce fire resistance’ emblem was not affecting enemies with Fire absorption, such as Ember Spirits.
Fixed bug where saving and exiting the game in a Campfire area in an Item Dream would cause the game state to get messed up on load (Item Dream would be lost, along with your item)
Fixed bug where Gambler’s tier 3 emblem Card Toss ability visually cleared your hand, despite only using one card
Fixed bug with disappearing cursor in the key bindings page (which could cause the cursor to disappear until game restart)
Your pets can no longer pickup the rewards from K. Dox
CONTENT/GAMEPLAY
Pandora’s Boxes now ALSO grant slightly higher treasure find (about 0.75%) and gold find (about +1%) per box. Treasure find = chance of getting extra and/or magical items, Gold Find = multiplier on gold drops. Even more tempting, eh?!
New mid-rank legendary Axe
New game modifier: Abilities that normally affect one faction (player or monster) affect both. In other words, “Friendly Fire”!
ENGINE
Optimizations to map creation time (it should be about 25% faster overall now)
QUALITY OF LIFE
You can now fast travel to side areas while
in* a safe / cleared side area (from the Portal menu)
The Skill screen now shows ability cooldowns in your ability list, marking these abilities in yellow instead
Added a “BACK” button on the ‘Feed Monster’ UI which returns you to the monster list
If you have an equipped Job Emblem, you can now ask Jorito to destroy it. Doing this will allow you to start that job’s trials again and select different bonuses, should you choose. Of course, you must also pay JP again.
It is now possible to forcibly close an Item Dream by speaking to the Dreamcaster with a Dream open. Doing so will return the item you put in the Dream, but it will not be upgraded. You will lose any gold, JP, and orbs put into the Dream, and everything else in it (such as items on the ground) will be destroyed.
The “Mark As Hostile” mouse action is now user-assignable in the keybinds section, and is now default set to
middle mouse click* instead of right click
When manually selling items, if you attempt to sell a Favorited item you will now get a confirmation popup first.
Active skill sort is now remembered on save/load
Random pet names should no longer use names already used by any of your living pets
STEAM STUFF
Four new achievements related to Daily & Weekly Challenges.
WRITING
Fixed inconsistency with Pandora’s Box/Chest - it is now a BOX
Patch Notes 1.06: Introducing Game Modifiers
Hello adventurers! In this build we're introducing something big to the game - a way of customizing your experience to make it easier or harder in various ways. We've been carefully listening to player feedback since launch (and well-before) and while we think the game is more balanced than ever, Game Modifiers will let you customize your gameplay experience further should you choose.
This patch also contains a major change under the hood; all text strings are now read from language files, paving the way for full localization. This was an enormous undertaking as the game has over 55,000 words and 6,000 unique strings, but it will be worth it as we roll out the game in new languages later this year!
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GAME MODIFIERS
Our vision for Tangledeep is a challenging but fair experience that can be conquered on Heroic or even Hardcore mode with practice and skill. You don’t need a ton of luck to win, nor do you need to be a roguelike expert. We create content and adjust balance with this vision in mind.
However, we understand that all players are different, and if you want to change the core Tangledeep experience to make it easier or harder, we’re introducing a new feature allowing you to do just that: GAME MODIFIERS. You can toggle any number of Game Modifiers during character creation. Some make the game harder, others easier, or more random.
All modifiers are strictly optional and we do encourage new players to experience the game without any of them. You can use as many or as few as you want - even all of them at once! With all that said, here are the modifiers we are introducing:
Player Health regeneration (1% of max per turn out-of-combat)
Player Energy and Stamina regeneration (1.5% of max per turn out-of-combat)
Half Fullness time
No gold drops from monsters
Triple Pandora’s Boxes per floor
Non-food consumables have a 3 turn shared cooldown
Corral pets cannot die and are returned to the corral with lower Happiness instead
JP gain halved
All monsters have one champion power
Enemy monsters regenerate Health per turn
Cannot use abilities that are not on your hotbars; cannot swap abilities in the dungeon
Please note that we will not be balancing the game around any of these modifiers. They are not the intended experience; they are a way for you to customize YOUR experience!
BALANCE
The health bonus of Floramancer’s tier 2 and 3 innate bonuses has been reduced
If your Floraconda dies, the cooldown to resummon it is now reset to max. To compensate, the cooldown has been reduced from 12 to 6 turns.
Champion monsters should no longer spawn near staircases (within ~5 tiles in any direction). This means you should no longer arrive at a new floor only to be greeted by a powerful critter!
Modified AI behavior to be a bit more forgiving when it comes to multiple champions aggroing the hero at once. (Does not apply to NG+).
Likewise modified regular monster behavior to avoid huge pile-ups in early levels just due to unlucky monster placement. (Does not apply to NG+).
Bosses now have a 75% chance to resist Paralyze, Stun, and Seal effects each turn
BUGS
Fixed a variety of Emblem and Trial related bugs such as trials not completing, stats not increasing, and not being prompted to get a new tier ability
The cursor should no longer flicker while the Riverstone intro text is showing upon character creation
Added extra checks to ensure any rumors in side areas automatically enable those side areas if they are not discovered
Fixed bug where Athyes’ headband’s “Igniting” effect did not stack with a weapon using the same mod
Fixed bug where released pets would sometimes hang around on the map
Fixed issue with buggy stair connections before the 3rd boss (i.e. if you left the area with the NPC and returned)
Craggans’ mud-summoning power no longer affects tiles with existing terrain
Fixed sprite layering issue with the portal in town
Fixed bug with finishing tier 2 & 3 trials
Fixed bug with Knight’s Glove effect stacking
Fixed rare game error on game load in a file with multiple pets/summons
Fixed bug where Flask count was not visually refreshed after exiting a job trial sometimes
Fixed inconsistencies with individual and stacked item sale price, particularly for stuff like Skill Orbs / Lucid Orbs. Also fixed inconsistencies with Deposit price for individual/stacked items.
Fixed bug that prevented you from using a Skill Orb on an item with 5 mods
Fixed bug where Shadowstep would not trigger Brigand’s tier 3 innate ability.
Sword Dancer’s Emblem ability that counter-attacks when being pulled should no longer trigger unless you started (or ended) the movement next to the monster
The chance to pass days from Item Dreams now takes into account affinities, so easier dreams due to affinities will be less likely to pass time, and vice versa
Fixed bug that cut the powerup drop rate in half on load (was only meant to apply to NG+!)
CONTENT/GAMEPLAY
Game Modifiers! See above section.
ENGINE
Numerical text for abilities, items, statuses, and magic mods is now stored in a location-agnostic way. Wow this was a lot of work.
Converted all internal XML to localization-friendly master file format.
QUALITY OF LIFE
It is now possible to dismiss any summoned pet. Click on their portrait in the “Pet Party” window (or, on controller/keyboard, use Examine mode and select them), then select “Dismiss Pet”. This does NOT trigger on-death effects; the pet simply vanishes immediately.
If you have the Sword Dancer emblem ability that attacks enemies when pushed/pulled, and your attack misses, this will now print to the log no matter what
Patch Notes 1.05: Job Trials and Job Emblems are Here!
Greetings adventurers! Today we reveal the first major post-launch content patch for Tangledeep! We've added a BIG new feature that expands and deepens the job system. You can read all about it below and check it out right now in-game.
We've also been carefully listening to your feedback about game difficulty from the very beginning all the way to New Game+, and we've made a number of changes to address what we've heard. There are also lots of bug fixes and quality-of-life improvements based on your feedback and reports, so let's jump right in and see what's new!
JOB TRIALS & EMBLEMS
Job Emblems are a way to specialize further into any of the game's 12 jobs. Every job has its own Emblem that can be upgraded twice. For each level of the emblem (1, 2, and 3) you'll be able to choose a unique upgrade that suits the skills and playstyle of your job. With 2 options per tier, 3 tiers, and 12 jobs, that's a total of 72 new bonuses in total!
To kick off the Job Emblem quest, you must master a job, beat the first boss, and talk to Jorito. You'll discover that Job Trials are unlike other challenges in the game: they require limiting yourself to a minimal number of consumable uses, flask charges, and abilities from *only* your current job. Each trial is harder than the last, and to even attempt them will cost a hefty amount of JP. But should you be victorious, your Emblem will be upgraded with a new tier of power.
There are a few other things to know about this new system:
By mastering multiple jobs, you can potentially earn an Emblem for every single one.
You can bring an Emblem from one job to another. However, you can only upgrade a job's specific Emblem by being that job.
Wearing an Emblem reduces your JP gain - an important consideration.
Emblems cannot be sold or banked, meaning they cannot be given to future characters.
Emblems cannot be upgraded in the Dreamcaster. Their bonuses are unique, and must be unlocked through the Trials!
GOLD ADJUSTMENTS
Though Tangledeep veterans are able to amass large amounts of gold by the time their perfect gear set is fine-tuned in the very late game, for most players we realize that gold is hard to come by and easily spent on things like consumables, Item Dreams, and healing. We’ve done a pass to adjust some gold costs (and gold sources) to make certain features more appealing and accessible, particularly earlier on in the game.
Percy’s healing cost has been reduced overall, and substantially for lower level character (5 and below).
The cost to deposit items at the bank has been reduced by between 50% to 70% depending on item rank and rarity
Average gold earned per monster defeated has been increased by 5. This extra value is subject to bonuses like mods on gear, the Entrepreneur feat, or Champion/Boss reward bonuses.
Treasure sparkles now give 10 more gold (if they contain gold at all)
Rumors that have a gold reward now give about 60 more gold, guaranteed
Reduced the cost of certain early game consumable items, namely food (some of the previously-increased cost was the result of a bug!)
Decreased the base cost to guarantee a magic mod on all equipment (except for gear at teh very highest rank). Increased the scaling cost per existing mod (or if the item is legendary/gear set). It should now be easier to start using the Dreamcaster sooner.
Increased gold reward from Pandora’s Chests
ART/VISUALS
Added SFX cues for things like depositing, withdrawing, selling, and dropping stacks of items
BALANCE
Shops are now guaranteed to restock after a certain amount of time if they do not restock by chance (time threshold is about ~3 days)
Many skills involving physical weapon attacks (such as Cloak & Dagger, Wild Horse, weapon masteries, etc.) now use your main hand weapon’s element instead of always using Physical. This gives you more tactical possibilities when considering weapon elements/mods and damage bonuses, plus enemy strengths and weaknesses.
In New Game+, the base powerup drop rate is halved (this does not affect bonuses to drop rate from stats or gear)
Increased Orb of Reverie drop chance in New Game+ by ~10%
Changed Floraconda’s Bed of Thorns damage to be based on its Weapon Power (scaling) instead of Spirit Power (not scaling)
Shara’s energy field now reduces the duration of summons that stand in it. (She’ll announce this if it happens.)
BUGS
Fixed bug where all player damage was being treated as if you had opened 15 Pandora’s Chests (really) - in other words, all damage was being reduced by about 15%
Fixed bug where you could not click on your pet in Examine mode (using keyboard / controller) to issue commands
Friendly monsters in Item Dreams can no longer pick up your upgraded item after beating a Memory King
Added extra checks to prevent monsters/hero from stacking after certain push/pull effects
Added extra checks to make sure a Gold Key is always available in the Buried Loot map
Inventory screen now correctly shows and recalls the previous inventory sort state
Fixed bug where various game options were not being saved/loaded correctly
Floraconda now only uses its Bed of Thorns skill when an enemy is adjacent
The interaction with a certain.. Person… in the Bandit Library can now end happily
Fixed bug where one dungeon music track never played
Fixed text bug if you clicked “COMMUNITY” on the title screen and then went back
Possible fix for bug where player pets were sometimes being lost on save & load
Fixed a bug that sometimes affected spirit power calculations when wearing multiple pieces of gear that modified spirit power
Fixed some inaccuracies in rumor location hints
Fixed bug where final boss phase 2 energy shield would disappear on save/load
Fixed bug where final boss phase 2 could disrupt its own energy shield by getting near map edges
Fixed Monsterpediologist achievement
CONTENT/GAMEPLAY
A new equipment slot has been added. To accommodate, the Gear Bonuses / Current Gear areas on the Equipment screen are now tabbed so you can see more stuff at once.
After unlocking the Dreamcaster, you can now reset your level-up stat bonuses by speaking to Percy and paying a one-orb fee!
Added a new mini quest to Flooded Temple. (Will appear on new save files)
New Champion mod - Banisher. Knocks away (and sometimes roots) nearby enemies, and reduces the duration of your summons!
New legendary bow
New legendary claw
ENGINE
Massively improved the performance of inventory sorting
QUALITY OF LIFE
You can now target friendly charmed monsters (other than your own pets) to mark them as Hostile. To do this, enter examine mode (“X” on keyboard by default) and select that monster, OR if using mouse, right-click on a monster.
When using the Town Portal in town, you will now have the option to Fast Travel. No need to walk to the cave entrance every time!
When targeting an ability, hovering over a monster will now display their information. Moving the target square to an empty tile will go back to showing ability info.
When opening the Snack Bag, your last inventory sort type (A-Z, rank, rarity, etc) will be saved so that when you return to your Inventory, it maintains the sort it had before.
You can now filter Equipment by Favorites only
Newly picked up items now show [NEW!] in your inventory/equipment list
The corral pet UI now shows exact Beauty values for your monsters
When selling, withdrawing, or depositing stacks of items, the shop/bank UI will no longer close
If a Dagger critical (+60 CT) puts you above the ‘free turn’ threshold for your CURRENT turn, you will see a log message and popups above nearby monsters that indicates they
missed their turn*.
Patch Notes 1.04 and Localization Progress
Hello adventurers! This week's patch is chock full of fixes, balance tweaks, highly-requested QOL improvements, and some new features. Maxed-out corral pets are being toned down while summoned pets are getting a little tougher; Item Dreams are getting more monster variety. Several new visual options have been added, along with new keybindings. The Fast Travel dialog is better than ever.
All of the above, and more! Full notes are below. But we also want to announce that we're putting the finishing touches on the internal tech needed to support localization of the game to virtually any language. This was a big project but it will be absolutely worth it, as about 99.9% of the game's text is now sourced from a single file. We're in talks now to begin the actual localization work and hopefully release in other languages beginning sometime in Q2.
On to the notes!
CORRAL PET BALANCE
We’ve observed that the maximum potential for corral pets is extremely high. A maxed-out pet is nigh-unstoppable, dealing thousands of damage per hit and taking almost none. We think your pet should not be massively stronger than the hero, but at the same time, we don’t want to make lower-level, non-bred pets useless. The following changes are meant to tone down the upper limit of pet power, but also make it a bit easier to get to that limit.
<*> Monster stats are now capped at 150 (down from 255). This is a major contributing factor to physical & elemental resistances.
<*> Maximum weapon power is now 1500 (down from 2550)
<*> Slightly increased weapon power scaling via breeding (+1% per generation)
<*> Increased the JP cost for maxing out growth of upper-rarity monsters
<*> Reduced the influence of *player* level on pet insurance cost, thus reducing overall pet insurance cost
BALANCE
Paladin’s Radiant Aura now costs 12 Energy per block (up from 9), Skill Orb version costs 14 Energy (up from 10)
Seraph’s Tear’s heal on block effect now only triggers if you are under 50% Health
Sword Dancer’s Qi Mastery now restores 3-5 Energy on crit (down from 3-6).
Reduced the Token cost of Casino items by about 50%. They should be much more accessible now.
Many monster abilities that dealt fixed damage regardless of level now scale with monster level. This should help if, for example, you get a Salamander or Alchemist and breed it with stronger monsters.
The “Familiars” magic mod now grants summoned pets +10% Health and +5% defense (instead of +15% Health)
All summoned pets now gain an extra 1% defense per player level
Deadly Riposte (3rd sword mastery) now grants +50% counter damage, down from +100%.
Abilities like Hail of Arrows and Relentless Current with a ‘windup’ now use the power of the weapon equipped when first casting the power. Previously, they used the power of the weapon equipped when the power finally executed.
Slightly reduced JP scaling from monsters higher than you in level
Reduced award JP scaling of higher level rumors
Reworked the Floraconda’s “Bed of Thorns” skill (from Floramancer tier2 passive). This is now a fixed-position ability that the Floraconda uses if there are enemies in melee range. It does not follow the Floraconda around. The damage is also lower now, but it does stack with YOUR Bed of Thorns, and it can be recast more often.
Modified spawn tables in Fungal Caves. Floracondas will now start appearing on 8F (instead of 7F), and River Spirits on 10F (instead of 9F).
Blood Frenzy (Airacudas passive) no longer lasts forever once triggered
BUGS
Fixed Casino text referencing winning gold instead of tokens.
Fixed bug where Spellshaper’s Kinetic Magic would not activate until you dropped below 50% Stamina - it should activate
at* 50% Stamina
Fixed Sneak Attack triggering bug
Using Shield Slam multiple times should correctly stack the effect AND refresh duration
Fixed bug where summoned pets were not getting the +25% Health bonus in New Game+ as intended
Shadowstep should now cause bleeding to targets around the tile YOU land on, not the tile you
clicked* on
When extracting a mod from an equipped or hotbarred item, the item should now be completely unequipped and removed from your hotbar
Fixed bug with spawn rates on floors with Fungal Columns. Previously, killing columns would increase the overall spawn rate permanently.
Fixed sprite clipping bug when moving from the southeast and southwest
Item Dream monster healing crystals no longer affect friendly monsters
Fixed bug where Overdrawing quiver mod was not working correctly when firing ranged weapons with the mouse
Fixed bug where Ramirel’s Dismantler was not using a lower proc rate vs. hostile enemies
Fixed bug with Wild Child’s “Foraging” passive where Health herbs never spawned (health herbs restore about 8% max health, modified by Spirit)
It should no longer be possible to push or pull the final boss (phase 1)
Fixed bug where ace-high Straight was not recognized by Gambler’s Wild Cards (yes, I know this bug is ridiculously obscure)
Fixed bug with water, mud, and electric visuals that could occur sometimes on load
Fixed bug with pull effects where the player could sometimes end up on top of friendly pets (or vice versa)
Friendly Airacudas will now reliably use Fish Rush
Fixed bug with Watery Heal and several other monster powers
Fixed bug with Radiant Aura that was causing it to heal 2x as much as intended
Fixed bug (again) where items with 5 mods could not handle a free additional Skill orb as intended
Fixed bug where pressing anything on the keyboard would hide comparison info in shops the after using the mouse
Spinebro / Quillkin corral pets should no longer become immobile on game load
The Skill Orb version of Verse of the Elements will no longer hit allied creatures
CONTENT/GAMEPLAY
Items inserted into the Dreamcaster may now have affinities related to specific monster families, such as Frogs, Magic, Insects, Jellies, etc. These Item Dreams have (as you might guess) more of these monsters than other types. Monsters of this type will be level-scaled to match the rest of the monsters in the dream. For example, a high-level item may have a Moss Jelly scaled up, while a low-level item could have a Mottled Sandjaw scaled down. More variety and fun!
Added a simple new option for players who want an even bigger challenge in New Game+. When starting your NG+ playthrough and you opened any Pandora’s Chests in your previous playthrough, you will be asked whether you want to maintain the current “Opened Chest” count. This does nothing but make your NG+ playthrough even harder, and give you bragging rights if you can beat it anyway!
Added new “Tenacious” mod for NG+ champions
QUALITY OF LIFE
The combat log top/bottom padding have been reduced slightly, allowing for more visible text
A new “Smaller Combat Log Text” option has been added. This allows for yet more text to be shown at once in the log, and may be desirable depending on your monitor, viewing distance, and resolution
A new “Battle Text Size” option has been added. This controls the size of popup text during combat, such as damage/healing numbers, “STUNNED!”, “ROOTED!”, etc
Captured Thunder Spirits (and their progeny) should no longer use Static Charge constantly
Thorns summoned by your Floraconda are now dimmer, to reduce map clutter
When entering items with affinities using the Dreamcaster (i.e. Challenge/Rewards greater or less than 0), the affinities will now contribute to the difficulty text (i.e. “Easy”, “Tricky”, “Impossible”). In other words, the difficulty text should be a little more accurate now.
The info bar at the top of the screen will now show ability costs for whatever ability you are using
The fast travel dialog at the cave to Tangledeep now shows the closest main floor / path to each side area
The fast travel dialog now also shows if a side area has a shopkeeper with new goods
Rumors to side areas now show the nearest main path floor as well
Added assignable keybindings to use Knight’s Shovels and Monster Mallets from your inventory with just a single key (or button) press. These will be default bound to V (for shoVel) or T (for malleT)
The “Compare Alternate” keybind can be used while in shops to compare any listed accessory to your Accessory slot 2
Any kind of fast travel back to town (such as from a side area’s portal menu) will now take you to the cave entrance to Tangledeep, instead of the south part of town
WRITING
Added flavor text for the Emerald set
Slingshots renamed to Slings, to match the art
Onigiri renamed to Nigiri, also to match the art
Patch Notes 1.03a and Development Streams
Hello adventurers! After a minor patch for 1.02, we spent over a week compiling bug fixes, balance changes and general improvements for 1.03. Before I get into that, I invite you to drop by and watch us work on Tangledeep live on Twitch!
Development streams have been happening since Early Access, and it's a great way to see what goes into a game like this. We engage with the chat and happily answer any questions you might have! Jim streams several days a week over at his channel:
https://twitch.tv/playdungeonmans
The official Impact Gameworks channel is where I streamed during Early Access, although I took a hiatus to focus on intense development leading up to launch. I'm getting back into it though!
https://twitch.tv/impactgameworks
And now... on to the notes!
PET INTELLIGENCE
This patch addresses a number of issues related to pet behavior and pathing. The biggest complaint about pet behavior was having to watch them act confusedly a few tiles away when there were enemies to fight nearby. We have corrected some issues with the AI as well as added a new feature for you to have greater control over your pet’s placement.
Pets can now jump over you if they see that as the best way to approach the enemy. They will do this automatically if they are near you and have no other path to the goal.
Pets that are grabbed or have grabbed others (specifically Crab pets) will no longer forget that they love you when the grab is complete.
Pets now consider the target distance from Mirai, rather than themselves, when deciding if a target is out of range. This keeps them more focused on the threats around you.
The “Come to me at once!” pet command now causes the pet to immediately jump to you on its next action. This command is on a short cooldown, and the happier your pet is the shorter the cooldown will be.
Some of these AI adjustments will change the way your pet plays around you, and we encourage you to give us feedback about the new behaviors.
BALANCE
Changed how the Casino reward system works. You no longer win gold, although if you TIE, you will get your bet back. Instead, you ONLY get tokens, and the conversion rate is now 1 token received per 100g won. Items in the shop now cost 10x more, since tokens were previously earned per 1000g.
Adjusted how Champion damage/stats scale. Mods past the 1st no longer add as much raw damage, defense, and stats to the champion. Previously, each extra mod added 1% defense, 4% damage, and about 10% all stats. These values have been halved.
Adjusted player Health curves (both with and without Toughness) to bump up Health a bit more around levels 5-7. Levels 8+ are unaffected.
Final boss phase 1 Health buffed
Final boss phase 2 Health significantly buffed, base damage increased, shield damage significantly increased (from base 10% of max Health per turn to 20%), summoned drone health/damage increased slightly
Increased the base damage of Valkyrie. Now deals 190% (up from 175%) Weapon damage to nearby enemies, and 230% (up from 210%) to further enemies. Root duration also extended by 1 turn.
Decreased the per-attack damage of Godspeed Strike to 80% of weapon damage, down from 100%
The first and second bosses no longer drop guaranteed legendaries (well, the first one never did, but it was supposed to. Now it isn’t supposed to, and it doesn’t. Makes perfect sense.)
Shadow Stalk now looks at tiles up to 2 squares away to spawn illusions if all adjacent spaces to you are full
Spears can now proc Sneak Attack
The acid bursts from the “Acidified” champion mod are now somewhat less brutally damaging
BUGS
Failed rumors are now removed from the quest log immediately, rather than waiting for next round.
Fixed various bugs that could occur with dialog boxes, related to ‘conversation’ (portrait) code.
Fixed visual bug with when the “Extra Turn” log notification happened, so it actually occurs ON your free turn not after.
If you have more than 3 Lucid Orb Shards in your inventory with the same modifier, multiple orbs will be produced as necessary, with unused Shards left over.
Fixed discrepancies with the displayed vs. gameplay values of various healing items and food.
Fixed various LOS bugs related to targeting tiles revealed by pets and Eagle Eye (this also affects monsters being able to see
you* in these situations).
Fixed rare edge case LOS bug where you could see a monster and hit it with a ranged attack by clicking, but NOT hit it with targeted abilities
Fixed bug that occurred if you used a Knight’s Shovel and reloaded the level. More tiles than intended were cleared.
Fixed the JP cost display for Mace and Claw masteries to display the correct cost of 1000 JP.
Weapon mods like “Wasting” which add extra elemental damage now work with Spears when attacking at range=2.
The illusions summoned during the second boss fight no longer drop loot, so the fight is no longer a veritable fountain of treasure
Fixed some bad bugs that could happen when breeding certain pets.
Monsters now move around in the Corral again, hooray!
The modified version of Cloak and Dagger now requires two unique targets, as intended, rather than allowing you to hit the same target twice.
Fixed bug where the ranged attack icon was showing up when you were
out* of range, not
in* range
The “Overdrawing” weapon mod should now work correctly if you are clicking to fire at enemies with the mouse
Dusk Reaver’s proc now drains Stamina/Energy as intended
Aquamarine no longer has a buy value of 0g
Attempted fixes for issues relating to the Monsterpediologist, Distant Dream Dungeon, and Monster Whisperer achievements
CONTENT/GAMEPLAY
Upon beating the second boss, you are now rewarded with a one-time use baller healing item.
HuSyn’s Photon Cannon now targets two unique areas based on line of effect from Mirai and the Runic Crystal. This means that targets no longer need to be in your line of sight to be hit by the Crystal’s beam.
Patch Notes 1.01a and What's Next
Hello adventurers! We've released a big new patch addressing quite a few bugs, implementing some quality of life (QOL) features, and, based on player feedback since launch, adjusting the game difficulty in a few ways. There are 9 new achievements to hunt for as well!
Before we get into the actual change list, I wanted to go over our general plans for Tangledeep's development. People often ask if we will continue to support the game and the short answer is "yes"!
Maintenance and Polishing We will continue to release regular updates to the game addressing bugs, quality of life, balance tweaks, and general polish. Some of these patches may also include 'minor' content such as new items, NPCs, and shops.
Free Content Updates Tangledeep is already a game rich with content, but we have so many more ideas. We want to give you more things to do with your pet monsters, more post-game challenges and secrets, and new ways to progress and advance your character. Features like these will come less often than maintenance patches, but you can expect more than a couple throughout 2018. They may coincide with seasonal events as well.
Downloadable Content We also have plans for DLC in the form of an 'expansion' to the game. Our vision for an expansion would be a significant amount of new stuff, for example several new jobs, plus lots of new areas, items, and possibly mechanics as well. There's no exact ETA on this, but we'd ideally like to have something by the end of 2018.
--
So now you know! And with that, let's dive into our most recent changes for build 1.01a.
ART/VISUALS
Added some visuals to the Food Cart. When it produces money, coins will actually spring forth from the cart itself.
BALANCE
Generally softened the difficulty of monsters in Fungal Caves and Old Amber Station. These monsters now have slightly lower damage, charge time, and accuracy: Plunderer, Mad Chemist, Treasure Hunter, Rock Viper, Mottled Sandjaw, Ember Spirit, River Spirit, Floraconda, Bog Frog
Increased max possible cost of items in the Casino, particularly legendary items
Changed the two bosses in the 2nd boss fight so that only one of them drops loot
Reduced legendary drop rate by about 25%
Increased drop rate of bows and crossbows by about 50%
It no longer costs a turn to switch gear earlier on in the dungeon. This only begins happening when you are deeper, around 9F. (The tutorial popup text has been changed to reflect this.)
Reduced the number of foods “Food Loving” monsters are interested in, limiting to generally easier-to-acquire (or make) foods / meals
Assassin Gloves now gives a bonus to Swords, Spears, Axes, Claws, 2H Swords and Daggers (instead of just Spears + Daggers)
Toned down damage of tornados spawned by champions
You no longer get JP for discovering Secret Areas
Somewhat reduced the JP reward for clearing combat Side Areas
Herbs created by Foraging now last 1 extra turn
Reduced Fullness times for almost all non-Health restorative foods; some by 50% or more
Monster corral pets will now have 99 Charge Time gain by default (many early monsters have much lower charge time, which could lead to your pets falling behind frequently)
BUGS
Fixed bug with hovering over Soulkeeper on character screen
Fixed bug with “Cost to Master: 0” text appearing under some abilities (was not intended to appear anywhere)
Removed often buggy gold cost in the “Expand Storage” dialog option (just read the banker’s text to see the cost)
Fixed bug where a corrupt save could sometimes cause you to spawn in the middle of the waterfall in Riverstone Camp
“Frogmaster” champion mod should no longer spawn with “Conjurer”
If your “Friendship Forest” quest state is screwed up (i.e. found Rose Petals without actually completing the quest, for whatever reason), restarting the game will now automatically unlock Wild Child
Rose Petals should no longer appear in shops until you finish the Friendship Forest quest
Path to Tangledeep and Casino 2F should no longer show up as rumor destinations, or Talrose locations
Fixed bug where selling stacks of items would sell for (stack quantity) x (full stack price) instead of (stack quantity) x (individual item price)
Fixed bug where Barrier / Turtling champions were reducing damage from all directions, not just the directions of the shields
Fixed bug with the Unlock Job/Feat dialogues where the wrong text string was sometimes used
Fixed bug where withdrawing lucid orb shards from the bank would sometimes cause them to not combine in your inventory
Fixed visual bug where using a Knight’s Shovel on some map objects would cause them to remain in place
Most likely fixed some bugs where your game’s ‘mode’ setting (Heroic, Adventure, Hardcore) could sometimes be corrupted and change, for example when starting New Game+.
Fixed bug with Cat Ear Headband charming 100% of the time (far more than intended)
Judo Sash no longer interferes with unarmed powers of Budoka - simply does not do anything if equipped as that job
Fixed bug where teleporting with a Crab attached to you would sometimes create a ghost crab in town
It should no longer be possible to interact with the main HUD during dialog sequences (which can cause various game state problems)
Fixed bug with skill hotbars where you could manage to get a skill from one character (or even one save slot) to another based on the cursor state
It should no longer be possible to move the Target Dummy under any circumstances
Fixed bug where the state of chopped trees could get messed up and leave unchoppable ghost trees on the map
Fixes for some camera jank issues related to pull effects
Fixed bug where Quick Step targeting was not always accurate and would allow you to cast on an impassable square
Fixed bug related to depositing and withdrawing multiples of the same Lucid Orb from the bank
Fixed bug where Running Boots and some other passive non-combat effects were messing with the “out of combat” turn counter (and, in turn, Sneak Attack)
Fixed bug with the log text related to attacking non-Wraith monsters while cursed by a Wraith
Fixed bug where the Red Orb Shard callout / quest would not start
Fixed bug where Furious Crescendo was not getting a damage bonus from song level as intended
Delayed Teleport should no longer fire if you switch maps
Brigand’s “Stealth Bomber” should now work with the modified Cloak & Dagger orb
Fixed bug where certain statuses like Heavy Guard and Radiant Aura would continue to produce certain effects even if you were below the Stamina/Energy requirement
Fixed bug where Casino game buttons would sometimes disappear
ENGINE
Added a feature where, if your saved maps or meta progress is corrupted due to power outage or PC shutdown, you should still be able to keep playing your character in a new world.
Added recovery features to salvage save files with corrupt Item Dream data
QUALITY OF LIFE
Added “Switch Places” dialog option to Jorito in the Elemental Lair and Langdon’s dialogs in the Jelly Grotto
Pressing the “Cancel” key (ESCAPE by default on keyboard) now functions as “Confirm” if you are going through unskippable dialogs
The XP bar now resets to the far left when you level up, rather than filling up to the right more and more
Armor Masteries learned from quest should now auto-equip once learned
Powerups should now prioritize landing in any open tile, as opposed to tiles with literally nothing in them
Auto targeting from using a ranged weapon will no longer auto-lock on to Pandora’s Boxes (you must manually target them)
STEAM STUFF
Added 9 new achievements!
WRITING
The separate breed of Mottled Sandjaw in some lava areas is now called “Heated Sandjaw” for clarity in rumors etc.
Patch Notes 1.00d
Hello Friends! Thanks for making Tangledeep's launch so exciting -- forests are being explored, monsters vanquished, loots looted, and cheese consumed. We really appreciate your energy and passion both here and in the community Discord.
Here some fixes for issues that bit us at launch. There's more on the way, but this patch should fix some of the most rare-but-crucial show stoppers that had snuck in.
If you have any questions or concerns about any of this, please let us know in the comments.
STALLED QUESTS
A number of quests, such as the Armor Master, or unlocking the Wild Child job, were stalling out and unable to be completed. These quests should be completable now. If your current character was stalled on one of these and still can’t finish them, please let us know in the Discord or game forums.
DIALOG HANGUPS
Some dialogs were causing the game to get stuck. This happened during some of the in-game conversations, as well as occasionally with the New Game+ dialog. These issues have been corrected.
BUGS
Fixed various bugs with the Food Cart
Fixed bugs when pressing the “View Help” button
Fixed bug that occurred when pressing the reset keybindings buttons on the Options menu
Fixed bug where elemental auras on champions would sometimes get very big
Fixed dialog about the Dreamcaster that appeared in the Branching Meadow and was difficult to close
Fixed bugs with certain side areas not marking as “Cleared” and not continuing quests (such as Friendship Forest). If you were having problems with these areas, try returning and they should correctly mark as cleared.
Fixed music bug when talking to Erin in Riverstone about a certain character
Dialogs in Central Processing will no longer pop up as often
Fixed rare error that could occur with wandering monster spawns
Fixed bug that could cause newly-bred monsters to have -infinity weapon power (oops)
Fixed bug that could happen with pre b100 save files making portals never appear
Fixed bug that occasionally made passive abilities like Soulkeeper’s “Echo Collector” not work, even when they appeared to be equipped
Fixed bug that could sometimes prevent games from loading (!)
Fixed bug that could occur when immediately trying to Buddy Up with the tutorial frog
Fixed bug with trying to use Reverberate Monster on plain Monster Echoes
Staves no longer count as melee weapons for Shield Mastery
Attempted to fix bug where the ‘wandering shopkeeper’ message would appear sometimes and overwrite the Game Over box
Kahandran’s Robe proc should show in the log properly again
Fixed bug/exploit where you could reap the rewards for finding an area via rumor multiple times
Attempted fix for bug that would occasionally produce 2 rumors for the same target item
BALANCE
Rumors with requirements will no longer appear until you are at least level 4
CONTENT/GAMEPLAY
Legendary items drop much less often at the early levels.
Food drops slightly less often at later difficulty levels.
Blackjack hands with multiple Aces are now calculated in the player’s best interest.
QUALITY OF LIFE
Hovering over / examining terrain (mud, lava, electric, water) will now give a brief description of its primary effect
Pressing and holding both brackets [ and ], then pressing the ‘r’ key will now forcibly delete your ‘player preferences’ file. You can then restart the game and all your binding info will be reset to defaults. This is useful if for some reason you completely jacked your keybindings.
Deadly Void damage now appears in the combat log
Tangledeep v1.0 is officially available!
Greetings adventurers! We're so proud to announce that Tangledeep is officially OUT of Early Access and build b100 is now available! After two years of development we could not be more proud of the game. Thanks to all the wonderful Early Access feedback we've fixed tons of bugs, added features, tuned the difficulty, and greatly polished the game overall.
The soundtrack is now complete, including the wonderful compositions by Hiroki Kikuta (Secret of Mana), Grant Kirkhope (Goldeneye, Banjo Kazooie) and Norihiko Hibino (Metal Gear Solid 3) and the original 'realistic' versions.
Since last week's post, we've also added a couple fun new features such as the gold-generating Food Cart in Riverstone Grove (once you have at least one mature tree), and a new *hidden boss* from another dimension. The game's story is finished as well (just sliiightly important!)
Thank you so much to everyone who has played the game and supported it so far, and we can't wait to show you what's in store for the rest of 2018!
One week to v1.0 launch! Here's what's coming.
Hello adventurers! We are just 7 days away from Tangledeep's v1.0 launch out of Early Access and we couldn't be more excited. Besides fixing bugs and polishing the game more, we're also implementing the rest of the story all the way up through the final boss battle and a bunch of other cool stuff too.
We've got a suite of badges, profile backgrounds, trading cards and emoticons submitted to Valve that should be ready any day now, and the digital soundtrack is available as an add-on (or bundle with the main game) also!
Here's a quick recap of what we've done over the last two weeks besides bug fixes:
MONSTERPEDIA Your Journal now has a tab for the Monsterpedia, your #1 in-game source of monster information. As you defeat monsters, you'll accumulate more information such as their stats, weapon power, and abilities. This info carries over to other characters too!
QUICK COOKING Your recipe book now allows you to cook recipes instantly. Make dozens of sandwiches in mere seconds!
TONS OF NEW ART We've overhauled and improved many animations throughout the game, including unique status FX overlays, new icons, and other things to clarify the many effects and conditions in the game. We'll keep doing this right up to (and after) launch!
NEW GAME+ IMPROVEMENTS For those who have defeated the main game, you'll find yet more challenge awaiting for you in New Game+. There are now champion mods exclusive to this game mode, and monsters there are even harder than before.
NEW LEGENDARY ITEMS Whether you're level 1 or level 15, you'll find all sorts of new legendary items throughout the game world! (And there are more coming, too.)
NEW GAME ART You'll notice the capsule and header art for the game has changed, featuring new illustrations by artist Grace Liu. You'll see more of this in the Steam cards/backgrounds as well.