Hi Everyone, This week we worked on a new monster type: Cyclops. We needed new monsters for the Adventurer’s Guild quests. Since we have minotaurs, gorgons and sirens, cyclops seemed to be the natural choice.
There will be 4 different types of cyclops. They will have different powers but all of them will have a common trait which is a new enemy trait called “Savage”. Savage monsters deal more damage when their health is low.
These creatures are brave but weak to poison. They will have their own dungeon and quest from the Adventurer's Guild. They can be found at some small caves at the overworld too. First tier’s name is “Cyclop the Cave Dweller” and he has lightning power.
Cyclops will also have their own incident at the overworld. As a brief reference to the 3000 years old story, a Cyclop will stop the hero and ask his name. If the hero answers “I am nobody” with a successful speechcraft check, he will gain XP and avoid a brutal fight.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Version 0.77.04
Hi Everone, Here is a small update with fixes and changes.
Fixed a visual bug about the screen messages. On rare occasions it was showing negative turn counts like "You are invisible for -3000" turns instead of dissappearing.
Fixed the sarcaphogus opening and closing sound. It was making a page turning sound.
Changed wording of Talent Stones causing fear.
Lowered the food prices in Tavern during Royal Marriage.
Changed the title screen with a similar new logo.
Development News: In the Heart of Madness
Hi Everyone, This week work on the dungeon of the Skeleton Sage continued. As mentioned before, our hero needs to destroy Skeleton Sage’s crystal sphere and stop his mad plans of undead apocalypse.
Skeleton Sage is a formidable adversary. He has drain life and fire attack. He has a new ability too: Cause Nightmare. This is a sanity loss major effect for our hero and lasts for at least 5 days. When affected, the hero won’t be able to fully rest when he sleeps. He will only have 75% of his maximum health when he wakes up from rest, instead of usual 100%. So cure sanity potions are much needed for this quest.
Last week, we mentioned about gargoyles and how they can be found sleeping sometimes. We playtested a bit and found that it is more fun to play if they always spawn sleeping. They spawn near the doors and entrances and trying to find an optimal route to navigate the dungeon without waking all of them up at the same time is a small puzzle itself. Invisibility and teleport comes really handy in tight situations.
So this is now a new trait called “Sleeping Warden” which all gargoyles will have. Monsters with this trait will always spawn with sleeping condition. They will sleep until attacked or hero comes to its adjacent square.
Note that sleeping Gargoyles sometimes wake up 100-150 turns later. Which is a long time but spices things up a bit. When you think you finished the boss, one or two gargoyles may come over from the next room.
We also decided the drops of the Gargoyles too: gargoyle head, gargoyle tail, gargoyle horn and some gemstones like topaz and sapphire.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Version 0.77.03
Hi everyone, Here is small bugfix patch.
Fixed an issue about some spells not casting over exit sign.
Fixed a visual bug that sometimes comes up at the shrine battlemap.
Development News: Gargoyles Protecting an Unearthed Tomb
Hi Everyone, This week we worked on the dungeon for the Skeleton Sage. As mentioned last week, he wants to raise an undead army to cleanse the world from the living. He takes his power from a wicked device, a crystal sphere. Our hero needs to find and destroy this device to stop him.
He is a sage corrupted by power and dark arts. He even animated himself and returned from dead with the help of this crystal sphere. He likes animating other things too. Like statues. So his dungeon is full of gargoyles alongside with the skeletons.
There are four types of Gargoyles we are working on. Stone Gargoyle, Granite Gargoyle, Marble Gargoyle, Lava Gargoyle. They have the power to petrify the hero except Lava Gargoyle. He has fire attack instead. Marble Gargoyle will have significantly more defense. Granite Gargoyle will have sharper claws which can bleed our hero. All of them also fly and are immune to bleed and poison.
A new mechanic that will be introduced to the game with the Gargoyles is “sleep”. Gargoyles sometimes may be found sleeping and if the hero doesn’t attack them or go near them, they won’t wake up. Invisible heroes may go near without awakening them.
Gargoyles will drop gems as well as unique materials. We are not decided yet but gargoyle head may be one of them. Since they are stone, materials will be heavy but valuable.
There will also be an overworld incident with gargoyles that our hero comes by. The explanation text goes like this: "There is an unearthed tomb and a treasure hunter's dead body near by. Several gargoyles stand still. They seem to be frozen in the midst of a battle." Our hero can investigate and discover great riches while he must use all his skills to avoid an untimely demise.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Development News: Rise of the Skeleton Sage
Hi Everyone, Last two weeks we worked on improving the Adventurer’s Guild for the next update. Just like the Artisan’s Keep, the hero will be able to visit the guild master, take on quests from him, gain reputation and earn rewards from the Guild’s Treasure Vault based on his reputation.
Higher reputation at the guild will make the Talent Stones cheaper. Additionally, there will be unique rewards. Perhaps some special Talent Stones that are not going to be sold at the guild but can only be obtained from the vault by earning reputation. We have not decided fully yet, we need to play and see.
There will be new quests for the guild. Some of them will have new enemy types. Besides reputation and gold, these quests will give prosperity to all towns. The idea is Adventurer's Guild is watching over the island to keep it safe.
One of these new quests is about a Skeleton Sage raising an undead army to cleanse the living from the face of the realm. Hero will have to travel to his dungeon and destroy a secret arcane device to stop his diabolical plan.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Update 20 Arrives! Treasures of the Artisan’s Keep
Hi Everyone, We are ready with a new update. One of the highlights of this update is the Treasure Vault at the Artisan’s Keep which gives our hero certain rewards based on his reputation at the Keep. Another addition is a new weapon type: throwable explosive potions. See below the details:
Version 0.77.02 ADDITIONS:
Treasure Vault at the Artisan’s Keep added. Hero can earn rewards based on his reputation here. There are ten tiers of rewards. Some of them are randomized, some of them are handpicked.
Some new rare valuables added for the Artisan rewards. Jade Abacus, Silver Bear Figurine, Royal Chalice, Hand Held Mirror with Topaz Ornaments.
3 throwable explosive potions added: Flask of Lavafall, Flask of Toxic Rain, Bottled Avalanche
Avalanche Talent Stone added. When used, it explodes and freezes a 3x3 area.
Shady Character added as a travelling merchant. He sells explosive potions, lockpicks, invisibility and teleportation potions. He can be pickpocketted and haggled.
Shady Character can come up at the taverns too.
CHANGES:
Changed the journal screen. Now it shows reputations for towns and Artisan’s Keep.
Ranged Combat skill now gives stun chance at qualified and master levels.
Alchemy skill now gives bonus damage to explosive potions.
Development News: Bronze Gorgon Figurine with Ruby Eyes
Hi everyone, Last week we improved the Artisan’s Keep by adding a Treasure Vault. Treasure Vault is kind of a new reward system for the Artisan’s Keep quests. On top of the Artisan Master's usual gold rewards, our hero will now earn reputation as well as valuable amulets and special treasures based on this reputation at the Artisan Faction. We made several new treasures for the vault like “Jade Abacus” or “Bronze Gorgon Figurine with Ruby Eyes”.
After completing the quest and earning reputation, the hero can visit the Vault. There are ten tiers of rewards increasingly getting valuable. With every ten points of reputation a new tier becomes available and hero earns the right to claim the new reward.
Hero earns more reputation if the dungeon is far away from the Keep. It is usually 10-15 points per dungeon. So sometimes it is possible to earn two rewards in one expedition. However these numbers may change, we are still play testing.
With the new Explosive Potions, Shady Character at the taverns and the Treasure Vault, the new update is shaping up nicely.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Development News: A Shady Character Appears at the Island
Hi everyone, Last week we continued working on throwable potions. The new one is called ”Bottled Avalanche”. As the charismatic name suggests, when thrown, this potion explodes on 3x3 area and freezes the enemies. We also made a Talent Stone version of it. It is called “Avalanche” and can be cast by using 35 stamina. Though the potion version is more powerful.
There are now three throwable potions: “Flask of Lavafall”, “Flask of Toxic Rain” and “Bottled Avalanche”. So we thought it might be convenient to a have a travelling merchant that sells these kind of potions. Therefore we introduce a new merchant type to the game called “Shady Character”. These merchants will come up at the wilderness and sometimes at taverns and sell explosive, invisibility or teleport potions as well as lockpicks for a suspiciously cheaper price. Our hero can haggle or pickpocket them as usual.
We also changed some of the skill perks. For example, ranged combat skill now gives permanent 5% stun for ranged attacks at “Qualified” rank and 10% stun at “Master” rank. So even when the hero’s weapon doesn’t have stun effect, he will be able to stun enemies with his expertise.
Finally some minor improvements for the UI have been made. We changed the look of the date and hour indicator to be better in tune with the new enemy and chest cards.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Version 0.76.19
Hi everyone, Here is another small patch.
Foods giving delusion were also giving stamina unintentially.
There was a wrong chest type coming up at the rat dungeon.
Some late game combat skill perks were calculated wrongly.
Changed some late game sea encounters. Sirens were hard to fight for melee only characters.