The Doors of Trithius cover
The Doors of Trithius screenshot
Genre: Strategy, Indie

The Doors of Trithius

v0.3.7 - Temple Dungeons

A complete overhaul to the starter dungeon, updates to the main quest line, and a big bucket of bug fixes.

Temples


Temples are a new dungeon type with all new art, updated music, and new enemies.


  • The player now starts the game in a low-level temple and will have to reach the bottom floor before they can leave.
  • Rebalanced stats for low level monsters, and added new enemies: Centipede, Vine Snake, and Null Defender.
    • Null Defenders are the first creature in a new faction type. They defend temples and will attack all outsiders, including other monsters.
  • Extended the capabilities of our map generation toolset to support new room and hallway layouts, which will also be used moving forward to enhance existing dungeons and add more variety.
Only one temple currently exists in the world, which is the starter dungeon. In the following update we intend to introduce high level temples, which will be larger and contain new enemy types.

New Player Experience


Several other changes to improve the new player experience.
  • The player now starts the game with all of their gear equipped.
  • The world map will now always place a town and low level dungeon near the players starting location (the rest of the map remains purely random).
  • The starting town has a new NPC, Sagohai, who will get the player started on the main quest to collect the Ascension Fragments.
    • Note - This quest is an limited version of our final plans for the main story line. Its primary purpose is to direct the player to dungeons, and provide a win condition.
  • The starting town now always has a quest to kill the Gremlin King.
  • Added new tutorial messages and tweaks to existing.
  • On reaching the bottom floor of the first dungeon, display helper text "Dungeon Completed. Press b to Escape".

Monster Inspection


Right-clicking a monster now gives a basic description.


Other Changes



  • Added new music to treasure rooms.
  • Added new music to Heat Caves.
  • Extended length of starter dungeon music.
  • Ghosts now move much slower.
  • Removed knockback chance from Arcing Blade ability.
  • Poison wounds now give poison resist. This should help fix unlucky situations where the player is poisoned many times, and is also a slight nerf to the Poison Cloud Nature Magic ability.
  • Automatically add the Reload ability to hotbar when a crossbow is first equipped.
  • Show location size in the overworld location box.

Bug Fixes



  • Fixed harvested plants rendering on top of player or monster sprites.
  • Fixed inventory filter reverting to "all" when saving or loading the game, or entering a new map zone.
  • Fixed accuracy buff not working for Hunters Instinct ability.
  • Fixed ammo recovery set to 50% instead of the intended 5% for Hunters Instinct ability.
  • Fixed overcharged health appearing as a huge bar in the overworld.
  • Fixed monsters intended to be spread evenly across a dungeon in some cases instead bunching up in one small area.
  • Fixed Experienced Haggler ability giving worse instead of better sell prices.
  • Fixed Chemical Instinct ability identifying cursed bile potions.
  • Fixed spider nests spawning in invalid locations.
  • Fixed ghosts preventing player from escaping.
  • Fixed monsters attacking ghosts.
  • Fixed items duplicating when identified.
  • Fixed potions not stacking when identified.
  • Fixed text being cut off in the recipe window when there is not enough room.
  • Fixed move to attack not working when multiple entities are on the same tile.

v0.3.6 - Music

Music


Added music throughout the game. Music plays based on the map zone with something for every region: forest, cave, town, and even battle music for boss fights, with 11 tracks total.

Congratulations to composer Fogheart for successfully creating a unique sound for The Doors of Trithius, bringing the world to life.

This is a massive step towards a v1.0 release - but stay tuned - there are more tracks to come as we continue to add new dungeons and other map zones.

Give it a try! With the addition of music, it's almost like playing a new game.

Character Creation


Selecting a character now involves choosing from a stack of character cards.

These tarot-inspired cards were drawn by artist Maxwell Arch, and are a big improvement to the look and feel of character creation.


In addition to the new art, winning the game with a character now also permanently shows an Ascended checkmark for that character.


Ghosts and Curses



  • Ghosts were over-powered, and also not working correctly.
  • Reduced the number of ghosts.
  • Reduced range and cooldown of ghost abilities.
  • Ghosts will now only target enemies who can also see them.
  • Fixed ghosts able to curse the player while in their invisible "resting" state.
  • Ghosts will now appear fully opaque when in their more dangerous sleuthing mode.
  • The "Frightened" status effect now shows whenever a ghost is nearby, regardless of if the ghost is in player vision or not. This should help act as a warning to make the player aware when a ghost is nearby.
  • Changed Curse of Grounding Carry Weight reduction from -15 to -5.
  • Changed Curse of Mortality Healing Efficiency reduction from -50% to -15%.

Other Changes



  • Extend player path walking distance from 20 to 60 tiles.
  • The staffs shop now has a proper sign icon showing a staff.
  • Swap unlock requirement for abilities "Arcing Blade" "Debilitating Slash". Arcing Blade is now the first sword ability in terms of level requirements.
  • Reduced Delicious Delicacies health regeneration bonus from +0.5 to +0.25.
  • Added carpet to the Druid Cleric's building, showcasing the Keepers guild insignia.
  • Added 75% knockback res to golems and 25% knockback res to spire sentinel.
  • More shops now buy animal drops.
  • Numerous tweaks weapon prices.
  • Changed how items sort within sort categories, so more common items appear at the top.
  • Changed Recovery Serum recipe to use regular berries instead of elderberry.
  • Plant sprouts can no longer be knocked back.
  • Made gremlin gruel less common in gremlin forts.
  • Change Beetle Wings and Fire Gland drop rates to be more common.
  • Shops will now more commonly stock resources: leather, wood, cloth, and scrap metal.
  • Reduce amount of items found on alchemy shelf.
  • Slightly reduced the amount of loot found in weapon racks.

Bug Fixes



  • Fixed enemy spell animations sometimes not displaying when cast on the player from out of view.
  • Fixed player would keep on pathing to a previously clicked destination after being attacked by an enemy.
  • Fixed player able to sell cursed items.
  • Fixed debug mode tile or creature debug window stuck open when pressing escape.
  • Fixed enemies able to walk through doors. Changes to improve performance from the last patch had caused this to be re-introduced.
  • Fixed enemies opening doors and wandering around dungeons more than intended.
  • Fixed able to read level 1 books without first unlocking the reading skill.
  • Fixed incorrect level requirements for several weapons.
  • Fixed Traveler in some cases starting with a toxic potion.
  • Fixed Chef able to get two of the same starting recipe.

v0.3.5

Hello! We have a big update today: ghosts & curses, druid villages, potion identification, and some major loot, prices & crafting rebalances.

We'd also like to give a special thanks to Juki. Having started out as a fan of the game, Juki has taken on a development role, putting an immense amount of work into testing and implementing changes for this update. Welcome to the team Juki!

The Keepers Guild


These nature-loving druids call themselves "The Keepers" and offer a variety of shops and services to the player.



  • Each game world spawns with 3 village locations. Services include:

    • Baker - sells food and recipes.
    • Cleric - answers your questions about the guild and can remove curses.
    • Healer - sells medicines and potions.
    • Staffsmith - sells staffs.
    • Trader - buys and sells general goods.
  • Each shop has additional unique items sold only by the guild including 3 new foods & recipes, 3 new medicine items, and 2 new staffs.
  • The Keepers only accept payment in the form of Polished Stone. The player will have to sell them items to gain their currency.
  • Added new flower types: Daisies and Lilies which surround each village.
These villages offer a nice hub for Magic or staff-based builds; more to come when the reputation system is added. Reputation will unlock guild membership, new quests, along with guild bonuses.

Item Curses


Items can now become cursed by ghosts, or from drinking a cursed potion.



  • There are 4 possible curses, each with a different effect.
  • If a cursed item is in the player's inventory the curse will be applied, whether its equipped or not!
  • When the player has a cursed item, a cursed wound icon will also appear. This should help remind players when they are affected by a cursed item in their inventory.
  • A Druid Cleric will remove curses for a fee. Alternatively, you could try ignore them. How bad can they be?
Curses were added to encourage swapping between and using multiple weapons, but also to increase the complexity and difficulty of later dungeons. What can we say? It's a dangerous world.

Ghosts


Ghosts are a new creature type, found throughout Enalia in both castles and caves.



  • Ghosts have their own behavior patterns and do not directly chase and attack the player the same as typical enemies.
  • They can walk through walls and over top of blocked tiles, and will sometimes (but not always) use their powers on nearby targets.
  • When a ghost is nearby, the status effect "Frightened" is applied. This is a small debuff, but also acts as a warning.
  • Ghosts are stealth enemies, meaning they can only be seen up close, and will turn invisible if they are too many tiles away. They can also decide to disappear entirely and will reappear at a later time.
  • Attacking a ghost directly will not deal damage!
Ghosts go hand in hand with curses and should add some difficult decision making pressure. Passing turns to heal or staying on the same dungeon floor for long periods of time is no longer as safe as it used to be.

Potion Identification


All potions are now by default "Unidentified", and will have to be identified for the player to learn what they are.



  • Drinking an unidentified potion will trigger the potion's effects the same as normal, however if the potion happens to be a weapon poison, the poison is applied to self.
  • Potions can be identified for a price at a city Alchemist or Potion shop. They will identify an unlimited number of potions for a single fee.
  • Potions are automatically identified if the associated alchemy recipe is known.
  • Added Alchemy ability "Potion Identification" which causes ALL potions to automatically identify.
  • Added Survival ability "Chemical Instincts" which causes basic potions to automatically identify.
  • Added new Cursed Potion, which has a small chance to appear in chests or other loot containers.
Potions were very strong and useful for all builds, therefore we wanted their usage to require more investment.

Potion Identification is also a roguelike classic. With this change we tip our hats to the many great roguelikes who have come before.


Tile Inspection


All tiles on the overworld map can now be right-clicked, revealing details about the location, including active quests, and when it was last visited.


Tiles are also highlighted blue if there is a quest at that location. The highlight appears even in fog of war.



Price Rebalance


  • Prices, along with shop inventories, have been rebalanced across the board.
  • Shop buy and sell prices no longer change over time. This may be re-introduced when the Merchanting skill is added, but for the time being it should make prices feel more sensible.
  • Replaced dollar signs "$" with a "g" (gold) to signify the currency type. Similarly, Druid shops will use "p" to signify their currency (polished stone).
  • Tweaked shop discounts. Selling to the correct shop will now have a more significant benefit.
  • Buy and sell prices are now rounded to the nearest 2, 5, 10, or 100 depending on the value.
  • Shops no longer sell potent or superb items.
  • Fixed shop inventory lists. Many items that previously were not bought by shops are now allowed.
Without a proper merchanting system, the price fluctuations over time was more annoying than anything else. With this change, it's easier for the player to learn prices and make reasonable decisions, and also for us to balance prices.

Especially impacted are food, potion, and raw resource sell prices. Selling these items should no longer be so easy of an approach to profit-making.

Our intention long-term is to increase the difficulty and skill required to hit that point where the player feels they have all the items they need, and gold is no longer valuable.


Loot Rebalance



  • Castle dungeons now always have a loot room on the bottom floor. If the bottom floor is a boss floor, the loot room will be behind the boss room.
  • Removed gold and silver loot chests from their previous locations, which were spread out on many dungeon floors, replacing them instead with standard chests.
  • To make up for the above changes, we've rebalanced the amount and type of loot found in all chest types.
  • Kitchens are now far less likely to reward gourmet or cooked foods.
  • Reduced the amount of arrows and bolts found in barrels and crates.
  • The starter dungeon chest has been tweaked to not reward massively expensive or late-game items.

Other Changes



  • Increased game world size, which is now about ~70% larger.
  • Torches are now placed throughout castle dungeons next to doors or along hallways.
  • Added new bandit elite types, including the "Bandit Mauler", and 3 new unique bandit elite items.
  • Added new option to buy a drink for adventurers at the inn.
  • Recolored cave rock traps to be easier to spot.
  • Enemies will now prioritize attacking the player over summoned targets.
  • Toggled abilities now only grant XP when an enemy is visible.
  • Favorited items will no longer show up in the salvage list.
  • Added handful of new dreams, which have a chance to show on the level up screen.
  • Reduced chance Spire Sentinels to step back from the player. Increased Spire Sentinel armor penetration.
  • Medicine can no longer be applied if a medicine of the same type has a currently active status effect (same as with potions).
  • Cripple wounds now prevent the use of mobility-based abilities (such as jump). The Bear Trap status effect does the same.
  • Arrow and bolt recipes now require less feathers, and return more arrows/bolts (from 5 to 10).
  • Increased the amount of rock speckling in caves; more scattered rocks, but smaller clumps.
  • Survival ability "Living off the Land" buffed to +3 turns, from previous +1 turns.
  • Storage chests now apply same sorting type as specified in inventory.
  • Sorting type no longer affects favorite items, which stay in the order they were favorited.
  • Reduced starting weight to 75.

Bug Fixes



  • Fixed lag issue in towns.
  • Fixed ability icons still showing highlighted despite player not having enough energy.
  • Fixed shop inventories not refreshing correctly, sometimes appearing blank or with only 1 or 2 items.
  • Fixed vision blocked when walking in outside areas that are within the area of a building.
  • Fixed stairs going in wrong direction in Moreld's tower
  • Fixed unleash fury ability requiring a mace instead of bludgeon
  • Fixed bandit elite quest rooms not placing.

v0.3.4

Introducing the botany skill. Botany is used to harvest and identify flowers, but watch out - failing to harvest a plant can mean danger with a chance for critical failure event.

Also included this patch is item sorting, the ability to mark items as favorite, and new equipment art.

Botany


Botany is a new skill and can be selected like other skills at the start of the game.

  • Harvestable plants now have a base rate to successfully harvest. This chance to harvest increases by leveling Botany.
  • All mushrooms and flowers now have an unidentified and identified state. Once identified, the player will see the plant in color and also have a higher chance to harvest.

  • Failing to harvest mushrooms has a chance to critically fail. Critical fail events include: skin rash wound, poison cloud, mushroom explosion, falling asleep, or unearthing a new creature type: the demon centipede.
  • All plants now regrow over time. Each plant type has its own regrowth rate. If you find a great forest for mushrooms, check back later. They may have regrown!
  • Rebalanced placement of plants throughout caves, forests, and plains. Some plants are now unique to certain biomes. Rarer plants are more uncommon.
  • Added new item icons for all mushrooms and flowers.
  • Added new item "Gardeners Gloves" which gives increased harvest chance.
  • Added new dialogue to Botanist shopkeeper.

Item Favoriting


Right click or use the shortcut key (F) to favorite items. Favorited items appear with a star and are pinned to top of the inventory.


Item Sorting


Items can now be sorted by favorite, weight, name, or type.

Many items have been switched to new categories to help the sort by type make more sense. For example, flowers and mushrooms are now separate item types.


Equipment Art


New equipment art should give these shields and armor a distinct look.


Bug Fixes



  • Fixed player able to exit out of the level up page without sleeping.
  • Fixed player able to drop the eye of ascension.
  • Fixed the level up light not working correctly and flashing when there is no level.
  • Fixed inventory closing when entering a dungeon.
  • Fixed weird pathing to NPCs, where a path is highlighted despite player standing right beside.
  • Fixed path sometimes not being optimal when hovering mouse over map features or other NPCs.

v0.3.3

Caves have been reworked, which means new monster types, items, room types, enemy behaviors, and more.

On top of this we've added a new type of quest "Bandit Hunter", along with 10 new combat abilities which can be discoverable through Ability Scrolls.

Caves


Added new dungeon types each with their own monsters and biome "Heat Caves" and "Forest Caves". A minimum of 3 will spawn with each world.


  • New enemy types: dwelling snake, cave beetle, lunging beetle, spitting beetle, cave wyrm, and cave spider.
  • Every game world always spawns with a cave named "The Glimmering Caves" which contains a 4th ascension fragment.
  • Added a new rock fall trap, which is found in caves only, and has a high chance to cripple.
  • Caves contain Zebrunite and Grenzite ore, which are used as recipe ingredients for bolstering items.
  • New map features, items, and enemy behaviors. Explore the caves to discover more!

Bandit Elites


Bandit Elites are high-level bandits who can be hunted for their unique drops.

  • Each world spawns with 6 bandit elites, which are hiding randomly throughout castles and caves.
  • Added new Quest Type "Bandit Hunter". This quest is given by Adventurers and will reward the player for hunting a bandit elite, and is also found on the job board.
  • Currently there are 3 bandit elite types, each with a unique drop. We have plans to continue adding more unique bandit types to avoid duplication.

This is quite a significant change for us, as it required extending the questing system to allow quests to insert customized map content into other dungeons. Before a map even generates, quests are now able to modify the map generation code to be executed for that map.

Now that this change is in place, we're excited to add more complex quests in the future, especially those that take place across multiple zones.


Ability Scrolls


Added 10 new combat abilities which can be unlocked through semi-rare Ability Scrolls. These scrolls are a new item type and can be found as loot rewards (they are not sold in towns).


Missile Deflection


Missile Deflection is a new stat introduced this update, and represents the chance to deflect an arrow or bolt causing it to deal no damage.

  • Added Missile Deflection to Heater Shield, Kite Shield, and Tower Shield.
  • Added Missile Deflection to various monsters including Cave Beetles and Golems.
  • In order to avoid confusion, the previously named "Deflection" ability has been renamed to parry.

In the long-term we'd like each type of player build have some dungeons or content that is especially difficult. Missile Deflection does that for ranged players, making caves especially dangerous for that playstyle.

Stealth


Our first step towards stealth mechanics. Introducing the "Stealth" stat, which increases the difficulty for enemies to see the player.

  • Added Stealth to 2 rare items, including the Woodsmans Fur Cloak.

Other changes



  • New "Basement" room type - regular castle dungeons can now spawn with stairs going down to a cave sub-floor. These caves are smaller and have different enemy types and loot than the larger overworld cave dungeons.
  • The game now starts with a main quest, directing the player to collect the ascension fragments (this is a temporary quest until development on the main storyline begins).
  • Book shopkeepers have an added dialog item explaining more about the artifact of ascension.
  • The game world now generates with a guaranteed number of shops across all cities, towns, and hamlets. For example, it is no longer possible to have a world with no blacksmiths. There will always be at least one shop of each type, though usually more depending on the shop type.
  • Wild dogs now have a lunge ability.
  • Poison and Webber Spiders are now immune to poison.
  • Reduced the amount of simulated time that passes when entering a dungeon for the first time.
  • Reduced Shadewood sell price.
  • Added a weight to gold (0.01 weight per gold coin).

Bug fixes



  • Render context is now saved with entities; this fixes numerous graphical bugs, including entities swapping the direction they were facing after saving and loading, or spider nests showing as healthy when they were already destroyed.

v0.3.3b



  • Fixed ability debilitating slash showing wrong attack animation.
  • Fixed in some cases as low as 4 caves spawning in the world instead of the intended 6.
  • Reduced cave beetle health and armor.

v0.3.3c




  • Add new speech bubble UI art.
  • Speech bubbles no longer cover the player or NPC sprite, but will instead determine the best non-blocking location to appear.
  • NPCs will now respond to "I'm looking for work" with a list of quests they offer, which are joined into a separate quest menu. This fixes the issue where NPCs would have multiple "I'm looking for work" options.
  • Fixed gems selling for 1 gold instead of their intended value.
  • Fixed bandit elites rooms not spawning in some cases.
  • Tweaked rock trap damage, add armor pen.
  • Quest gold rewards is now rounded to the nearest 5.
  • Reduced the number of Bandits and Gremlins in large dungeon floors by around 30%.
  • Reduced the number of rats that spawn on dungeon floors.
  • Added cave rocks to bandit hideout caves.
  • Fix misaligned starving and hunger icons.

v0.3.2c - v0.3.3d

Santa brought bug fixes and balance changes, just in time for Christmas.

Loot Rebalance



  • Rebalanced loot chests (standard and gold rare chests):
    • Added several missing items; rebalanced loot overall to have more variety; gold chests now have slightly more value; this change also fixes chests sometimes appearing empty.
  • Rebalanced Blades, Bludgeons, and Blacksmith shop inventory.
    • Fixed unable to sell some weapons to these shopkeeper despite having the correct type.
  • Reduced the chance of recipes appearing in crates in kitchen cupboards.

Other Changes


  • Increased cost of Bravery passive from 2 to 3 focus points.
  • Reduced XP gain from casting Call to Nature, Summon Brambles, Summon Wolf, and Toxic Plume.
  • Hit splashes are now also shown even if behind a wall.
  • Show as overhead text when a wound or any other on-hit effect is resisted. Add option to enable or disabled this.
  • Player is no longer rewarded XP for dealing damage to their own minions.
  • Cities, Towns, Hamlets, and Major dungeons can no longer spawn on mountainous terrain.
  • Changed splint recipe to require 2 wood.
  • Reduced energy bonuses gained by staff passive ability Leisurely Gait.
  • Special thanks to Juki for the new Christmas-themed main menu background!

Bug Fixes



  • Fixed monsters meant to spawn with random distribution spawning on one room, ie. the room full of rats. Interestingly enough, this was caused by poor random number generation (which has been fixed in all places it was used).
  • Fixed salvaging a broken/worn item salvaging a unbroken version of that item instead.
  • Fixed Forest Druid passive Outdoorsman still not correctly applying the bonus.
  • Fixed overhead text (text that floats over the player's or an entity's head) sometimes not appearing correctly or disappearing behind walls.
  • Fixed ability icons appearing disabled despite player having enough energy.
  • Fixed map generation in some cases placing multiple doors on top of each other.
  • Fixed multistrike damage not rewarding experience.
  • Fixed weapon XP bars not refreshing when XP is gained.
  • Fixed dungeons sometimes spawning on top of cave dungeons.
  • Fixed Umski recipe scroll not adding the recipe.
  • Fixed unable to spawn plants or animals on top of blood, bones, or loot bags on the ground.
  • Fixed item tooltip stacking stuck open when looting the last item in a list and immediately closing the loot window.
  • Fixed tooltips remaining open after escaping a dungeon and entering the overworld.
  • Fixed player in some cases gaining health or energy on game load.
  • Fixed Crimson Guard crossbow ability show a blank status effect icon.
  • Fixed player continuing to follow path despite dying.
  • Fixed player in some cases able able to enter overworld location with 0 health.
  • Fixed warning message reporting null as a source ("Cannot move while null") when player attempts to perform an invalid action.


v0.3.2d


Fix game freeze due to despawned entities not removing correctly

v0.3.2e


Fixed cave dungeons not spawning correctly.

v0.3.2f


Fixed game crash when caused by entities moving outside of map bounds.