Update: December 17th - Seeded randomness overhaul
Notes
This update contains a major update to the seeded randomness code as well as a new room and achievement! There's further details in the "Additions" section
This update is not compatible with old versions of the game since old saves rely on the old seed system. I really apologize for two updates in a row that have done this but I promise this is an outlier and will happen much less frequently moving forward
Bugfixes
Fixed the item swapping in the inventory lagging by up to half a second each time you swapped an item. There's still slight noticeable lag but it's not nearly as bad as before
Fixed the Shadow Walker's Shadow Strikes infinite throwing an error due to me mistakingly making the effect a buff instead of a debuff
Overhauls
Overhauled the seed system the game uses for pseudo-random numbers. The seeds before were very static. An example of this would be if you were in a room and had a choice of two different combat rooms for the next rooms. It didn't actually matter which combat room you chose, the way the seed worked meant both combat rooms would have the same enemies/spells/items in them
Continuing from above, the new seed system now assigns a unique value to each room and the rooms use that value to determine the random events. This means every combat room will have different enemies while preserving the seed aspect where playing a new game with the same seed will produce the same floors and rooms
Additions
Added health and mana bars in combat! I added these to make more visual clarity about where your characters are at a glance. The bars have differing lengths depending on their maximum values (so a 200 max health bar is longer than a 100 max health bar)
Added the Hermit Room! You meet a crazy hermit, how fun is that? You can buy his cane and robes off his body, which is not only morally questionable but also a way to get a unique weapon and armor that can be equipped by any party member!
There's a new achievement that goes alongside the Hermit Room, which requires you to purchase his smelly robes for a hefty fee!
Buffs
Increased the Elder Boss's unique Armor, Innervation, Damage Reduction to 75% from 50%
Changed the Master Archer Boss's unique Armor, Vendetta, to grant -25% Damage Taken from Archers instead of +25% Damage Taken from non-Archers
Known Issues
The Air Aspect armor seems to throw an error under specific circumstances. The circumstances are not fully known to me yet but I have seen a report of the issue occuring in a friend's run. I tried to isoloate the problem myself but could not recreate the issue, so this one goes unsolved for now. If you find the armor is throwing errors for you I suggest not wearing it or destroying it completely
To-Do
Final touches before full release! I'm slowing down adding more content so I can focus on making sure all the stuff in the game works properly
Update: December 2nd - Status effect description overhaul
Notes
This update has major changes to the status effect description code! I've condensed descriptions so that spells with multiple effects don't take up lots of space. In the end game there can be tons of effects applied back and forth so I wanted to condense them as much as possible so that the descriptions don't go off screen.
This update also contains some tweaks to classes to reduce the power of some strong classes (like the Templar) and grant more power to weaker classes (like most Rogues)
Bugfixes
Fixed the Very Mystical achievement from activating when it otherwise should have. I did not clear this achievement so if you've already gotten it then congrats you get to keep it!
Fixed the Templar's Cleanse first upgrade not restoring mana properly
Fixed the Blood Mage's Instability infinite not activating properly
Fixed the Duelist's Assault active not dealing increased bonus damage with multiple stacks
Fixed the attack description text in combat not aligning properly when you first launch the game
Fixed combat lagging if you spam click a character's icon
Overhauls
Overhauled the status effect description system. I built a framework to allow spells that apply multiple effects to be described with a single description. Now spells that apply many effects won't take up the entire buff/debuff list! I went through every spell in the game and updated them to adhere to the new framework. This effort unfortunately makes old saves incompatible with the new version, I apologize for that
Changes
Updated the combat backgrounds for the Turn Order/Log/Spell List/Items/Statistics to fit the darker and more pixellated look of the game and also to allow the brighter text to be easier to read
Made character selection quicker to get through. When you select a class 10 stat points are automatically allocated based on that class's stat priority. You can choose to reallocate these stats or leave them as they are
Tweaked the Berserker's abilities, overall buffing their abilities. I felt a few effects were underutilized or counteracted by spell cost (like how Channel Anger costs Health but gives you Health Regen) so I changed a few things around to keep consistency. Here's a breakdown of the changes:
Active: Raging Strike - Deals 75% Attack Damage, increased by 20%25% of your Missing Health
Cost: 3550 Mana; Cooldown: 3 Turns
Upgrade: +25% Initial DamageInstead deals Divine Damage if Cast below 50% Health
Upgrade: If this Kills the Target, surrouding Enemies take half DamageInstantly Resets the Cooldown if this Kills the Target
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Active: Channel Anger - For 3 turns you gain 35%50% Maximum Health and 100 AttentionSteal 75% of each Ally's Attention
Cost: 15% Health (20 minimum)75 Mana; Cooldown: 5 Turns
Upgrade: -2 CooldownHeals by 25% Maximum Health after the Health Increase
Upgrade: Additionally grants 10% Health Regen for the durationAdditionally reduces the Health and Mana Costs of your Spells by 50% for the duration
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Passive: Numbness - +10% Damage Reduction when below 75%80% Health
Upgrade: +15% additional Damage Reduction when below 50%60% Health
Upgrade: +25% additional Damage Reduction when below 25%40% Health
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Infinite: Blinding Rage - +2.5%+2% Basic Attack Damage Dealt, but -1% Accuracy per level
Tweaked the Templar's abilities, overall nerfing their abilities. The Templar is a phenomenal late-game disruptor to the point of final bosses being laughably easy. I still want to reward the player for picking the Templar since the idea of the class is to disrupt the enemies and bosses from being able to cast spells and apply effects so the core abilities haven't changed much, just the resources spent
Active: Smite - Deals 75%100% Spell Damage, increased by 15%10% of the Target's Maximum Mana
Cost: 5075 Mana; Cooldown: 34 Turns
Upgrade: +10%+5% Maximum Mana Damage
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Active: Silence - Silences the Target for 23 turns
Cost: 15% Mana (1550 minimum); Cooldown: 5 Turns
Upgrade: Additionally Steals 25% Current Manareduces the Target's Maximum Mana by 25%
Upgrade: Additionally permanently reduces the Target's Maximum Mana by 25%+10% Mana Cost and +50 Minimum Cost, but the effects apply to each Enemy
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Active: Cleanse - Self Casts remove all Debuffs from all Allies, Enemy Casts remove all Buffs from all Enemies (unchanged)
Cost: 35%50% Mana (25100 minimum); Cooldown: 56 Turns
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Active: Blessing - Grants +50% Spell Damage Reduction to each party member for 3 turns (unchanged)
Cost: 65100 Mana; Cooldown: 5 Turns
Upgrade: Additionally grants Debuff Reflection for the duration1 turn, where any Debuff applied to a party member is also applied to its Source
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Passive: Retribution - Silence for 1 turn on Basic AttackDrains 20% Mana on Basic Attack
Upgrade: Silencing additionally applies a 35% Blind for 1 turnSteals the Mana Drained
Upgrade: Silencing additionally deals Spell Damage equal to 10% of the Target's Maximum ManaAdditionally deals Spell Damage equal to the Mana Drained
Slightly tweaked the Knight's ability costs. I feel the Knight is in a very good position with their abilities but shifted around resource cost to make things a little more interesting
Active: Forceful Impact - Deals 75% Attack Damage, increased by 15% of your Maximum Health (unchanged)
Cost: 15% Health (2550 minimum); Cooldown: 4 Turns
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Active: On Your Feet - Heals an Ally by 15% of your Maximum Health (unchanged)
Cost: 35 Mana50 Health; Cooldown: 4 Turns
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Defend the Flanks - Grants 20% Damage Reduction for 3 turns, increased by 5% per Alive Enemy (unchanged)
Cost: 3550 Mana; Cooldown: 4 Turns
Slightly tweaked the Arcane Mage's abilities. The Arcane Mage is in a good position with their abilities I just though some effects needed some slight adjustments
Active: Arcane Form - For 5 turns you cannot Attack, cannot be Silenced, have no Spell Costs, and Spell Cooldowns are reduced by 2 (not affecting Arcane Form) (unchanged)
Cost: 100% Mana (100200 minimum); Cooldown: 8 Turns
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Passive: Arcane Training - While Silenced, Attack Damage Dealt converts to Spell Damage (unchanged)
Upgrade: Additionally Restores by 35% Missing Mana25% Maximum Mana when Silenced
Changed the White Mage's Burst Heal. I gave it more functionality to make it more interesting. You can now upgrade it to cast it more than once each turn but multiple casts on the same turn reduces your Maximum Mana
Additionally on Burst Heal you cannot cast it on party members if the Heal is 0
Active: Burst Heal - Heals a party member by 20%25% Missing Health, this can only be cast once per turn
Upgrade: +15% Healing DealtHeals by Maximum Health instead if the Target is below 50% Health
Upgrade: Heals by Maximum Health instead if the Target is below 50% HealthCan be Cast multiple times per turn, but subsequent Casts permanently reduce your Maximum Mana by 5%
Buffed the Shaman's Revive and tweaked the passive Life Dance. The Shaman is in a pretty good position though I feel Revive's usefulness is underwhelming so I've significantly increased its potency
Active: Revive - Revives a Dead Ally with 20%50% Health
Upgrade: +15% Health MultSpends up to 100 additional Mana (not affected by Mana Cost Reduction) to increase the Revive Dealt by 1% per 2 Mana Spent
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Passive: Life Dance - At the end of Combat, all party members Heal by 15% of their Maximum Health (unchanged)
Upgrade: Additionally Restores 20% Maximum Mana equal to the current percent
Reduced the Cooldown of the Marauder's Laceration to 3 from 4
Increased the Healing Reduction of the Marauder's Infectious passive to 75% (50% initial + 25% upgrade) from 50% (30% initial + 20% upgrade)
Increased the secondary Damage of the Ninja's Shadow Strike to 250% from 200%
Buffed a few of the Assassin's abilities. They're in an okay spot compared to other Rogues but I felt they could use a little bit more power in certain areas
Active: Pinpoint Focus - Grants each party member +30%+50% Critical Strike Chance and Critical Damagep for 3 turns
Upgrade: +20% Buff MultiplierAdditionally grants +50% Critical Damage for the duration
Upgrade: Additionally grants +35%+50% Pierce for the duration
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Mercy no longer restricts from being cast on Enemies with less than 95% Health. It now allows you to cast it on Enemies as long as it will deal at least 1 damage
Buffed a few of the Duelist's abilities. The Duelist is in an okay spot in the early game but late game I've noticed they deal significantly less damage than most characters so I've given them damage boosts in a couple areas to keep them viable in the late game
Active: Unfair Advantage - Deals 75% Attack Damage, increased by 1% per 1.51% of the Target's Current Health Percent
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Active: Hack and Slash - Your next 2 Basic Attacks deal increased Damage equal to 15%bonus Divine Damage equal to 10% of the Target's Maximum Health
Upgrade: +10%+5% Maximum Health Damage
Increased the Minimum Cost of the Herbalist's Poison Cloud to 50 from 15
Increased the Minimum Cost of the Brewer's Burning Brew to 50 from 25, but decreased the Mana Multiplier to 25% from 35%
Additions
Active Spells in combat now show a blue X on spells that you can't cast for contexual reasons. For example the White Mage's Burst Heal has a cooldown of 0 but can only be cast once per turn, so when you've already cast it on your turn it'll show the X
Added Health Cost Reduction. This is a stat rarely used (only by the Berserker and Blood Mage) but I've added the functionality to prevent some headaches coding-wise that would crop up should the stat not exist. This also allows me to use the stat in the future if I want to
Known Issues
The Air Aspect armor seems to throw an error under specific circumstances. The circumstances are not fully known to me yet but I have seen a report of the issue occuring in a friend's run. I tried to isoloate the problem myself but could not recreate the issue, so this one goes unsolved for now. If you find the armor is throwing errors for you I suggest not wearing it or destroying it completely
The game can't run on 64-bit architecture. This is a restriction caused by the Steam API library I'm using. If I package the game with 64-bit architecture the API does not work at all, so it's unlikely I'm going to be able to solve this problem unless the creators of the API update it themselves
To-Do
Run modifiers. I want to add some optional modifiers to make the game more interesting. Maybe something like permadeath or persistent buffs/debuffs to make any given run easier/harder for the player
As I put in more enemies and more spells, I get a better understanding of what my code is capable of. I want to make spells that are extremely dynamic and unique for each class. I'd like to spend some time going through older classes I've made and see if they could use any sort of tweaking to bring them up to my current standards
Update: November 12nd - Inventory sorting
Notes
This update officially completes the transition of the game's old version to the new version! Every thing in the old verison is now in the new version
The final piece was inventory sorting and quick-destroy buttons. Now I can safely say the game is extremely close to full release!
This stage of development is now fully dedicated to bugfixing. New things may be added if I get ideas, but for the most part I'm going to be playing the game myself and tweaking things as I come across them in conjunction with fixing any issues that crop up
Bugfixes
Fixed a hidden achievement activating when it shouldn't have. This required restting progress towards that achievement so I apologize if you've already gotten that achievement
Reduced the Deep Pockets achievement gold requirement to 100,000 from 250,000
Fixed a tutorial bug where tutorials would activate multiple times after you've completed them (I thought I fixed this already but apparently not!)
Fixed the first combat encounter of a run sometimes granting enemies with the exact same items as your starting ones due to the way the seeded randomness worked
Fixed an inventory bug that didn't show itself in the game until I started working on item sorting. The bug was related to the inventory not resetting properly when the main menu was entered
Changes
Slightly lowered the weight of the Cursed Room so it'll spawn a bit less often
Increased the minimum floor requirement for the Trap Room to spawn so that it no longer spawns on the first floor of a Short run
Additions
Added inventory sorting buttons. You can sort the entire inventory quickly now with many options to choose from, like rarity, gold value, level, weapons, etc
Added inventory quick-destroy buttons. These buttons let you destroy all items of their corresponding rarity (color coded to make it as easy to distinguish as possible), and you get the gold value from all of them
I added an achievement for the Trap Room: Trap Expert. This achievement is granted when you successfully pass a Trap Room without failing any obstacle
Nerfs
Reduced the Stat Points Offhand special gain to +1 per level from +2
Reduced the Spell Points Offhand special chance to 25% for +1 spell point per level from 50%
Redcued the Air Aspect unique armor's Maximum Health Damage Negation threshold to 10% from 15%
Known Issues
The Air Aspect armor seems to throw an error under specific circumstances. The circumstances are not fully known to me yet but I have seen a report of the issue occuring in a friend's run. I tried to isoloate the problem myself but could not recreate the issue, so this one goes unsolved for now. If you find the armor is throwing errors for you I suggest not wearing it or destroying it completely
To-Do
Run modifiers. I want to add some optional modifiers to make the game more interesting. Maybe something like permadeath or persistent buffs/debuffs to make any given run easier/harder for the player
As I put in more enemies and more spells, I get a better understanding of what my code is capable of. I want to make spells that are extremely dynamic and unique for each class. I'd like to spend some time going through older classes I've made and see if they could use any sort of tweaking to bring them up to my current standards
Update: November 1st - New Rooms
Notes
This update brings some bugfixes as well as many more room types! There's now 3 more rooms that spawn in The Labyrinth: Repair Room, Cursed Room, and Trap Room! Each room is discussed in further detail below.
I wanted to start bringing some negative non-combat rooms into the mix to make traversing question mark rooms more treacherous. Now you're not guaranteed safety if you dodge combat!
Bugfixes
Fixed effects that grant a passive stat bonus (such as the Berserker's Berserk) improperly adding to your stat which would increase the stat more and more each time it activated
Fixed an issue with one of the final boss's win screen throwing an error once you cycled through all the text and went back to the main menu
Fixed an issue with one of the final boss's special items throwing errors in some cases due to the cleanup code not working properly
Fixed Instant Kill Immunity sometimes making Health go below 0
Fixed an issue with the Shield Wall's Overshield causing an error
Fixed the Sharpshooter's Keen Eye upgrades granting the wrong Crit Chance and Instant Kill Chance due to a rounding error when your accuracy was increased
Fixed the Dragon Slayer's Tunnel Vision second upgrade not reverting after combat which would allow you to cast it twice on your first turn in your next combat encounter
Fixed the Ninja's Shadow Strike not removing Shrouds when it otherwise should
Additions
Added an increment counter for the Enemy Roulette and Boss Roulette achievements. You'll now see popups every 4 enemy types and 2 boss types you kill, allowing you to see your progress in real time as you play the game
Added the Repair Room. This room is similar to the Enchantment Room in terms of functionality. It allows you to remove negative conditions on items as well as upgrading their rarity! This is useful because though the Enchantment Room allows you to scale items to your level, the actual item multipliers will not change unless you use a Repair Room to upgrade the condition/rarity of the item. Better multipliers will grant better stats on your items overall
I added an achievement tied to the Repair Room: Perfected! This is when you fully upgrade an item using the Repair Room
Added the Cursed Room. This room is the first room to actively harm you! A Cursed Room, when entered, places either a Debuff on your party or a Buff on each enemy for the next combat encounter. There are 22 total effects so this room has a lot to throw at you!
Added the Trap Room. This room puts your party to the test (and also tests how well you know your characters) by throwing 3 stat tests at you. You have to successfully pass each test or else you'll suffer a permanent stat loss!
Buffs
Buffed the Chronokeeper's Fast Forward. It's now on a 0-turn cooldown so it'll be able to cast Fast Forward to refresh its spell cooldowns and will be able to immediately cast another spell. I adjusted the Mana cost as a result of this buff, making it cost 50% of its Mana instead of 25%
Known Issues
(Potentially fixed) There seems to be an issue with enemy generation if you play the game for a long time. I've gotten reports of the game attempting to generate multiple enemies but there only being one in the combat room with the game throwing an error. I'm marking this as potentially fixed because I've changed the floor generation code slightly and I've gotten no extra reports of this issue popping up nor have I been able to recreate it on my end
To-Do
Run modifiers. I want to add some optional modifiers to make the game more interesting. Maybe something like permadeath or persistent buffs/debuffs to make any given run easier/harder for the player
Re-add inventory sorting and quick-destroy options
As I put in more enemies and more spells, I get a better understanding of what my code is capable of. I want to make spells that are extremely dynamic and unique for each class. I'd like to spend some time going through older classes I've made and see if they could use any sort of tweaking to bring them up to my current standards
October 28 Update: Default branch updated!
Notes
This update finalizes the game's content as the remaining pieces have been put in place. This means the game is essentially complete and prepared for full release! That doesn't mean it's going to be released just yet, as I want to do further testing to ensure there's no remaining issues and tackle the ones I know of.
I have updated the default branch of the game to contain this version of the game since there's no more content missing! If you remain on the beta branch then you will have access to updates earlier and I will use the beta branch to test updates just to make sure there's no issues before pushing the update to the default branch later.
Bugfixes
Fixed tutorials not saving properly which would cause them to activate multiple times
Fixed the audio selectors in the options menu causing errors when you tried to change the volume
Fixed Steam statistics syncing points incorrectly if you play the beta branch version while having statistics saved from the default branch version
Changes
Changed the main menu Early Access text to better reflect the intention of the current game version since the overhaul is no longer on just the beta branch
Additions
Added two more Potion types: Magenta and Dark Magenta! These potions grant Skill Points and Spell Points, respectively
The Labyrinth Full Release Trailer is live!
I whipped together a trailer to announce that The Labyrinth is going to be exiting Early Access very soon! A hard date isn't set but it's guaranteed to be early Q1 of 2021, I'm aiming for either a January or February release. These next couple months are going to be spent ironing out any remaining kinks as well as adding the final touches before release!
I felt it was the proper time to make the trailer since full release is happening so soon and also since I feel comfortable enough with where the beta branch version is at right now to officially state that it's the definitive version of The Labyrinth. The Steam API is implemented entirely and I have a much better demo on the store page than I had before. The reason the beta branch version hasn't replaced the legacy version just yet is because there is still very small amounts of content missing from it that I want to add (on top of ensuring all major issues are patched out) before putting the nail in the coffin on the legacy version and declaring the game to be in version 1.0.
Below you can check out the trailer, but it's mostly for people that either haven't played the game or have only played the legacy version. If you've been playing on the beta branch or if you've picked up the demo then you've already seen the stuff I've put in the trailer!
Thank you all for your continued patience. I'm extremely proud with the work I've been able to accomplish and I can't wait to finally release the version of The Labyrinth I've been aiming for these past 3 years.
[previewyoutube="gq2NT93Sz8s;full"]
Beta Branch Update: October 23th - Achievements, Statistics, and Cloud Storage
Notes
This is the Achievement Update! Achievements have been overhauled, amplified, and diversified. I nearly doubled the amount to 44 achievements! Some are based around the statistics that you get during normal gameplay, and some require specific events to occur in order for them to activate. There are also 3 hidden achievements for very special events in the game!
I've implemented the Steam API as best as I could, putting things in like offline syncing so if you play the game while offline your stats and achievements will sync properly once you go back online. I also implemented statistic syncing across multiple devices so if you play the game on different computers your stats count for all sessions!
The last major addition is the use of the Steam Cloud for your save files! This is a brand new feature that does not exist in the legacy version of the game. Now if you install the game on a different computer you'll have all your options and save files!
This update is the last major update as pretty much every feature in the legacy version of the game has now been implemented into the beta branch version! Full release is right around the corner, I'm just going to spend some time doing final tweaks so look out for an official date announcement soon! Thank you all for your continued feedback and patience!!
Bugfixes
Fixed the Steam overlay not working properly and causing the game to soft lock
Fixed the Treasure Room not granting you gold if you left the room with unclaimed items
Fixed Instant Kill Immunity not dealing normal Attack Damage
Fixed spell cost descriptions causing an error if they were a Health spell that will kill you upon casting
(Potentially) fixed a rare combat issue where if a character's turn started and they were immediately killed by a status effect, the next character's turn will start too early. I say this issue is potentially fixed because I'm not 100% sure, the combat code is very complex so the fix I implemented may not have the intended consequences but it seems like it worked
Additions
Added more achievements! There are now 44, 3 of which are hidden. Achievement and statistic syncing is now fully implemented so you should see your stats and achievements being activated and saved properly even if you play the game offline!
Added cloud saving! If your save files get deleted or if you install the game on a new/different computer all your save files will still be there! You can access your cloud files at any time from your account's remote storage page!
Added a Steam API debug menu during gameplay. At any time you can press the tilde key (~) and it'll toggle the menu, showing a log output of the Steam API usage as you play the game. You can use this in case something isn't working properly or just to see when API calls are being made
Known Issues
There seems to be an issue with enemy generation if you play the game for a long time. I've gotten reports of the game attempting to generate multiple enemies but there only being one in the combat room with the game throwing an error. I'm trying to figure out where this issue is stemming from
To-Do
Repair Room. This room will allow you repair your items, removing negative conditions or applying positive ones. This room will also allow you to upgrade your item rarities, for a price of course! This will allow for your items to have better multipliers than they otherwise could get from spawning naturally
Run modifiers. I want to add some optional modifiers to make the game more interesting. Maybe something like permadeath or persistent buffs/debuffs to make any given run easier/harder for the player
Change the way enemies level up. Right now they are always the level of your party members, but I feel this makes the experience multiplier worthless. An idea I have floating around is giving the enemies a set pool of experience based on your run length and current floor, not affected by your experience multiplier. This would mean you could curve faster than enemies, which will make the experience multiplier a stat you will actually need to take care of if you want to get ahead
Re-add inventory sorting and quick-destroy options
As I put in more enemies and more spells, I get a better understanding of what my code is capable of. I want to make spells that are extremely dynamic and unique for each class. I'd like to spend some time going through older classes I've made and see if they could use any sort of tweaking to bring them up to my current standards
New cloud statistics and achievements are under construction!
This announcement is just to let you know I'm currently working on updating the cloud statistics and achievements on Steam! The statistics saved on Steam's end are going to reflect the statistics shown in-game for the beta branch version as it makes its transition into the official full release version!
Achievements also got an overhaul and I've nearly doubled the amount of them! If you aren't playing on the beta branch you won't be able to unlock any achievements for a short time (the beta branch will be able to unlock achievements however). I don't intend on this process taking long since the game is getting very close to full release, so bear with me for now!
I'm going to implement offline saving and loading, so in case there's a time where you play offline the game will sync appropriately when you do go online for both statistics and achievements. So don't fear if you lose internet, you won't lose progress!
The last big announcement is that I'm testing the waters for cloud saves! If I get it working properly then being able to save your games to the cloud will allow you to play your save file across multiple computers! This isn't an official announcement since I'm not sure if it's going to work properly, but just know I'm really trying to get it to work. That's it for now, thank you!
Beta Branch Update: October 19th - Mystical Items
Notes
This update focuses on two major things: Mystical items and faster combat in the late game!
The first thing, Mystical items, are boss-specific items that only spawn with their corresponding boss. Each boss has a unique weapon and armor piece that only spawns with them. A Mystical item has a 20% chance of being chosen instead of a regular weapon/armor piece. Mystical items have unique effects that aren't seen anywhere else in the game! I won't go into details about every single Mystical item, but there are now 28 new Mystical items to look out for while playing!
The second thing, faster late-game combat, is the result of me going through every spell in the game and ensuring the amount of stats they handle are as minimal as possible. So instead of a spell doing something like "Deals 100% Attack Damage plus bonus Damage equal to 10% of your Maximum Health" which implies the spell will deal 2 different instance of damage, the spell will now read "Deals 100% Attack Damage, increased by 10% of your Maximum Health". The new wording and application ensures that effects will only activate a single stat change instead of multiple. The damage dealt is effectively the same but the amount of changes dealt has been reduced.
In the late-game I found turns can take a very long time for all the effects to activate all their changes. You can wait several seconds every single turn for the changes to make their way through the pipes. This can make late-game combat tedious which I wanted to avoid as much as possible. By reducing the amount of changes that get passed through that means combat will be as quick as possible!
I'm happy to say with this update I have pretty much everything in the beta branch that I wanted to make! The following updates will be quality-of-life changes, bugfixes, and small adjustments as I get the final release tuned exactly how I want it! I'm excited for the next leap in this game and can't wait to present its final version to you all!
Note: With the changes to many spells and effects this version is incompatible with old versions of the game, I apologize for this
Bugfixes
Fixed the combat targeting keybinds targeting the wrong enemies if any got spawned/removed during combat (looking at you, Shadow Manifest)
Temorarily fixed the combat log sometimes displaying off screen if many things happen in a turn. The fix itself simply makes text invisible if it gets displayed off screen but I want to apply a proper fix later
Fixed enemy item generation getting off-sync if you used battle veils
Fixed the Gold value in stats adding incorrectly. I've reset the gold value and highest gold stats since this issue allowed those stats to climb to exponential values
Fixed the Assassin's Endless Kills not displaying how much total Instant Kill Chance you've gained from it
Fixed the Knight's On Your Feet active from healing more than it should have been
Fixed the Skeleton Knight's Defender not adjusting the Necromancer's Damage Reduction properly
Fixed the Jester's Disturbing passive from applying on their dead allies
Fixed the Tower Knight's Hew sometimes causing an error when the ability was used
Changes
Changed the item special icon. Instead of a dark star that appears across the entire item icon it's now a smaller, but still very visible, star in the top-right corner of the icon. I made it smaller so the art of the item isn't obscured
Changed the Berserker's Collateral Damage first upgrade. It now reduces only the health cost by 15% instead of reducing the health cost by 10% and the minimum cost by 10
Changed the Dragon Slayer's Tunnel Vision. It costs more Health and has different functionality for increasing its damage, but the overall damage bonus is slightly higher. Here's a detailed breakdown of the spell:
Deals 100% Attack Damage, increased by 20%15% per use of Tunnel Vision. All stacks are lost at the end of Combat
Cost: 7.5%10% Health (525 minimum)
Upgrade: +15%+10% Damage Dealt per stack
Upgrade: -2.5% Health CostEvery second Cast of Tunnel Vision grants a single 0-Cooldown use
Notes: These changes are overall a nerf to this spell. Though the damage increase is slightly larger (+75% every 2 turns at max upgrades compared to +70% from the old upgrades), the Health Cost will make this spell take away more of your Health as you use it
Changed the Knight's Forceful Impact. I felt the first upgrade was a little niche and I wanted to change it to go with the theme of condensing spell effects from activating multiple damage instances. Here's the breakdown of the changes:
Deals 75% Attack Damage, increased by 10%15% of your Maximum Health
Upgrade: Deals an additional 10% Maximum Health Damage if used below 50% Health+25% Initial Damage
Notes: I made these changes in an attempt to keep a balance with the previous amount of damage this spell can deal. I'm projecting the spell will deal slightly less damage now since 10% Max Health damage can get pretty high in the late game, but I think the +25% initial damage makes up for it
Changed the Templar's Smite. The damage is no longer capped against Bosses but the overall damage has been reduced. Here's a breakdown of the ability:
Deals 75% Spell Damage, increased by 20%15% of the Target's Maximum Mana (against Bosses this cannot exceed 25% of their Maximum Mana)
Upgrade: +15%+10% Maximum Mana Damage
Notes: There's few spells that have unique restrictions against bosses and I felt the player should be rewarded for picking the Templar by allowing them to more easily dispatch mage enemies and especially mage bosses. Even though the mana multiplier is reduced it will be able to deal more damage to bosses
Buffs
Increased the Duelist's Assault second upgrade Mana Cost reduction to 15 from 10
Increased the Dragon Slayer's Bloody Death second upgrade Attention gain to 250 from 100
Nerfs
Increased the minimum cost of the Berserker's Collateral Damage to 50 from 35
Increased the minimum cost of the White Mage's Energy Blast to 25 from 5
Reduced the Dragon Slayer's Offensive Stance infinite Bonus Damage gain per level to 2 from 3
Reduced the Knight's On Guard infinite Damage Reduction per level to 2% from 2.5%
Reduced the Shaman's Deep Chant second upgrade Heal on each party member to 25% Maximum Health from 35%
Made the Ninja's Shroud Stab infinite a Debuff instead of an invisible passive effect applied to enemies at the start of combat. This means the effect can be resisted from enemies' Debuff Resist
Prevented the Shield Wall's passive, Absorption Shield, from negating the Health cost of Overshield
Reduced the Gatekeeper's Ascended Form Damage Reduction to 35% from 50%
Known Issues
There seems to be an issue with enemy generation if you play the game for a long time. I've gotten reports of the game attempting to generate multiple enemies but there only being one in the combat room with the game throwing an error. I'm trying to figure out where this issue is stemming from
To-Do
Repair Room. This room will allow you repair your items, removing negative conditions or applying positive ones. This room will also allow you to upgrade your item rarities, for a price of course! This will allow for your items to have better multipliers than they otherwise could get from spawning naturally
Run modifiers. I want to add some optional modifiers to make the game more interesting. Maybe something like permadeath or persistent buffs/debuffs to make any given run easier/harder for the player
Change the way enemies level up. Right now they are always the level of your party members, but I feel this makes the experience multiplier worthless. An idea I have floating around is giving the enemies a set pool of experience based on your run length and current floor, not affected by your experience multiplier. This would mean you could curve faster than enemies, which will make the experience multiplier a stat you will actually need to take care of if you want to get ahead
Re-add inventory sorting and quick-destroy options
As I put in more enemies and more spells, I get a better understanding of what my code is capable of. I want to make spells that are extremely dynamic and unique for each class. I'd like to spend some time going through older classes I've made and see if they could use any sort of tweaking to bring them up to my current standards
Beta Branch Update: October 4th - End-game content
Notes
The game's end content has been finalized and added into the game! Once you reach the final floor of the game you'll be able to beat it. There's additional content and some hidden stuff that I would prefer remain a secret so that you can play and encounter it for yourself, but do know it's a lot of fun and I hope you enjoy it! I've also added global statistics so you can see your accumulated stats across all your runs!
Bugfixes
Fixed being able to spam-select enemies with queued attacks and spells to make them activate multiple times
Fixed Bosses with minions not spawning the correct amount of minions
Fixed the Knight's passive, Knight's Guard, crashing the game if its effect attempted to activate after you quit and reloaded the game
Fixed the Dragon Slayer's Tunnel Vision losing bonus damage gained from Slay when you reloaded the game
Fixed the Marauder's Laceration second upgrade granting +22% initial damage instead of +25%
Fixed the Cursed Warrior's Dazing Blow not Stunning properly
Fixed the Bandit's In Debt second upgrade crashing the game
Cleaned up auto-targeting for enemies which should make things run a tiny bit smoother and clear up occasional hard freezes
Changes
I reduced the amount of floors you have to go through for each run length since now floors are longer as a result of the addition of the map. Short runs have 5 (down from 6) floors, medium have 12 (down from 18), long have 40 (down from 54), and labyrinth have 100 (down from 162)
Changed the alignment of the text in the Stat Check Room since the description now takes up more space and the text was overlapping with the action icons
Added better AI to the Forgotten King so he'll be smarter in his spell use
Reduced the Dragon Slayer's Dragon's Blessing Damage gain from 5 (3 intial + 2 upgrade) to 3 (2 initial + 1 upgrade), but the second upgrade's Maximum Health gain increased to +50 from +35
Additions
Added end-game content! There's now a unique encounter when you reach the last floor of the game determined by the run length you chose. This encounter should spawn even if you're using an old save as long as you're not on or after the last floor. If you're on the last floor or beyond on an old save then you unfortunately aren't going to be able to encounter this event and will have to start a new game for it
Added another set of saved data: statistics! This statistics save is a global tracker for all your runs. Things like games played, classes picked, damage dealt and taken, etc. are shown on this screen and is accessible from the main menu
Buffs
Bosses that spawn with minions (Necromacer and Forgotten King) gain Debuff Resist equal to 25% for each empty battle tile at the start of combat. This means the boss can gain anywhere between 0% and 50% Debuff Resist depending on how many minions it spawns alongside with
Bosses that spawn alone gain +35% to their Main Stats, increased from +25%
Increased the Forgotten King's Iron Fist Maximum Health & Bonus Damage steal from 20% to 25%
Nerfs
Reduced the ability to stack the Dragon Slayer's Slay. Gaining stacks was incredibly easy to the point where you can quickly get ridiculous damage on the spell after just a few floors. Slay can now only activate once per Combat and Bosses grant more Damage than regular Enemies. Here's the full breakdown:
Slay - Cost: 6575 Mana
Deals 75% Attack Damage, permanently increasing Slay's Damage by 2.5%1% if this Kills the Target (increased to 2% against Bosses, Slay can only activate once per Combat)
Upgrade: Increases the Damage by 1% if this doesn't Kill the TargetAdditionally reduces the Mana Cost by 1 every 2 Kills (to a minimum of 25)
Upgrade (same as before): Additionally increases the initial Damage of Sacrifice and Tunnel Vision by 1% if this Kills the Target
Known Issues
There seems to be an issue with enemy generation if you play the game for a long time. I've gotten reports of the game attempting to generate multiple enemies but there only being one in the combat room with the game throwing an error. I'm trying to figure out where this issue is stemming from
To-Do
Re-add Mystical items so that bosses can spawn with more unique items
Repair Room. This room will allow you repair your items, removing negative conditions or applying positive ones. This room will also allow you to upgrade your item rarities, for a price of course! This will allow for your items to have better multipliers than they otherwise could get from spawning naturally
Run modifiers. I want to add some optional modifiers to make the game more interesting. Maybe something like permadeath or persistent buffs/debuffs to make any given run easier/harder for the player
Change the way enemies level up. Right now they are always the level of your party members, but I feel this makes the experience multiplier worthless. An idea I have floating around is giving the enemies a set pool of experience based on your run length and current floor, not affected by your experience multiplier. This would mean you could curve faster than enemies, which will make the experience multiplier a stat you will actually need to take care of if you want to get ahead
Re-add inventory sorting and quick-destroy options
As I put in more enemies and more spells, I get a better understanding of what my code is capable of. I want to make spells that are extremely dynamic and unique for each class. I'd like to spend some time going through older classes I've made and see if they could use any sort of tweaking to bring them up to my current standards