The game no longer crashes/freezes if the combat log runs into a problem. I completely changed how the combat log handles its reporting so there shouldn't be any more issues.
The bug happened as a result in the rare case in which the combat log did not have anything to report at the start of a character's turn, which only happens with spells that apply a status effect at the start of combat, such as the Knight's On Guard.
I also fixed an issue where the White Mage's Active, Burst Heal, was not being negated by the Cannibalism Weapon Special. Additionally I fixed its description not telling you if you already had cast the spell on the same turn when you hover over the spell.
This patch is small because I've spent the past 4-5 weeks taking a break, and over the past couple weeks I've been finishing a side project that I've had on my mind for a while. The project was a short suspenseful game called Long Night, you can give it a play here for free!
But don't worry, I'm back in the groove of things and wanted to push out a quick patch to update you guys on the current state of things!
Added migration support for spells
There's not much on the user-end of this update, but the one thing I added will allow all future updates to be a lot smoother for you guys! I added migration support for spells. That way if I change the way a spell works, change its values, or otherwise rework it in some way, your old saves with old functionality will be able to migrate to the new functionality!
Before this update, spells would overwrite any new changes I made to a spell in an update. This is frustrating on old saves since it means you aren't guaranteed to have new functionality as I rework and change spells. But now spells have a backbone for migrating over to new updates, allowing them to update and inherit any new changes, giving old saved spells the capability to update to new versions.
This will cut down on the amount of times you have to restart the game since significant changes to spells would often mean old saves would not work at all. I will begin using this system immediately to reduce the number of times you'll have to restart the game.
Here are the only other changes in this update:
Bosses that spawn alone are now guaranteed to be Instant Kill Immune instead of having a 50% chance
Fixed an issue with the Dragon Slayer's Active, Slay, first upgrade increasing the wrong multiplier for Tunnel Vision, which would subsequently cause the game to crash if you tried to use Tunnel Vision
Spell refactor update is live on the beta branch!
Notes
This is a really big update! A couple major gameplay changes have been made. The status effect code has been refactored to fix some issues that were cropping up.
The first major change was to Active Spells. Any spell that has a base cooldown of 0 does not end your turn when you cast it. This is primarily used for contextual spells, such as the Blood Mage's Hemorrhage (reduces Max Health for increased Spell Damage Dealt).
One reason for making this change was to allow there to be a difference between spells with a cooldown of 0 and spells with a cooldown of 1. These two cooldowns acted the same before, but now a spell with a cooldown of 0 does not end your turn and a spell with a cooldown of 1 does end your turn.
Another reason was to make these 0-cost spells more appealing to use. Hemorrhage, for exmaple, was a spell I saw myself never really using in my playtests of the game. The incremental spell damage could be good but the cost of using that spell in favor of one of the other more powerful spells was too great. Now as a Blood Mage you can spend your turn using Hemorrhage a few times and then finishing with Infusion.
The next major changes was to most player classes. I've tweaked some abilities, reworded the descriptions, and changed some interactivity. I go into more detail in the update breakdown. Generally enemies are a bit stronger and players are a bit weaker
The blacksmith room is still disabled in this update, it's coming back soon though!
Old saves will not load properly with this new update. I try to prevent this as much as possible, but the base code has changed so much there was no way to salvage old saves.
Spell Changes - Anything crossed out was removed, anything bold was added
Warriors
Berserker
Actives:
Channel Anger: Grants 35% Damage Dealt35% Maximum Health and 100 Attention for 3 turns
Upgrade: Additionally grants 35% Damage Reduction for the duration-2 Cooldown
Upgrade: Additionally grants 35% Lifesteal10% Health Regen for the duration
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Raging Strike: Deals 100%75% Attack Damage plus bonus Damage equal to 25%20% of your Missing Health
Upgrade: +15%+25% Initial Damage
Passives:
Berserk: The Berserker gains +1% Damage Dealt per 1.5%1% Missing Health
Upgrade: Additionally grants +1% Crit Chance per 2.5%2% Missing Health
Upgrade: Additionally grants +1% Lifesteal per 3.5%3% Missing Health
Infinites:
Blood Absorption: +0.75% Target's Missing Health returns as Health on Basic Attack per level+1% increased Healing Taken from Self, but -0.5% Healing Taken from Allies per level
Templar
Actives:
Smite: Deals 100%75% Spell Damage plus bonus Damage equal to 20% of the Target's Maximum Mana
Cost: 3550 Mana
Upgrade: Additionally bypasses Debuff Resist, increasing the Silence duration by 2 if it were to get Resisted
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Blessing: Provides each party member with 50% Spell Damage Reduction for 3 turns
Cost: 3565 Mana
Passives:
Retribution: Silencing additionally Blinds by 35% for 3 turnsSilences for 1 turn on Basic Attack
Upgrade: Silencing additionally deals Spell Damage equal to 15% of the Target's Maximum HealthAdditionally applies a 35% Blind for 1 turn on Silence
Upgrade: Silencing additionally permanently reduces the Target's Maximum Mana by 20%Additionally deals Spell Damage equal to 10% of the Target's Maximum Mana on Silence
Infinites:
Infused Weapon: +1% Attack Damage Dealt also deals Spell Damage per level-0.5% Maximum Mana to Target on Basic Attack per level
Dragon Slayer
Actives:
Sacrifice: Spends 15% Health to deal 100% Attack Damage plus bonus Divine Damage equal to 100% of the Health Spent
Cost: 15% Health (1025 minimum)
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Tunnel Vision: Deals 115%100% Attack Damage, increased by 15% per use of Tunnel Vision. All stacks are lost at the end of Combat
Upgrade: Additionally grants 10% Pierce per stack-2.5% Health Cost
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Slay: Deals 75% Attack Damage, permanently increasing Slay's Damage by 2.5% if this Kills the Target
Cost: 5065 Mana
Upgrade: Additionally grants Slay a permanent 1% Pierce per KillAdditionally increases the initial Damage of Sacrifice and Tunnel Vision by 1% if this Kills the Target
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Bloody Death: Grants all Allies with 25% Lifesteal and Soulsteal for 3 turnsIf you are Killed in the next 3 turns, Instantly Kill the Source
Cost: 3550 Mana
Upgrade: Additionally grants 25% Spellsteal for the durationAdditionally increases Attention by 100 for the duration
Upgrade: Additionally grants 25% Spiritsteal for the durationAdditionally Revives by 10% if activated
Passives:
Onslaught: Kills grant a 20% chance to Refresh all Cooldowns2 times per Combat, all Cooldowns are Refreshed on Kill
Upgrade: +15% Chance+1 Refresh Charge
Upgrade: If Onslaught activates, your next Damaging Spell deals +50% Initial DamageEach activation increases the Damage of your damaging spells by 20% for the rest of Combat
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Dragon's Blessing: Killing Enemies with more Maximum Health than you grants a permanent 30 Maximum HealthGrants +3 Bonus Damage on Kill
Upgrade: +20 Maximum Health Gain+2 Bonus Damage gain
Upgrade: Additionally grants +2 Bonus Damage per KillAdditionally grants +35 Maximum Health when you Kill Enemies with higher Maximum Health than you
Infinites:
Dying Breath: +1% Maximum Health revive on Death once per Combat per level+2% Revive Healing Taken per level
Knight
Actives:
Forceful Impact: Deals 75% Attack Damage plus bonus Damage equal to 10% of your Maximum Health
Cost: 15% Health (1525 minimum)
Upgrade: +25% Initial DamageDeals an additional 10% Maximum Health Damage if brought below 50% Health after cast
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Defend the Flanks: Grants 10%20% Damage Reduction for 3 turns, increased by 5% per Alive Enemy
Cost: 2535 Mana
Upgrade: +20% Damage Reduction if more than 2 Enemies are Alive+2.5% Damage Reduction per Alive Enemy
Upgrade: Additionally grants Critical Strike Immunity for the duration, converting Critical Damage Taken into Attack DamageAdditionally Negates Critical Damage Taken for the duration
Infinites
On Guard: +2% Damage Reduction for the first 2 turns in Combat per level+2.5% Damage Reduction and +5 Attention for the first turn in Combat per level
Mages
Arcane Mage
Actives:
Absorption: Deals 100%75% Spell Damage and Steals 15%25% of the Target's Mana
Cost: 3550 Mana
Upgrade: +10% Mana StealAdditionally Mana Cripples by 25% for 3 turns
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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)
Upgrade: Additionally gain 35% Damage Reduction for the durationAdditionally grants 25% Spellsteal and Spiritsteal for 3 turns
White Mage
Actives:
Restoration: Heals a party member equal to 30% of their Missing Health
Cost: 20% Mana (25 minimum); Cooldown: 3 Turns
Upgrade: +20% Heal on Targets below 50% Health
Upgrade: Additionally Restores 35% of the Target's Missing Mana
Burst Heal: Heals a party member by 20% Missing Health, this can only be cast once per turn
Cost: 50 Mana; Cooldown: 0 Turns
Upgrade: +15% Healing Dealt
Upgrade: Heals by Maximum Health instead if the Target is below 50% Health
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Energy Blast: Deals 100% Spell Damage plus bonus Damage equal to 15% of your Missing Mana
Upgrade: +15% Initial Damage Dealt+10% Missing Mana Damage
Upgrade: +10% Missing Mana DamageEvery second cast deals bonus Damage equal to 10% of the Target's Maximum Health
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Energy Shield: Grants each party member 30%50% Damage Reduction for 3 turns
Cost: 6525% Mana (100 minimum); Cooldown: 65 Turns
Upgrade: +20% Damage Reduction+25% Damage Reduction if there are at least 3 Alive Enemies
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Haste: Buffs an Ally for 1 turn, making their next Spell Cast not go on CooldownBuffs an Ally for 1 turn, setting their Cooldowns to 0 for their next Spell Cast
Rogues
Marauder
Actives
Laceration: Deals 100% Attack Damage and Bleeds the Target by 25%20% for 2 turns
Upgrade: +20%+25% Initial Damage
Upgrade: Hemorrhages instead of Bleeds, but reduces the multiplier by 5%+1 Turn Duration
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Deep Cuts: Deals 75% Attack Damage and, if Laceration's Debuff is applied, Shatters the Target for 2 turns, converting converting all Damage Taken into Divine DamageBasic Attacks Taken into 25% Maximum Health Divine Damage
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Sunder: Deals 100% Attack Damage, increased by 12.5% per Debuff on the Target
Cost: 3550
Upgrade: Additionally grants the Damage 10% Pierce per DebuffAdditionally increases the Damage Dealt by +10% per Buff on the Target
Assassin
Actives
Mercy: Deals Attack Damage equal to 30% of the Target's Missing Health
Upgrade: Additionally Exposes by 35% for 3 turnsAdditionally immediately Reduces the Cooldown of Assassinate by 2
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Assassinate: Instantly Kills an Enemy below 20% Health (turns to a 50% chance against Bosses, otherwise dealing 100% Attack Damage). Against Bosses this instead deals Attack Damage equal to 100% of their Current Health
Cost: 25% Mana (50 minimum)75 Mana
Upgrade: Additionally grants a 50% chance to Critically Kill, bypassing Instant Kill ImmunityAllows Assassinate to be cast at any percent Health with a chance to Instantly Kill proportional to how close the Target's Health is to the current threshold (against Bosses this chance reduces the Damage Dealt)
Infinites
Instill Fear: +1% chance to reduce Attention by 75% for 1 turn on Kill per level-1% Attention for 1 turn on Kill per level
Ninja
Actives
Shadow Strike: Deals 100% Attack Damage, increased by 50% with 65% Pierceincreased to 200% if you're Shrouded if you're Shrouded. Removes all Shrouds on you
Archers
Sharpshooter
Zero In: Deals 100% Attack Damage and, if at least 2 Enemies are Alive, Exposes the Target by 30%50% and forces Ally Attention on them for 2 turns
Cost: 4050 Mana; Cooldown: 45 Turns
Upgrade: +20%25% Expose
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True Shot: Deals 100% Attack Damage, removing all Blinds from youeach party memberand making you Immune to Blinds for 2 turns
Cost: 3550 Mana
Upgrade: +20% Initial DamageAdditionally deals +15% bonus Damage per total Blinds removed
Upgrade: The bonus effects apply to each party member instead of just youAdditionally makes each party member Immune to Blinds for 2 turns
Changes
The minimum cooldown an Active Spell can have with Cooldown Reduction is 1 turn, unless the spell has a base cooldown of 0 to begin with. This is to prevent normal spells from having a cooldown of 0, and thus allowing you to cast them as many times as you want on your turn
Changed the background lightness filter to not clash with monitors with higher resolution than 1920x1080
Changed the tutorial text in combat to reflect the changes with 0 turn cooldown spells
Bugfixes
Fixed immunity effects not removing status effects properly
Fixed the issues with some spells I found that did not apply their effects properly
Buffs
Increased the base stats of all enemies by a little bit. I felt the game was a little too easy (I play on Hard and have absolutely no issues) so I hope this adds a little more tension to combat!
Coming Next
Repair Room. This room allows you to upgrade your items to remove bad conditions, give the items better conditions, or increase the rarity of an item (which in turn increases its multipliers). Can only be used on equippable items (so no Potions or Backpack Fitting repairs allowed)
Adding more enemies and bosses. The new item code is now implemented and once I get status effects working properly I'm going to start getting more enemies in the game
New update! It's been a while
Notes It's been a really really long time! I really apologize for the delay, but I've been a little overwhelmed recently with work/school/daily life. All that on top of an item bug that I could not fix got me really discouraged to program. I spent some time refreshing my mind and making little side projects until I felt ready to tackle the problem. I came back with the idea to rework the item generation to both fix the issues and strengthen the code! The Blacksmith Room has been disabled for now. It need to be updated to accomodate the item generation overhaul and it will take some time. I chose to disable it to get this update out quicker. Old saves will not load properly with this new update. I'm really sorry for this, I try to prevent this as much as possible, but the base code has changed so much there was no way to salvage old saves.
Bugfixes
Fixed the issue with Quivers and Talismans not adding/removing their bonuses properly when swapping them in the inventory
Overhauls
Overhauled the item generation code. The old code was rather rigid in its design and didn't quite allow me to do what I wanted. I've overhauled it to be more modular and allow much more flexibility
Additions
Added different icons that better show why an item is restricted. There are icons now for an item's level being too high, an item being two-handed while you have an offhand equipped, and more!
Added a new rarity beyond Mythical: Perfect Mythical! This rarity has extremely good multipliers and can only be acquired from two sources. The first is through the Repair Room (not implemented yet) and the second is beyond level 100 where enemies may start spawning with Perfect Mythical items!
Added Damage Consume and Defense Consume weapon specials. These give 3 bonus damage and 1 bonus defense on kill, respectively
Added an armor special called Behemoth. This grants +35% Maximum Health but increases Damage Taken by 20%
Added three offhand specials: Luck Damage, Luck Defense, and Level Refresh. Luck Damage grants +1 Bonus Damage per 3 Luck, Luck Defense grants +1 Bonus Defense per 6 Luck, and Level Refresh fully Heals and Restores you on Level Up
Added 4 new potions! Potion of Mana Costs (increases Mana Cost Reduction), Potion of the Void (grants Battle Veils), Elixir of Health (Heals you out of combat), and the Elixir of Mana (Restores you out of combat)
Added potion conditions, this is to work with the new gradient potion system that allows potions to generate within a range of values
Changes
Spaced out the text on item descriptions and made the icon larger
Re-added the feature for item specials that make them more likely to generate the higher Luck you have
Streamlined the Health Regen and Mana Regen armor specials, instead of granting regen based on Constitution/Intelligence, they each give a flat +10%
Streamlined the item descriptions, I made them slightly less verbose to not take up too much space when hovering over an item
Made potions generate within a range of values instead of flat values per rarity level. The generated number is determined by the potion's hidden multipliers that are created when it generates, better multipliers means better potions!
Gave a shorthand to Backpack Fittings. They're still refered in game as Backpack Fittings but their description when you hover over just says "Fittings" to keep the name short
Buffs
Increased the Master Archer's Perfect Shot total Damage from 250% (200% initial + 50% upgrade) to 400% (300% initial + 100% upgrade)
Coming Next
Repair Room. This room allows you to upgrade your items to remove bad conditions, give the items better conditions, or increase the rarity of an item (which in turn increases its multipliers). Can only be used on equippable items (so no Potions or Backpack Fitting repairs allowed)
Adding more enemies and bosses. The new item code is now implemented and once I get status effects working properly I'm going to start getting more enemies in the game
Future Ideas
Change the way Shatter works. Right now Divine Damage conversion occurs after all previous damage modifiers. This means ANY damage reduction/weakness/negation on the enemy's part will activate before the Divine Damage is taken. Changing the conversion to occur before all damage modifiers is also a problem since that won't activate any of your damage increase effects that you may have. This means in either scenario it's possible to deal less damage when the Divine Damage is converted. My idea to change Shatter is to convert Divine Damage after damage modifiers, ignoring any negative ones. So if you're Weakened for example, that negative multiplier will not apply to the Shatter conversion
Known Issues
Effects that make you immune to status effects are not working. I want to overhaul the effect code so for now the bug is going to stay
Some spells aren't applying certain effects properly. It's hard to keep track with what's not working, but the problem seems to be due to the way status effects are applied/removed. I'm thinking on overhauling this code to fix potential problems
Third update for the Prerelease is live!
This one took a little longer because I took a personal vacation for a few days. But there's a new boss here to play around with!
Changes
Changed effects that reflect and redirect damage to another character. The damage type that gets reflected/redirected is now based on the original damage type and not unique Reflection/Redirection damage types. This allows for things such as reflecting Basic Attack Damage, which will be interesting to see how it interacts with these effects
Additions
Added the Necromancer! This old boss is back with a new assortment of abilities that allow it to interact more with its Skeleton Knights! Here are the ability details:
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Active: On My Time - Deals Spell Damage equal to 150% of the Target's Maximum Health over 7 turns
Cost: 25% Mana (25 minimum); Cooldown: 7 Turns
Upgrade: +50% Damage Dealt
Upgrade: -3 Turn Duration
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Active: Commander - For 1 turn the Target gains 100 Attention and gets Exposed by 35%
Cost: 150 Mana; Cooldown: 7 Turns
Upgrade: Additionally Weakens by 25% for the duration
Upgrade: Additionally grants each Skeleton Knight +25% Lifesteal and Soulsteal for the duration
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Active: Reanimate - Fully Revives a Skeleton Knight, but reduces its Maximum Health by 35%
Cost: 35% Mana (25 minimum); Cooldown: 4 Turns
Upgrade: -10% Maximum Health Reduction
Upgrade: Additionally grants the Skeleton Knight 50% Damage Reduction for 1 turn
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Active: Consume Skeleton - Kills a Skeleton Knight, Healing the Necromancer by 30% of the Skeleton's Maximum Health
Cost: 75 Mana; Cooldown: 5 Turns
Upgrade: +20% Maximum Health Heal
Upgrade: Additionally reduces the Cooldown of Reanimate by 1
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Passive: Soul Harvest - The Necromancer Heals by 15% Maximum Health on Kill
Upgrade: +10% Maximum Health Heal
Upgrade: Additionally grants the Necromancer 35% Damage Reduction for 2 turns on Kill
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Passive: Skeleton Army - Guarantees a Skeleton Knight will spawn on every Battle Tile, but ones that spawn this way have -35% Maximum Health and Maximum Mana
Upgrade: -10% Maximum Health and Mana Reduction
Upgrade: On Death, each Skeleton Knight Heals by 25% of their Maximum Health, Reviving any Dead Skeleton Knights in the process
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Infinite: Strike Fear - +1% Damage Weaken for 1 turn on all Enemies on Spell Cast per level
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Infinite: Skeleton Shield - +1% Damage Taken Redirects to a random Skeleton Knight per level
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Infinite: Undying - +0.02% Damage Reduction per 1% Missing Health per level
This update also includes the Necromancer's trusty sidekicks, the Skeleton Knights! Here's a breakdown of their abilities:
Active: Sword Slash - Deals 115% Attack Damage
Cost: 25 Mana; Cooldown: 1 Turn
Upgrade: Can be cast with Health if Mana is too low
Upgrade: Deals +35% Damage if the Target has the Necromancer's Commander Debuff
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Active: Iron Bones - For 3 turns the Skeleton Knight gains 30% Damage Reduction and Maximum Health
Cost: 25 Mana; Cooldown: 5 Turns
Upgrade: +20% Buff Multiplier
Upgrade: Additionally grants 25% Damage Dealt for the duration
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Active: Defender - Grants the Necromancer 15% Damage Reduction for 3 turns, this can stack with multiple Skeleton Knights' usage of Defender
Cost: 30 Mana; Cooldown: 5 Turns
Upgrade: +10% Damage Reduction
Upgrade: Additionally grants the Necromancer 15% Damage Dealt per usage of Defender
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Active: Submit - The Skeleton Knight spends 20% Current Health to Heal the Necromancer by 100% of the Health spent
Cost: 20% Current Health (10 minimum); Cooldown: 4 Turns
Upgrade: +50% Health Multiplier
Upgrade: Additionally Heals the Necromancer by 15% of its Maximum Health
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Passive: Bone Mend - Each turn the Skeleton Knight Heals by 25% of the total Damage Taken from its previous turn
Upgrade: Additionally reduces Damage Taken by 20% (reducing after Heal calculation)
Upgrade: Additionally grants +5% bonus Health Regen
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Passive: Soul Bound - 20% of the Skeleton Knight's Damage Dealt Heals the Necromancer
Upgrade: +15% Heal Multiplier
Upgrade: On Death the Skeleton Knight Heals the Necromancer by 15% of its Maximum Health
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Infinite: Bone Army - +1% Damage Dealt per Skeleton Knight per level
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Infinite: Soulless - +1% chance to set this Skeleton Knight's Gold and Experience gain to 0 at the end of Combat per level
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Infinite: Regrowth - +1% chance to Heal by 15% of the Skeleton Knight's Missing Health per turn per level
Known Issues
The Combat Log sometime doesn't display the proper name of the character when a turn is taken
Enemies that equip party-wide bonuses don't work properly since any enemy that spawns after does not get the bonus
There seems to be a post-combat issue involving changing the character that's comparing the items to and then opening the inventory and changing what character you're looking at. I don't have much information because the issue only happened once and I couldn't recreate the problem. I took some steps to try to fix what it could've been, but the issue might still exist
Hotfix for the Prerelease!
I did a quick update to fix a problem with the Shrouded status effect. It wasn't actually making characters untargetable. This affected classes such as the Knight and Shadow Walker. This update fixes the problem and makes shrouded characters actually untargetable.
Second update for Prerelease is live!
This update brings a few quality-of-life additions as well as two new enemies!
Bugfixes
Fixed the Hunter being able to use the second cast of Tracking Shot on the enemy even if it is untargetable
Changed the code that generates status effect descriptions. This should fix some descriptions that had issues prior to the change. The description generation code is an automated process, so there might still exist a few status effects that don't display right, but I tried to mitigate this as much as possible
Additions
Made a Twitter account for my game! The Twitter link in the credits screen has been updated to navigate you to the new account
Added an error menu that pops up if any error occurs while playing the game. This will hopefully allow me to better fix bugs when they happen to you guys. As always, try your best to figure out exactly what is causing the errors to help me as much as possible to get fixes out fast. Any information you can give is helpful!
Added the Shadow Walker. This enemy is in the Early Access version, and as with the Corrupted Mage and the Sentry (coming up next), it received an overhaul. Here's the ability rundown:
Active: Disappear - Deals 100% Attack Damage and Shrouds the Shadow Walker for 2 turns
Cost: 50 Mana; Cooldown: 5 Turns
Upgrade: +25% Initial Damage
Upgrade: +1 Shroud Duration
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Active: Envelop - Deals 100% Attack Damage, Stunning and Shrouding the Target for 2 turns
Cost: 50 Mana; Cooldown: 5 Turns
Upgrade: +25% Initial Damage
Upgrade: Additionally Bleeds by 20% for the duration
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Active: Shadow's Embrace - Deals 75% Attack Damage to each Shrouded Enemy
Cost: 40 Mana; Cooldown: 3 Turns
Upgrade: +25% Damage Dealt
Upgrade: Additionally grants each Shrouded Enemy a 25% chance to remove all Shrouds
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Active: Pitch Black - Shrouds each party member for 1 turn
Cost: 50 Mana; Cooldown: 5 Turns
Upgrade: Additionally increases Damage Dealt by 25% for the duration
Upgrade: Additionally Heals each party member by 20% Missing Health
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Passive: Healing Darkness - Shrouding Heals the Shadow Walker by 10% Maximum Health
Upgrade: +5% Maximum Health Heal
Upgrade: Additionally Restores 15% Maximum Mana
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Passive: Shadow Retreat - Taking Damage grants a 15% chance to Shroud for 1 turn
Upgrade: +10% chance
Upgrade: Increases the Duration by 1 if activated below 25% Health
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Infinite: Into the Dark - +1% chance to increase Shroud Durations on the Shadow Walker by 1 on Basic Attack per level
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Infinite: Shadow Strikes - +1% Current Health Attack Damage Dealt to Enemies when they Shroud per level
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Infinite: Shroud Knowledge - +1% chance to begin each turn able to Attack and Cast Spells on Shrouded Enemies (reverts at the end of turn) per level
And finally, here's the information for the Sentry:
Active: Clearing Mist - Reduces each Enemy's Debuff Resist Chance by 30% for 3 turns, and each Enemy gets a 25% chance to get Purged of all Buffs
Cost: 75 Mana; Cooldown: 6 Turns
Upgrade: +20% Debuff Resist Reduction
Upgrade: Additionally deals 25% Spell Damage per Buff removed
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Active: Smoke Bomb - Reduces each Enemy's Accuracy by 35% for 3 turns
Cost: 40 Mana; Cooldown: 4 Turns
Upgrade: Additionally Poisons each Enemy by 20% for the duration
Upgrade: Additionally reduces each party member's Damage Taken by 25% for the duration
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Active: Scout Ahead - For 3 turns, reduces the Target's Damage Dealt and the Sentry's Damage Taken by 25%
Cost: 50 Mana; Cooldown: 5 Turns
Upgrade: Additionally increases the Target's Damage Taken by 25% for the duration
Upgrade: Additionally increases the Sentry's Damage Dealt by 25% for the duration
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Active: Adrenal Vapors - Grants each party member +30% Accuracy and Quickness for 3 turns
Passive: Shrapnel - Clearing Mist and Smoke Bomb apply a 10% Bleed on each Enemy for 2 turns
Upgrade: +5% Bleed Potency
Upgrade: +1 Turn Duration
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Infinite: Strong Eyes - -1% potency on Blinds applied to the Sentry per level
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Infinite: Nimble - +1% chance to reduce Damage Taken by 35% per level
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Infinite: Lasting Wounds - +1% chance to increase a random Debuff's Duration on an Enemy by 2 on Spell Cast per level
This next screenshot is what the new error screen looks like:
And that's it for now! Updates come out frequently so stay tuned for what's to come!
First update for the Prerelease is live!
This first update fixes a few problems and adds a new enemy, the Corrupted Mage! This is part of a new series of updates I want to start doing where I push out more frequent updates, but smaller ones in general. This is so you guys can see my progress more actively instead of getting large batch updates with large spans of time between them.
This is what has been included in this update:
Bugfixes
Fixed an issue where crit chance was prioritized before instant kill chance, making high crit chances negate any instant kill chance you may have
Fixed an issue where the combat log would get messed up if an an event happened as soon as combat started, such as a character getting a buff applied to them at the start of combat
Fixed some rounding issues on non-whole number stats
Changes
Combat rooms are less likely to spawn, but I moved the percentages around in the difficulties that determines how many enemies spawn each combat room. Generally, easier difficulties will have slightly less enemies and harder difficulties will have slightly more
Added the scaling enemy stat increase for each floor you progress past the final floor of the run length. Each floor enemy stats increase by 10%
Additions
Added the Starting Room Final. This is the room you start in on the last room of the run length. For example if you chose a run length of 6, then the Starting Room Final will only appear on floor 6
Added the Corrupted Mage! This mage is in the Early Access version, and now it's back and revamped. I changed several abilities, making these new ones better fit the theme of the enemy: a mage that is using the labyrinth's corrupting magic against you! Here is a rundown of the Corrupted Mage abilities:
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Active: Feed Corruption - Deals 75% Spell Damage and applies a stack of Corruption (up to 3) onto the Corrupted Mage for 3 turns, increasing Feed Corruption's Damage by 15% per stack
Cost: 10% Mana (15 minimum); Cooldown: 0 Turns
Upgrade: +10% Damage per stack
Upgrade: The first time Feed Corruption reaches 3 stacks, increase its initial Damage by 25%
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Active: Purge Corruption - Deals 100% Spell Damage, increased by 15% per Corruption Stack (removes all Corruption)
Cost: 75 Mana; Cooldown: 6 Turns
Upgrade: +10% Damage per stack
Upgrade: Additionally reduces the Cooldown of Purge Corruption by 1 per stack
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Active: Give Corruption - Deals 25% Maximum Health Spell Damage to a party member, but increases their Damage Dealt by 50% for 3 turns
Cost: 50 Mana; Cooldown: 5 Turns
Upgrade: +1 Buff Duration
Additionally grants 35% Damage Reduction for the duration
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Active: Tainted Aid - The Corrupted Mage takes 25% Maximum Health Damage to Heal an Ally by 30% of their Maximum Health
Cost: 50 Mana; Cooldown: 4 Turns
Upgrade: +20% Maximum Health Heal
Upgrade: Allows the Corrupted Mage to target themself to Heal, instead dealing the Spell Damage to a random Ally
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Passive: Attunement - Give Corruption and Tainted Aid deal 30% less Damage
Upgrade: +20% Damage Reduction
Upgrade: Additionally increases the initial Damage of Feed Corruption and Purge Corruption by 25%
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Passive: Leeching Magic - +15% bonus Spellsteal
Upgrade: +10% bonus Spellsteal
Upgrade: +20% bonus Spiritsteal
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Infinite: Taking Over - -1% Attack Damage Dealt, but +1.5% Spell Damage Dealt per level
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Infinite: Corrupted Magic - +1% chance to deal double Spell Damage to Enemies per level
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Infinite: Sapping Corruption - +1% Healing Taken per level
Moving forward there will be more frequent, smaller updates
As the title suggests, I want to start focusing on showing my progress live in the prerelease version (which is currently on the beta branch). Once I make a relatively significant change in the game, like for example new items or a new enemy, I want to push an update for that one specific thing instead of waiting for several significant changes in one big update. I feel this will better showcase the progress I'm making. I'll start by pushing an update later today that introduces a new enemy, the Corrupted Mage. Reworked from the early access version of the game, I'll go over all its changes when I make the update live!
The Labyrinth Full Version Prerelease is live on the Beta branch!
Just like the title says, I'm very glad to announce that the prerelease for Version 1.0 is now live on the Beta branch! The branch itself is open, so all you need to do is right-click the game on Steam, click "Properties", click the "Betas" tab, and finally on the drop down click "beta". That's all! Once you close the menu it should automatically start the download for the prerelase!
Note that there might be a path issue. If you attempt to launch the game but get an error that says "An error occurred while updating The Labyrinth (missing executable)", you'll have to change the game file locations.
To do this, right-click the game on Steam, click "Properties", click the "Local Files" tab, then click "Browse local files". Check the file directory up top and see if looks like the picture below:
If it does then all you have to do is go into the "TheLabyrinth" folder, copy the game files, and go back to the parent folder, and paste all the game files there. You can then delete the "TheLabyrinth" folder. After all this the directory should look like this:
If you encounter any issues with the game, don't hesitate to post on the game's discussion forum, I try my best to answer all questions as thoroughly as I can! I hope you all enjoy the beta, I'm going to be trying my hardest to get the final product out as soon as possible.