Three cheers for
NEW BUILD DAY!Today I'm confident enough to put my completion percent at 30%. In the last month we've done a staggering amount of development and for the first time, playing the game last night, I forgot for a second I was developing it and was instead focusing on just enjoying it. That's a big step for Tangledeep! :D
WINDOWS: http://zirconstudios.com/game/Build1-17-17.rarOSX: http://zirconstudios.com/game/Build1-17-17.app.zipOVERVIEWSo much has changed it's hard to cram it in a tl;dr. Two new jobs (Spellshaper & Paladin) are now in the game, rounding out some of the core play styles and archetypes. Weapon durability is gone. All stats have been reworked. About twice as many items and magic mods. Better map generation. New map terrain (lava, mud). A field of view/line of sight system. New non-stock icons and art for player abilities and items. New incentives for dungeon exploration. Tons of bug fixes and quality-of-life improvements too.
In every way it is simply a better game across the board now, and I'm eager to make it even better. If you play, be sure to leave me your feedback, bug reports, suggestions, etc.!
PICS!The mighty Spellshaper using multiple elements to fend off champion monsters!
The noble Paladin summons divine retribution to strike her foes!
Loot is now scattered throughout Tangledeep, dropped by less fortunate adventurers perhaps?!
New auto-pickup feature and pop-up item display (both optional)!
New and improved maps, showing new terrain types and shapes!
WHAT'S NEXT?Besides tons more content (classes, items, monsters...), I want to make the dungeon itself even more dynamic with merchants, hidden areas, shrines, etc. UI will continue to be worked on and improved. The town will be built up, with more to do there, and a persistent progress system across saves. All ground tiles will be reworked/improved with more tile sets as you descend in the dungeon. More floors, more bossfights, and more dungeon layouts.
FULL CHANGELOGART* All new icons for player skills & abilities!
* All new custom art for items!
* The rest of the waterfalls in Riverstone Camp have been animated, along with some of the river <3
BALANCE* Monster health has been increased.
* Magical and Artifact items (2, 3 mod) are now less common.
* Floramancer: Bed of Thorns duration reduced from 20 -> 14 turns
* Many skill damage equations tweaked to account for Spirit Power, but this is ongoing.
* Salamander fire breath can hit at angles now.
* All maps have been made slightly larger.
* Rewards gained for defeating monsters lower level than you have been scaled down.
* Moving through water now takes more stamina.
* Blocking with a shield no longer blocks 100% of damage - now 50% instead
* XP to level has been slightly increased
* Adjusted HP level up curve
* Salamanders, Fire Elementals, and Water Elementals now have appropriate elemental damage resistance
* Lower level monsters found on harder floors of the dungeon will scale up somewhat
* Global drop / powerup chance slightly increased
* Weapon drops are now slightly less common; armor, offhands and consumables are slightly more common.
* Picking up items no longer takes a turn
* Bows now do only 50% damage at melee range.
* Dark Alchemists do more damage with their Alchemical Fire, and have a stronger weapon
* Plunderers have stronger weapons
* Health regen now occurs every 5 turns out-of-combat instead of every 3 turns
BUGS* Character sheet opens again.
* Clicking on hotbar abilities/items works again.
* You should now get rewards when a pet kills a monster.
* It should no longer be possible to have more than 0 but less than 1 HP.
* "Wild" weapon magic mod works, and no longer crashes the game.
* Equipment screen: item info display is no longer cut off, fixed multiple-mod display
* Monsters should no longer spawn on top of the player at game start
* Fixed bugs with dodge / parry chance being out of whack with certain items/effects
* River tiles no longer obscure some actors and sprite effects (work in progress)
* Fixed bug with monster pathing for jump / teleport type abilities. Should no longer veer about at random!
* All item mods and effects should now save / load properly (??)
* Elemental resistance and absorption should now work properly
* Saving the game, loading, then saving + loading again should now work (was an issue with town not being deserialized right!)
* When your pet dies, it should now be cleared from the UI
* When physically attacking a monster with a damage resistance, the appropriate message should now be displayed in the combat log
* Stairs in caves should no longer spawn at inaccessible tiles
* Fixed various display bugs related to the equipment screen
GAMEPLAY* Durability for weapons is gone. Kaput! Use weapons all you'd like!
* Fog of war / exploration fog has been changed. Player’s vision range has increased. Explored tiles that are NOT in direct line of sight are now greyed out showing the underlying terrain, but not the contents of that tile. (First pass on this system!)
* Your character sheet now tracks monsters killed, lowest floor reached, and steps taken!
* There are now three things that can happen when re-applying a status effect, depending on the effect. The effect can stack (multiple copies, compounding the effect), the effect can extend duration (i.e. a poison with 5 turns left, re-applied as a new poison with 8 turns, will result in 13 turns), or the effect can simply refresh duration (the poison at 5 returns to 8 turns.)
* Stats have been reworked and tweaked as follows.
- STRENGTH
* OFFENSE: Increases melee damage dealt
* DEFENSE: Increases physical resistance
* SECONDARY: Increase crit damage
- SWIFTNESS
* OFFENSE: Increases ranged damage dealt
* DEFENSE: Increase CT gain (extra turns)
* SECONDARY: Increase crit damage
- GUILE:
* OFFENSE: Increases chance to crit
* DEFENSE: Increases chance to parry
* SECONDARY: Chance to find powerups
- DISCIPLINE:
* OFFENSE: Increases defeat parry/dodge
* DEFENSE: Increases elemental resistances
* SECONDARY: Contributes to Spirit Power
- SPIRIT:
* OFFENSE: Increases Spirit Power
* DEFENSE: Increase health regeneration
* SECONDARY: Recover more from powerups
CONTENT* NEW CLASS: Spellshaper! A powerful spellcaster that can use elemental forces in a myriad of ways. Using 'spellshape' and 'spellshift' abilities, you can modify spells as they are cast... at a price.
* NEW CLASS: Paladin! A “sword & board” melee fighter that uses divine power to smite enemies. Good for beginners!
* Floors of Tangledeep will now contain various items - consumables, weapons, armor, or money - strewn about the dungeon floors. These appear as glimmers on the ground. What could these items be? You'll have to walk over the glimmers to find out!
* New item: Torch of Escaping. Warps you out of the dungeon and back to town.
* Now that durability has been removed, weapons have extra properties - special effects that occur only on crit!
- SWORDS: 100% chance to parry NEXT attack.
- MACES: Deals additional damage equal to 10% of the target's current HP
- DAGGERS: Grants an instant +60 charge time toward extra turn
- AXES: Target will take 25% more damage from whatever damages it next
- SPEARS: Target is rooted for 2 turns
* Armor has been fleshed out further, with the addition of LIGHT armor:
- LIGHT armor increases your stamina & energy regeneration, as well as your CT gain, plus a chance to dodge.
- MEDIUM armor offers a mix of dodge chance and damage mitigation.
- HEAVY armor has the highest physical damage mitigation outright.
* New shield mod: MASSIVE. +5% chance to block, -2% chance to parry
* New shield mod: EMERGENCY. Reduces incoming attack damage while at low HP.
* New mod (any slot): ZEN. 10% chance to recover extra health/energy/stamina while passing turns or resting.
* New mod (any slot): FAMILIARS. Summoned pets have +15% HP.
* New mod (any slot): SCAVENGING. Increases drop chance of powerups.
* New weapon mods: Frog, Insect, Beast-Slaying. Extra damage to certain monster types.
* New weapon mod: CONJURATION. All summons last +1 turns. Stacks if dual wielding.
* New armor mod: CLOTTING. Bleed effects are less powerful and wear off quicker.
* New armor mod: BONECRABS. Randomly summons an undead crab when struck.
* New armor mod: GLUTTONY. Food is more effective, but you remain full longer.
* New armor mod: VANISHING. When struck, there is a chance you will randomly teleport to a nearby space.
* Stat-boosting magic mods are back in the game, appearing on Accessories.
* Several new consumable items that have damaging effects when used
* New accessories: Endless Flagon, 5 elemental enhancement rings, Running Shoes, Sturdy Boots
* New feat: FOOD LOVER. Food is extra effective!
* Lava pools can now be found in some areas. These are harmful to (most) monsters and hapless adventurers…
* Mud now appears near water sometimes. Mud takes some stamina to move through, and occasionally you may get stuck briefly!
* Some monsters are immune to certain terrain hazards, and some may even benefit by fighting on certain terrain. Uh oh!
* Fungal Toads can now regenerate their health (once per battle)
* Slimes now randomly split off smaller mini-slimes.
* Barrels now randomly spawn. There's a small chance you'll get loot from them.
* Alchemists now have a point-blank gas cloud attack!
ENGINE* Toggle abilities can now be set in 'exclusion groups', so certain types of abilities may be unique and not stackable with other similar abilities
* Turn behavior optimization (more performance!)
* Support for effects that raise/lower resistances (statuses, for example)
* Reworked and expanded consumable item system, now supports a robust range of abilities and powers.
* New audio manager system (v0.1) to deal with various simultaneous SFX in a better way
* Support for abilities that repeat their effect multiple times, and abilities that hit targets in range at random
* Support for destructible / map objects that move on their own (useful for traps, abilities, etc.)
* Support for more randomization in sprite effects.
* Support for items / effects that boost damage of specific damage types
* Cave generation algorithm has been refined.
QUALITY OF LIFE* There is now an option to auto-pick up loot when walking over it! (This can be disabled in Options)
* Picking up items now displays a quick popup over you showing the item that was picked up (This too can be disabled)
* Your character sheet (C) now shows powerup drop chance
* On the equipment screen (E), weapons in your hotbar are no longer shown in the general equipment list
* Reworked equipment sheet character stat display and item comparisons - should look/work a lot better now
* Equipment sheet layout tweaked for clarity and to always show item info in the same place (like Inventory)
* Currently toggled abilities on the hotbar now have a red overlay
* When Slimes combine, text will appear above them indicating they have combined.
* You can now click on stairs (while standing on them) to travel up/down
* While selling items, hotkeyed weapons are marked with an asterisk
* On the equipment sheet, hovering over an item slot filters items below
* On the skill sheet (S), hotkeyed abilities indicate which hotkey they use
* Once an item is unequipped manually, it will no longer be auto-equipped if that slot is empty for whatever reason