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61  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, New build 2/18! on: February 19, 2017, 11:20:10 AM
Doing my best to make it awesome!

Also, this coming Friday I'll be participating in Reddit's r/roguelikedev "Feedback Friday" to get opinions about the game. Expect lots of improvements before then :D
62  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, New build 2/15! on: February 18, 2017, 03:49:14 PM
NEW BUILD! 2/18/2017

WIN: http://zirconstudios.com/game/Build2-18-17.rar
OSX: http://zirconstudios.com/game/Build2-18-17.app.zip

I've been on a roll over the last week or so getting some serious work done on Tangledeep. I'm very excited, and I think we're on track for a Kickstarter next month.

This build is well-rounded, with a mix of art/polish and quality-of-life enhancements, UI tweaks, balance changes, and new content. One of the major changes is the fact that you no longer start with 4 abilities for free. Instead, you get 250jp which can be spent (or saved) as you please. There is also a new job that is about 40% done, directional sprites (well, left and right-facing...), some cool new terrain interactions, and some engine improvements to help catch serious crashes/issues.


Breaking walls with the new Demolition Hammer!


Budoka kicking a hapless Salamander in the face.

ART
* Sprites now flip X axis to 'face' the right direction
* New art for Swamp Toads!
* New effects that appear when you enter water, mud, or lava for the first time, and with each subsequent step. (Should this apply to enemies? Let me know!)

BALANCE
* Scaled up JP costs for most abilities
* Champion mobs will no longer combine themselves into a regular mob (thus making the regular mob non-champion). However, regular monsters CAN combine themselves with champions, making the champion even stronger.
* Nerfed sentry bot "Robo Repair" skill in the first boss fight
* Your effective block chance is now auto-set to 0 if you are not using a defensive item in your offhand (codexes count). This is relevant for Paladin Heavy Guard.
* Creeping Spider's venom will no longer stack duration on multiple casts.
* Monsters summoned by Orbs of Summoning will no longer drop items or yield XP/JP/gold
* Frog Swamp toned down a bit
* Spread out the distribution of side areas a bit. It's a little less likely for there to be ton of side areas on one floor now.

BUGS
* Fixed a bug with some mouse / keyboard click weirdness in menus (namely the Perk menu)
* "Explosive" champion bombs no longer explode instantly but now have a fuse
* Fixed minor cursor flicker in menus/dialogs
* Fixed a music error with the new temp shopkeeper theme
* Minor visual/text fixes in opening dialogs/menus. More to do
* You should no longer get double-gameovers
* Adjusted "Ruins" layout algorithm (floor 3) to try and fix unreachable area bug
* Possibly fixed shop item list 'desync'
* Orbs of Summoning will no longer only summon a specific monster type per game
* Monsters summoned by Orbs of Summoning should now ALWAYS be on your side (untargetable etc)
* Guile now actually helps your defeat dodge/parry chance (it was supposed to before, but didn't)
* Juicy Apples and Boxes of Mints now work.

CONTENT/GAMEPLAY
* Reworked the job system and game start. You no longer start with 4 abilities. Instead you are given 250 JP at the start of the game, which you can spend to learn 2 or 3 skills. You no longer get 'temporary' active skills from switching jobs, and there is no longer a concept of 'mastering' an ability. You either know it or you don't!

* New job: Budōka! A badass martial artist, master of a secret assassination art passed down for 2,000 years. Her abilities have longer cooldowns but pack a big... punch. (Pun intended.) - Note: The job is not totally done yet, more abilities are coming.

* All classes now have NEW innate abilities unlocked when you spend 1000 or more JP in that class! Though you lose this bonus when you switch jobs, you will gain it back if you return to the original job.
   - PALADIN: After blocking an attack, your next Smite Evil or Divine Bolt deals 25% more damage
   - SPELLSHAPER: While using a Spellshape, your spell range is increased
   - BRIGAND: Your bleed effects last 2 turns longer
   - SWORD DANCER: Summon a one-tile Flame Serpent when parrying an attack
   - FLORAMANCER: You learn "Summon Living Vine II", which gives your vine a ranged poison-element shot attack
   - BUDOKA: Get a kick attack if you are unarmed in both main + offhand. The kick is even stronger than your fists.

* Added more terrain interactions!
   - FIRE damage is enhanced if the target is standing on lava but diminished if they're in water.
   - WATER damage is diminished if the target is in lava.
   - LIGHTNING damage is enhanced if the target is standing in water.
   - Walking into water now removes any burning effects.

* NEW MONSTER: WRAITH, found on floor 6 and up. Beware its haunting gaze...
* NEW ITEM: Greater Orb of Summoning. Summons more powerful monsters!
* NEW ITEM: Demolition Hammer. Destroy walls. Have fun :D
* NEW SIDE AREA: Bottles n' Brews
* NEW ARMOR MAGIC MOD: Heavy. Adds 10% physical damage resistance, but slows your CT gain.
* NEW CHAMPION MOD: Illusionist. Summons up to 4 illusions, and swap places with one of them. (Clones are easy to kill and don't attack!)
* NEW CHAMPION MODS: Fire/Water resistant (both elements), Lightning/Shadow resistant, Physical resistance. Takes 50% less damage from those damage sources. Don't rely on just one or two skills in your character build Wink

ENGINE
* Added a try/catch to the game turn loop, hopefully to help diagnose and debug serious issues. The game log will notify you when a big error occurs.
* The game will now delete your save file when you die. Permadeath! Kind of important for a roguelike, right? :D
* Resistance data on equipment is now serialized/deserialized, not just read from a template (thus: changes to resists via mods can be done)
* Code support for magic mods to affect resistances directly
* Game now caches many common resources (combat text, damage numbers, monster fades, etc.) to improve performance
* Support for champion monsters to spawn with specific accessories (that can in turn grant various new powers, resistances, etc)
* Support for champion mod exclusion groups (e.g. preventing particularly bad combinations)
* Performance optimizations related to animation and line of sight

QUALITY OF LIFE
* Added UI buttons for equipment, inventory, job (etc) screens. Placeholder graphics naturally, ux still in progress
* When attacking monsters on top of destructibles like Ice, you will always target the monster first. (Not the best solution, but I'm working on it)
* Increased combat log delay-to-fade time
* Increased combat log scrollbar sensitivity
* Added numbers below the skill/item hotbar
* Added a (bad) placeholder splash sprite for when you walk in lava
* If weapons have extremely similar power (power uses floating point behind the scenes) they will no longer show a comparison difference on the equipment screen unless the integer difference is >= 1
* NPCs now show up on the minimap
* Added labels to equipment slots when the slots are empty ("Offhand", "Armor", "Accessory 1/2")
* You can now hover over stats on the equipment screen to see what they do.
* Added a page on what each stat does in the Help manual (press "H")
* You can now use Control+1-4 to switch to a weapon on the weapon hotbar.
* Added a warning message in the combat log when a Regenerating champion has activated its Reactive Regen ability.
* Added more possible descriptors for monsters on examine/hover ("Stalking", "Curious" etc)
* On the skill hotbar, hovering over a skill on cooldown shows the remaining turns left
63  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, New build 2/15! on: February 15, 2017, 01:02:45 PM
Yep! The goal is lots of different tile sets for different areas.

Also because I got some reports of resolution weirdness, I've put the resolution selector back in (which is also connected to the input manager.) While I was at it I made some other changes, bug fixes and QOL improvements.

WIN: http://zirconstudios.com/game/Build2-15-17b.rar
OSX: http://zirconstudios.com/game/Build2-15-17b.app.zip

BALANCE
* Toxic Urchins can no longer be champions
* Nerfed the health on Sentry Bots and the Steam Golem, as well as both Assemblers
* Toned down the damage on Explosive champion bombs
* Increased the damage for Electrified champions, and the number of lightning strikes that appear
* PALADIN: Increased the stamina cost for Heavy Guard (4 -> 7 per block)
* SWORD DANCER: Increased the energy cost for Thundering Lion (7 -> 11 per attack)
* You now lose stamina for taking actions in water, not just moving through it

BUGS
* Fixed a bug where hovering the mouse over an item and dropping it with D would sometimes drop the wrong item
* Fixed a bug where a blinking cursor would appear in the Inventory screen sometimes.
* Lava tiles now hurt with each step again (related to a bigger bug with certain effect types)
* When you die, your health bar reflects your current health (0)
* When killed, monster health should display properly as 0

ENGINE
* Monsters can have a NoChampion flag

QUALITY OF LIFE
* Hovering over status buffs from toggled abilities now shows that they are Toggled, and not fixed duration
* Hovering over a monster now shows whether it is Neutral, Aggressive, or Hostile to you

64  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, New build 2/7! on: February 14, 2017, 11:15:49 PM
NEW BUILD!

WIN: http://zirconstudios.com/game/Build2-15-17.rar
OSX: http://zirconstudios.com/game/Build2-15-17.app.zip

OVERVIEW
This build features a ton of bug fixes, QOL improvements, balance tweaks, some deep engine improvements, major new art and new audio. Overall - as with the last build - it's largely intended on delivering a better all-around player experience. There IS some new content too, in the form of new consumable items and map areas, plus a badass new monster.

Over the next 1-2 weeks you can expect more content additions/balance tweaks, plus dungeon areas, new monsters, and a new player job (Hunter).



FULL CHANGELOG

ART
* All-new tileset found in different levels of the dungeon! Wow!

AUDIO
* Two new placeholder tracks added (boss and merchant themes)
* New music track (dungeon theme)
* Various SFX mixing

BALANCE
* (Half bug) When unequipping accessories that grant abilities, like Endless Flagon, their cooldown will be remembered if you re-equip them
* Sentry Assemblers no longer give ludicrous amounts of XP
* Dual wielding has been toned down. Previously, your offhand weapon had reduced damage and accuracy. Now, your main hand weapon also loses some damage and accuracy (though not as much)
* Shield block chance increased overall
* Medium and heavy armor now offers some flat mitigation for physical damage
* Made the Lava Pit side area a little tougher, with a little less loot
* Experimental: When switching floors, all monsters heal to full (to prevent stair cheesing)
* Adjusted map size/room distribution further - should be more even now
* Adjusted XP curves (now written manually)
* BRIGAND: When YOU are in your smoke cloud, enemy aggro range is now severely reduced. (It already reduced enemy sight range if they're in it.)
* Adjusted magical item drop chance; anytime a monster or destructible has a better chance of dropping items, these items are also more likely to be magical

BUGS
* Many abilities (and ranged weapons) could fire at targets not in line-of-sight (i.e. blocked by walls), this should be fixed
* Disconnected rooms were possible on some floors (4, 7) - this should no longer happen
* Hovering over abilities on the job sheet ("J") with the mouse should now display full info
* Hopefully fixed various weirdness when restarting the game after dying, such as not being able to properly do character creation, and post-restart hang/glitching
* You can no longer sell equipped items. Selling an item or weapon in your hotbars will remove it from the hotbars
* Fists should no longer randomly turn into Javelins on the hotbar
* The blinking cursor that indicates when an item/slot is selected for swapping has been re-enabled
* When in the middle of swapping equipment, hovering the mouse over item slots will no longer filter
* Fixed various other weirdness during item swap on equipment screen
* Abilities granted by items (Bottomless Brew, Endless Flagon) are properly removed from the character and hotbar
* Fixed mouse wheel scrolling causing bad behavior in some menus
* Revised some code relating to turning sprites on and off when out of vision. Should no longer see champion (etc) buffs when they are not in line of sight. If it's still happening... tell me!
* Mouse rotation of ability targeting is now relative to hero position, not screen center
* Fixed lighting bug where stacked items would look brighter and brighter
* Magic mod exclusion groups now work - i.e. a weapon cannot be converted to both Fire and Water damage
* Damage numbers should now 'track' objects much more closely and accurately, same with status effect icons/hovers
* Damage numbers will no longer pop up if enemies are out of sight, nor will combat text or animations
* Removed the dead mouse zone at the bottom of the screen (still working on how to prevent UI from getting in the way of character movement)
* Small zones no longer obey camera clamping - this gets rid of some issues, but I need a way to do this better.
* Tweaked how stat modifier (comparison) icons are displayed on the equipment screen - should work better
* Fixed a bug where transparent stairs (like those in Riverstone Camp) would re-appear after game load
* Possibly fixed bug with champions getting the same champ mod twice? We'll see!
* Fixed a bug where food in the bandit storeroom would not save/load
* Fixed a bug where you could use consumables like gems that have no on-use effect

CONTENT
* Added several new room layouts for all map types
* New consumable: ORB OF SUMMONING. Calls a random monster to fight for you for awhile.
* New consumable: BALSAM. Heals all negative status effects.
* New consumable: UNSTABLE CONCOCTION. Summons a bunch of acid pools that damage and debuff enemies!
* New monster: ROCK GOLEM. Spawns on floor 9+. He's rough, tough and he'll mess you up.
* New weapon mod: PENETRATING. Ignores 50% of physical damage resistance (e.g. some monsters are resistance to blunt, slash, or pierce.)
* New side area!
* New consumable: DUNGEON MAP. Reveals an unexplored floor at random. (But which one? And where do you find the maps?!)

ENGINE
* Items now support a persistent counter of cooldown
* Audio engine now properly supports different mixer groups
* Assorted performance optimizations

QUALITY OF LIFE
* EXPERIMENTAL: Removed weapon swing animation for everything but critical hits, to avoid combat clutter. (Impact sprites are still there.)
* Audio settings have been rescaled, one tick = 1 dB, total dynamic range of 30dB. At minimum value, that mixer group is OFF.
* New "Back to Game" option added to Options menu. "Save and Quit" renamed for clarity.
* When moving with the mouse, you will no longer auto-pass turns when trying to move into a wall
* Monster HP should never appear as 0% - only 1%
* Reduced the threshold needed for mouse movement -> changing ability directional targeting
* When using Spellshapes (ray, line, etc) you will now see the spell effect trigger even for unused spaces
* By pressing Escape or your bound Cancel key, you can return to previous pages of character creation
* Barrels and crates should no longer spawn on stairs. Really. Yes. For real this time.
* Extended camera clamp range so you should no longer be blocked by the UI (this still needs to be improved further)
* Ability damage numbers should now pop up AFTER the ability animation has played. If this is not happening with some abilities, let me know as internal numbers must change
* Added two new tutorial popups related to difficult terrain and selling items.
* Added a (placeholder) splash sprite + sfx when you enter water
65  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, New build 2/7! on: February 11, 2017, 12:04:40 PM
I think for Tangledeep, consumables are designed to:

(a) help you get out of bad situations, for example a Lightning Brew when your resources are exhausted

(b) prepare you to tackle harder challenges, for example popping the right buff or eating some food before a difficult champion fight

(c) fill in the gaps for your character - giving melee heroes some reach, giving non-healers a way to restore health, etc.

They also add an extra element of positive randomness to the game that I think is fun for dungeon crawlers. I want you to find an Orb of Summoning and smile as you call your very own Moss Jelly to your side. I want you to breathe a sigh of relief when you find a Mint Herb Brew in a barrel as you're escaping from a crowd of baddies. That kind of thing.

Of course... you do have to use them for them to have an effect Wink Dying with a backpack full of potables = shame!
66  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, New build 2/7! on: February 10, 2017, 11:26:33 AM
ext build has tons o' fixes and QOL (again), I have several QA people now helping so... Stay tuned!

Excellent--I'm glad to read both points! ^_^

Would you prefer that I scaled back my feedback, then, perhaps particularly with regards to bugs, or should I continue to give feedback as I have been?

Your feedback is massively helpful so by all means give as much as you want. I write down everything and try to address as much as I can with each build. Sometimes I need to do engine changes to support certain things. Other issues that are more related to balance, or connected to larger systems, may take longer.

Performance for example is a broad issue... but I did run through the code and tighten up some spots where I was instantiating lots of Lists<> per turn etc.

Also while the next build is primarily focused on bugs, QOL and polish (again) there will be new content too. Specifically after finally playing Shiren the Wanderer I'm really interested in adding more situational consumable items, so I'm working on adding more of those for freshness.
67  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, New build 2/7! on: February 09, 2017, 12:20:57 PM
Great feedback. Next build has tons o' fixes and QOL (again), I have several QA people now helping so... Stay tuned!
68  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, New build 2/7! on: February 07, 2017, 03:42:50 PM
Aaand I had a couple lingering major issues that are now fixed. Same build links...

WIN: http://zirconstudios.com/game/Build2-7-17.rar
OSX: http://zirconstudios.com/game/Build2-7-17.app.zip

BUGS
* Combat log text now scales properly
* Mouse control now works at smaller resolutions properly
* Camera no longer scrolls off screen at lower resolutions

GENERAL
* Game is now locked to 16:9 aspect ratio (this may change later, but this is the most stable/bug-free for now)

QUALITY OF LIFE
* Right-clicking can now be used to Cancel dialogs/targeting
* Abilities that have floating targeting shapes (such as lines, crosses) will no longer rotate if you use the arrow keys - use the "T" key instead
* The mouse can now be moved to rotate abilities that are not cursor-targeted
69  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 2/2! on: February 07, 2017, 11:20:04 AM
I'll be using the list for BIG news primarily, so following the thread will technically have more info, but email is a guaranteed way to reach people... And speaking of news:

NEW BUILD TODAY: 2/7/17

WIN: http://zirconstudios.com/game/Build2-7-17.rar
OSX: http://zirconstudios.com/game/Build2-7-17.app.zip

OVERVIEW

The purpose of this build is primarily polish, bug fixes, and quality-of-life improvements, plus overhauled tutorials and hint popups. A number of underlying UI systems have been reworked to fix things like overlapping damage numbers. The combat log has been further improved and cleaned up. Various interfaces should work much better with the mouse now. The world itself now auto-clamps the camera as you approach the corners, so that your screen isn't primarily taken up by black space. There's more art replacing various placeholders. Level transitions.

You get the idea - hopefully the game feels a lot less like a pre-pre-Alpha now, and more like a pre-Alpha :-)

BUT! There are some new balance changes and content too. I've done a pass on monster density as I think that was one of the biggest issues before (density getting out of control). Also there are some new items and tiers of equipment, plus a couple new monsters on the upper levels that will really give you a run for your money... Let me know if you make it that far Wink

FULL CHANGELOG

ART & PRESENTATION
* More tile variation for walls
* More playing around with lighting effects
* Even more new art for items!
* Targeting tiles now have synced animations again
* New transition fades when changing areas
* Stairs removed from Riverstone Camp - just walk into the cave to use it
* Projectiles should now track their target even if the target moves
* Fixed title screen background jank

BALANCE
* Slightly nerfed low-level stamina and energy potions
* All low-level healing-type potions now have a slightly higher value
* Running Shoes nerfed
* Monster densities reworked floor-by-floor

BUGS
* Deflecting Filter and Vigorous Draught now both exist again
* Fixed Evocation: Shadow art
* Sacrificial altars now only work when dropping within 5 squares of them
* You can no longer drop Fists/empty item slots!
* Offhand weapon, while dual wielding, now displays properly on main HUD after loading the game
* Clicking now works again in the job screen to learn abilities
* Fixed some cases where clicking in a UI area would cause the player to move or act
* Fixed some minor bugs where the cursor would disappear in dialogs
* When killing a fleeing monster, its "death fade" will no longer jump a square
* Selecting "Continue" when you have no game loaded no longer brings you to a black/empty screen
* Arrow keys and mouse position in menus/lists should be synchronized... properly this time
* You seriously, really, actually can't shoot your own pet with a ranged weapon now
* Fixed bug where dungeon terrain tiles (i.e. lava) would no longer be dangerous to player after loading game

CONTENT & GAMEPLAY
* NEW MONSTER: Bandit Swordmaster, to give the Sword Dancer a run for her money... Will show up on floor 7+
* NEW MONSTER: Young Lightning Elemental, mischievous but deadly... Shows up on floor 9+!
* NEW ACCESSORY: Infinite Flask. Restores Energy, but makes you tipsy.
* NEW ACCESSORIES: Incombustible / Incorruptible Necklaces. Each offers specific elemental resistance.
* NEW ITEM TYPE: Gems. These don't do anything but sell for a hefty price to merchants! Where might you find them...?
* NEW POTIONS: Stronger Health, Energy, and Stamina restoratives
* NEW WEAPON TIER: The fourth tier of weapons can now be found from difficult enemies deeper in the dungeon!

ENGINE
* Cleaned up how tile visual types are stored, allowing for more variation
* Reworked how the combat log works (now: GameObjects), allowing for all sorts of processing per line of text
* Added code support for tiered 'innate' abilities in jobs, i.e. unlocked after spending a certain amount of JP total
* Lay the groundwork for an improved loot table / drop system
* Reworked tutorial system loading / display - much more expandable and loads from XML now
* Monsters can now use movement abilities outside of combat
* Reworked how monsters are spawned at map start; new min-max monsters per floor definitions
* Some code optimizations to reduce GetComponent() calls, as well as pre-allocating some variables for heavily-used operations

QUALITY OF LIFE
* Various unnecessary combat log messages cleaned up, some colors added to make things more digestible
* Damage number popups will no longer overlap but instead queue up if a whole bunch happen in quick succession
* Shop interface: Exit button moved to upper right for mouse users. Pressing escape now quits the shop.
* Experimenting with a new camera locking mode that prevents you from seeing way beyond the edge of a level, "clamping" the camera to map edges.
* Added a clickable, flashing indicator when you are able to learn a new job skill
* Treasure sparkles should no longer spawn on barrels / chests
* Combat log now writes a different message when you block an attack
* Moving into the cave at Riverstone Camp now automatically takes you to Tangledeep
* Tutorial hints have been cleaned up. Some have been added, others removed or rewritten. Tutorial tips will also never show twice, even if you die.
* Melee, ranged, and spirit power added to character sheet (C) along with parry, block, dodge and crit chance
* Rather than text messages, the stamina bar now flashes as you move through difficult terrain (mud/water)
* While at low health (<30%) your health bar now subtly blinks red
* When in the merchant interface, items you can't afford will be marked RED
* Barrels/crates should no longer spawn on the monster-attracting gem
70  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 2/2! on: February 05, 2017, 06:27:03 PM
The upcoming build is coming along and has yet more polish, bug fixes, and quality of life stuff. Really looking to get the "feel" of the game right with smoother interfaces and less jank. I know it's pre-alpha but polish is important to me.

But I'm mainly posting to say that I've started a mailing list for Tangledeep that I plan on using for MAJOR announcements, such as the upcoming Kickstarter campaign, alpha/beta release, and eventual Steam launch (+ possibly other platforms!) It would mean a lot to me if you signed up, IF you're interested in following the game!

http://eepurl.com/cAFft1
71  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 1/26! on: February 02, 2017, 04:11:43 PM
NEW BUILD!

WINDOWS: http://zirconstudios.com/game/Build2-2-17.rar
OSX: http://zirconstudios.com/game/Build2-2-17.app.zip

We're kicking off February with a well-rounded new update to Tangledeep! I wanted to address a bunch of nasty bugs here and also experiment with various quality-of-life improvements related to mouse control and cleaning up the UI. (Less pop up text, less intrusive combat log, etc.) There's also gobs of new art (items, skills, fx), balance tweaks, and new monster abilities, and most importantly the addition of side areas to the dungeon.

These side areas round out my latest effort to make the dungeon - Tangledeep itself - even more fun to explore. You might find a themed combat area, or a terrain challenge, a merchant, or something else. As development continues this concept will be extended even further, giving you more to discover in the dungeon, more ways to get loot (or spend money), and more interesting/unique "stuff" to add to your experience.


Divine Bolt FX!


You can finally punch stuff now


New spell FX for the Spellshaper


A new side area to discover!

CHANGELOG

ART
* More item art! Thanks to Lachlan Cartland for killing it on this!
* Specifically, we now have FISTS.... yes!
* Reworked the system for drawing walls / ground, and corresponding art. Good times!
* Thrust attacks (spears, punching) now have a separate 'swing' animation
* New projectile animations for mechanical enemies (still working on making projectile firing look better though)
* Young Water Elementals have an appropriate projectile attack now (wave shot)
* More icons for skills and status effects
* You will now find not only barrels, but also crates, and stacks of crates. Exciting!
* More combat / ability battle FX and objects! (Fewer placeholders!)

AUDIO
* New music for Riverstone Camp (town) - wistful and nostalgic, enjoy!

BALANCE
* Mold-Infested Vermin will use their mold mind control on you more frequently
* Monster density reduced on upper levels to a max of 2 monsters per area. For very small areas, the max density is limited to 1 (for a 3x3 room)
* All toggle abilities now refund 100 CT when used (i.e. they do not take up a turn)
* Swapping equipment now no longer takes a turn (experimenting with this)
* Young Water Elementals have a longer attack range
* SPELLSHAPER: When casting materialized evocations, the effect will now trigger immediately on any actor in the tile
* SWORD DANCER: Thundering Lion no longer costs Energy to activate.
* SWORD DANCER: Flame Serpent now deals damage if you move the fire into the target - not just if the target ends turn on that tile

BUGS
* MAJOR: Fixed an issue with moving near map edges (and other various terrain) locking up player movement and causing lots of other issues
* Fixed a bad bug when saving, loading, and then saving -> loading the game
* Tweaked mouse texture to hopefully avoid some buggy looking’ cursors
* The game should no longer let you load saves from versions of the game with particularly different save data structures (important at this stage of development)
* Secret rooms should now appear on floor 8
* Stair spawning has been rewritten, preventing cases where stairs up or down sometimes did not spawn at all
* Decor layer should now load properly when you Continue the game
* Options values should load properly (note: you may be switched to default options values as I add new stuff)
* The mouse and keyboard 'focus' when navigating lists (items, skills, shops) should now be synchronized
* In a long item/object list (such as the shop), pressing UP at the top of the UI will now scroll to the very bottom of the list properly
* Sentry adds in the Level 5 boss fight now aggro/target you properly, and use attacks
* Thundering Lion no longer lasts forever, and will expire (along with other Energy-using toggles) when you don't have enough resources
* Fixed various issues with powerup drop chance calculation

CONTENT/GAMEPLAY
* Starting at the 2nd floor of Tangledeep, you will be able to find stairs leading to areas "off the beaten path": merchants, special enemy areas, and other fun stuff. Many more will be added, but for now, explore those stairs and see what you find!
* Adjusted map generation for upper levels (should be better now)
* More cave ‘pieces’ have been added
* New food item: Juicy Apple (restores all stats a bit)
* Jade Beetles now have an armor break effect at melee range, when their health is reduced to 50% or less
* Plunderers now use a dagger toss when at range
* Cave Lions now have a deadly 3-range claw rake attack (takes one turn to wind up)
* Young Water Elementals now have a powerful cross-shaped splash (heh heh) attack (takes one turn to wind up)
* New monster: Guardian Sphere. Appears on levels 6 and up
* New champion mod (floor 3 and up): Nightmare. Summons deadly shadow traps across the battlefield!
* SPELLSHAPER: Changed Spellshape BURST to Spellshape RAY. Try it!
* New weapon mod: RUST-BITING (more damage to machines)
* New boss encounter on floor 8 of the dungeon (beware, no idea if this is balanced!)

ENGINE
* Refactored how the dungeon is stored in the game's memory
* Changed how stairs work (they can now travel to any location as opposed to incrementing floors up/down, or hardcoding)
* Created option for monster abilities to limit target tiles to ONLY actors affected (i.e. damage and then summon object on damaged actor)
* Added the capability for map object effects to trigger if an actor STARTS turn in that tile

QUALITY OF LIFE
* Experimental: Changed the way the combat log is displayed. It now appears "when needed" under you on screen, and disappears after a short delay. Press "L" (rebindable) to toggle it to always show.
* When opening the equipment screen, you will now only see weapons (as weapon slot 1 is the default selection). Move to another slot to see items in that slot
* Monster-attracting gems will no longer spawn in mud, water, or lava
* Barrels and crates no longer spawn in water, mud, or lava
* Mousewheel can now be used to scroll list pages, such as the shop list or known skills, if they take up more than one page
* Experimental: Cleaned up popup text displays. Parry, Whiff, and Block no longer pop up over your head (but you still get the SFX and combat log text.) Walking through mud/water no longer pops up -stam text, but combat log text is now yellow to make things more obvious.
72  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 1/26! on: January 30, 2017, 08:42:58 PM
As always this is super great feedback. Thank you very much!

Misc Points
* I'm still trying to figure out how to best anchor the stat arrows. Can you take a screenshot and show me how it looks on your screen?

* There will definitely be more terrain interactions beyond what there are now. Going into a river to remove burning: great idea. Likewise I was going to make it so that if you're on lava (or an enemy is), freeze attacks don't work.. etc.

* Definitely want to make more special abilities for enemies. It's coming.

Balance
* Steam Golem fight can certainly be improved. Balance is sometimes tricky to nail down at this stage in development but I'll keep trying. The sentries are definitely supposed to aggro you and they should have ranged attacks.

Spellshaper
* I think I will make it so that your toggle abilities are free to turn on/off.

* In theory I had set it up so only one SHAPE can be toggled, while either Materialize or Pierce can be added on top... not sure how two were active...

* I agree that maybe ditching burst or cone in favor of one or two new things like your suggestions would be great.

Other Stuff
* Yes some hidden areas can have weird contents, like treasure with lava surrounding. Why not, right? :D

* There is actually an option in the general options menu to turn on loot popups when you grab something. It should be enabled by default. Not sure why it isn't - looking into that.

* There was a fairly serious terrain related bug in the last build which may have caused a number of odd issues like lava not hurting you, being stuck, etc...

* Looking into those other bugs!!!
73  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 12/15! on: January 25, 2017, 09:38:14 PM
NEW BUILD

Yes it's been less than a week, BUT this has some key bug fixes along with a variety of content, art, and quality of life additions.

The biggest new content which I'm eager for people to try out is the addition of secret rooms/hidden areas. These are tucked away in Tangledeep starting on floor 3. You can find the entrance by looking for standalone wall blocks which can be broken by attacking. They contain treasure, danger, or maybe both!

WINDOWS: http://zirconstudios.com/game/Build1-26-17.rar
OSX: http://zirconstudios.com/game/Build1-26-17.app.zip

FULL CHANGELOG

ART
* Reigned in weapon swings a bit
* More of a bug, but all tile variation has been restored. Oops!
* New skill icons for Spellshaper and Paladin (more coming)
* New ingame status icons for various effects
* New combat FX sprites for some abilities and monsters

AUDIO
* Better punch sound

BALANCE
* Brigand's "Concussion" now costs only 150jp to learn (down from 200)
* Sentry Bots in the steam golem fight no longer drop loot. Conversely, the steam golem should now drop more/better loot.
* You will no longer regenerate any stat while on terrain that is dangerous to you (lava, mud, water)
* Reduced chance to hit with your offhand weapon while dual wielding

BUGS
* Probably (?) fixed bug where you would pass turns automatically/unintentionally and let monsters wail on you.
* Fixed a serious crash bug related to monster pathfinding.
* When attacking with a ranged 1h weapon in your main hand (such as a sling or spear), you will no longer proc dual wield attacks from your offhand. You must be in melee range to do a double attack with dual wield.
* Projectile weapon rotation has been fixed. Again.
* Fixed a bug where re-applying a stackable status would sometimes cause it to 'stick' permanently.
* Possibly fixed some bugs with alignment of text on the equipment sheet, but need to investigate at other resolutions/modes
* Stairs should no longer spawn enclosed by walls (i.e. impossible to get to!)
* Your summoned pet, when killed, should now disappear from your list of summoned pets immediately.

CONTENT & GAMEPLAY
* New item type: Spellbooks. These are offhand items that, unlike dual wielded weapons or shields, offer no direct combat power but instead restore your Energy while attacking, boost your Spirit Power at all times.
* Secret areas have been added to the game! These rooms may hold treasure, danger, or both… and all will give a JP bonus for discovery. Look for breakable rocks to find your way in!
* New consumable: Deflecting Philter
* New accessory: Knight Gloves (when wielding a 1 handed weapon with no offhand, increases damage)
* New feats at character creation: SCAVENGER (find more/better items) and ESCAPE MASTER (grants you a permanent Torch of Escape-type ability)

ENGINE
* Modified line of sight (you will no longer see walls in pockets of nothing)

QUALITY OF LIFE
* Equipping weapons in the EQ screen should be better now. If a weapon is in your hotbar, hit enter to switch to it. (This is just like clicking/cycling on the main screen). If it's already selected, hit enter to swap to a new weapon.
* Under your stats in the upper right, you will now see a display indicating how close you are to a free turn. This will also turn yellow when you have earned a free turn.
* You can now disable the "EXTRA TURN!" popup over your character (Options menu)
* Stairs will no longer spawn in lava, water, mud, or with destructibles (i.e. barrels) on top
* Help guide has been updated to reflect changes to weapons (no more durability, special effects on crit) and the three armor types
74  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 12/15! on: January 18, 2017, 09:12:19 AM
hey, nice game! art and music in particular are great. just a few minor nitpicks/suggestions:

1. i couldn't find anything ingame on how getting extra turns works

2. i got a tip saying i had enough JP to buy a new ability even though i didn't (was playing brigand)

3. the help menu seems outdated. it still has stuff about weapon durability which you said was removed.

4. consider making keys rebindable in the future. i use a german keyboard and using ][ for weapon switching is pretty unintuitive for me.

All good suggestions -

1. Yes I will explain this better in HELP and I'm also going to add a meter in the upper right that shows how close you are to an extra turn. It's based on your Swiftness.

2. Will fix!

3. Agreed, I gotta update it

4. Right now they are rebindable when you launch the game, in the Input tab. But it's not the prettiest way of doing it.
75  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 12/15! on: January 17, 2017, 07:51:41 PM
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.rar
OSX: http://zirconstudios.com/game/Build1-17-17.app.zip

OVERVIEW

So 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 CHANGELOG

ART
* 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
76  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 12/15! on: January 05, 2017, 11:17:32 PM
Happy new year all!!!

And good suggestions, you can now click on yourself when on stairs to use them. To avoid issues with using items instead of stairs I've also added a new auto-pickup option. This can be toggled at will, though it feels pretty good to leave it on.

These last few weeks have been crazy productive. Check the build notes Gdoc - so much happening here, not just bug fixes and balance tweaks but major new content and quality-of-life stuff.

The SPELLSHAPER will be in the next build as noted in the guide and looks positively awesome thanks to Fervir. It's pretty advanced but very powerful once you get a handle on it. Essentially you have/can learn up to 4 basic elemental spells, each of which affect a single target instantly:

FIRE - Strong damage and leaves a residual burn damage over time (DOT)
ICE - Light damage, slows and reduces accuracy
SHADOW - Moderate damage, but leaves a stacking debuff for shadow damage, making it very powerful for repeated casts
ACID - Moderate damage, debuffs target's defenses

Then you have abilities which change the shape of the spell: CONE, BURST, LINE, RECTANGLE. These let your spells hit multiple targets in different patterns, but they add an extra Stamina cost to the spell. You can have one spellshape active at a time via a toggle effect.

Lastly you have special modifiers which add either extra cooldown or 'exhaustion' time after casting: the mutually exclusive PENETRATE and MATERIALIZE. Penetrate makes the spells pass through resistances, while MATERIALIZE changes the spells from instant damage to summons. Materialized Fire creates a flame that burns + adds a DOT to anything passing through. Materialized Ice will block enemies, forcing them to break the ice to pass through (which also slows them!) Materialized Shadow will root and damage enemies that pass through, while Materialized Acid damages and debuffs.

You can combine these to create effects to fit your situation. We'll see how it pans out balance wise but so far it's pretty fun to play!





Along with a new PALADIN class that is designed to be the entry point for new players, as well as one that can serve as a baseline to balance other classes.
77  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 12/15! on: December 22, 2016, 04:22:57 PM
Yes I think there is more I can do with rivers for sure. And I'll continue refining mouse control / fixing bugs with that. Although, re: skill hotbar, I do recommend IF you are playing with mouse to use left hand to trigger skills - that seems like a natural setup (left hand rests on 1-8, right hand on mouse)

Anyway, no build yet, but I'm working on a lot of stuff including testing getting rid of durability altogether. I've created a google doc which features everything I'm working on right now.

https://docs.google.com/document/d/1VIFBxOeX-ijjPTsrGuscJYKyGFre1WwHS_nfSlTT4kU/edit
78  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 11/17! on: December 15, 2016, 04:05:19 PM
** NEW BUILD **

OK, been working very hard on this build which adds a LOT of new code. There's (as always) tons more I want to do but I hate going more than a few weeks without releasing something publicly, so here we go.

WINDOWS: http://zirconstudios.com/game/Build12-15-16.rar
MAC OSX: http://zirconstudios.com/game/Build12-15-16.app.zip

tl;dr / THOUGHTS
This build is a big step forward because it introduces the town hub, Riverstone Camp. Right now there is not a ton you can do there; there are just two merchants with static positions. But it took a lot of code and assets to get here, creating an entire NPC system, merchant UI, currency, shops with inventory that is cycled over time, branching dialog system, etc etc. So while it may be humble right now, a lot of groundwork has been laid down for future improvements.

I've also spent more time working on mouse control and bug fixes, plus refining and improving content (i.e. throwing out all existing magic mods and making new ones, new monsters and monster tweaks), balance and all that good stuff, all with the goal of making the game experience better, fresher, and more fun overall.

I'm looking forward to further fleshing out the town hub and adding the 4th character job very soon!


The dancing food merchant, Nando


New rivers added to caves (temp art)


New help system (press H)

FULL CHANGELOG

ART
* New tile set/skin for the boss fight room!
* Crappy temp skeletons (summoned by Summoner champions) are now Bone Crabs.

BALANCE
* Fungal Toads and bandits that call for help will no longer call for quite as large a distance
* Equipping MAGICAL armor, accessories, or shields now takes a turn. (This is tentative / may be reverted)
* Summoned Living Vine toned down slightly
* Stats no longer influence regen % rate

BUGS
* The game over screen now lingers and requires you to press enter, return or escape to move on
* Probably (?) fixed bugs where Sword Dancer abilities would sometimes not move the player sprite visually
* Alpha sort inventory, equipment, and player skill list now works
* Sort player skill list by job now works
* Clicking on sort buttons should work now too
* Monsters in wide-open areas are less likely to stop moving
* Fixed flickering bug with some visual FX fading out at <100% alpha
* If you have a unique status effect added by multiple items (such as a unique magic mod), the effect *should* no longer be removed if you unequip one item
* Items on the map should now save and load properly. Also fixed a number of other save/load bugs related to items.
* Items and champion monsters loaded from save will no longer lose their display names
* Fixed bug where some items (mostly accessories) would load the same mod twice on load game
* Hero status effects that have ingame sprites (shields etc) should now properly load

CONTENT
* Got rid of nearly all existing item magic mods and started from scratch. New mods have been added that have more flavor and offer more interesting choices/effects than simply small stat bonuses. More to come, of course!

* Money has been added to the game. Kind of important right? :D Money is granted upon killing monsters. Eventually it will drop from chests etc too. This means items now have a monetary value (different when buying vs. selling, and also varies based on merchant.)

* New feat: Entrepreneur. Find more money and sell items for more money.

* The town hub - Riverstone Camp - has been added! You can reach it by traveling to the stairs up on Tangledeep's first floor.

* Merchants have been added! You can find two in Riverstone Camp, Katje and Nando. Talk to them to buy/sell items. Each time you reach a new floor of Tangledeep, their inventories will be refreshed. Their goods may also improve depending on what level you are!

* New type of consumable item added: food. Food will restore one of your prime stats (health, energy, stamina) over a short period of time. It's cheap, and easy enough to come by. However, eating ANY food makes you full, and if you're full you can't eat more for a bit!

* Caves now have rivers running through them (with placeholder art, for now). Rivers carve through the map but take a bit of stamina to move through.

* Grotto Flyers now have a projectile sting attack.

* New monster: Toxic Urchin. These creatures are immobile but highly aggressive.

* New monster mod: Regenerating. These champions will buff themselves to heal up quickly after an attack, but if you wait for the buff to wear off you'll have the advantage!

ENGINE
* Created 'exclusion groups' for magic mods so certain mod combinations will never spawn.
* New support for skinned areas! Important for the new boss room skin and TOWN area! :D
* Support for animated components of skinned map areas
* Support for maps that exist outside the dungeon
* Fleshed out conversation/dialog/dialogue system - now loads from XML, custom window sizes, color/size parsing!

QUALITY OF LIFE
* You can no longer target your pet with ranged weapons
* Help button ('H') now displays an interactive manual with much more info!

USER INTERFACE / UX
* Tweaked fonts in the main HUD and dialog windows
* Hovering over UI options/buttons now moves the cursor
* You can now hit enter/return to go up and down stairs.
* You can how hit Numpad5 (middle) to pass your turn
* Mouse movement has been changed. Now, left-clicking (or left-click + hold) simply moves the character toward your cursor. Simple - no pathfinding. RIGHT clicking and holding will select a tile and attempt to pathfind to that tile as long as the right mouse button is held. It's still a little rough but will be continuously improved.
79  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 11/17! on: December 01, 2016, 02:17:47 PM
Great points re: mouse control. I play almost entirely with keys as is the Roguelike tradition so the mouse control should be improved. I will make it so clicking an option selects it, clicking AGAIN will confirm it (if already selected).

UI scaling is a thorn in my side. For now if possible try to play at 16:9. It should scale properly to any multiple of that.

Tabs in the UI - definitely, it's on the list. I wanted to get the new wireframes and functionality in, but I agree that tabs would make life easier.

Hurting own pet: I'm going to just make this impossible Tongue
80  Community / DevLogs / Re: Tangledeep: 16-bit SNES-inspired dungeon crawler, new build 11/17! on: November 30, 2016, 10:17:13 AM
NEW BUILD! This one has some extensive changes so I fully expect there to be bugs that I've missed, but any play testing is of course sincerely appreciated.

WINDOWS: http://zirconstudios.com/game/Build11-30-16.rar
OSX: http://zirconstudios.com/game/Build11-30-16.app.zip

OVERVIEW: All the UI code has been completely redone. Several interfaces have been redesigned from scratch, such as equipment, UI, and job, plus there is now a new skill book UI (s) where you can view/use abilities and equip support abilities. There is now a basic title screen and character creation process! Also, the champion mod system has been reworked. Champions are much more interesting now, capable of spawning with various unique powers that require more planning and battlefield awareness.

New champion abilities (electrified, frozen, toxic)


Passive/support ability swapping


Character creation 1.0


FULL CHANGELOG

BUGS
* Summoned pets will now remember their summoner on load properly, and not aggro him/her/it
* On load, monsters will continue respawning on floors with the monster-attracting gem still intact.
* Monsters that normally restrict their movement to a small area will be more inclined to wander about in caves.
* Anchor/swing vines spawned by Floramancer's "Aura of Growth" will no longer stack up on the same square
* Anchor vines should no longer slow enemies you aren't in combat with

CONTENT
* Monster champion system has been totally overhauled. There are now "Champion Mods" which, in addition to adding raw stats, grant new battle powers to the monster. For example, "Toxic" champions will spawn spreading poison clouds, "Turtling" champions conjure energy shields, and "Electrified" champions call random lightning strikes! You can view a monster's mods by hovering over them with the mouse, or using the "x" (examine) key.

* Champion monsters have more flavorful names, too!

* You can now select from 2 feats when you start the game. These are innate active or passive abilities that will help you in your adventure! There are just 6 for now but expect to see lots more.

* Passive abilities must now be EQUIPPED from the skill sheet (S) to have an effect. You can have up to 5 passive abilities equipped at a time, from any mix of jobs.

ENGINE
* More support for ability in-game 'flavor text' (written to log)
* Abilities can now have one sound effect play to cover the entire effect, even if there are multiple animations generated
* Lay the groundwork for new job traits (passives/stats) to unlock as you master your job. This will give you extra benefits that are NOT carried over from one job to another, giving you incentive to select the job you like even if you've mastered all abilities from multiple jobs.

QUALITY OF LIFE
* On the "Game Over" screen, hitting escape will now restart the game.

USER INTERFACE
* Game now has a title screen and basic character creation!
* Massive overhaul to underlying UI code.
* Equipment and Inventory UI have both been redone from scratch. More work to be done but these should be much more useful and focused now. Equipment is for weapons, armor, and accessories, Inventory is for usable items.
* Job Sheet (J) has been redone. This is now used to view in-depth info about your current job, learn/master new abilities.
* New UI sheet, Skill/Spell Book (S), which is where you can use abilities and equip (?!) new Passive abilities... See CONTENT above
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