NEW BUILD! 2/18/2017WIN:
http://zirconstudios.com/game/Build2-18-17.rarOSX:
http://zirconstudios.com/game/Build2-18-17.app.zipI'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
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