Hmm ok, tell me if you have any of those issues (some may be solved, some not - yet) with the build below...
NEW BUILD! 3/8/2017WIN:
http://zirconstudios.com/game/Build3-7-17.rarOSX:
http://zirconstudios.com/game/Build3-7-17.app.zipToday we have a wide spread of new art, polish, bug fixes, balance tweaks, and content. The biggest game experience changes are that you now start in the town, and you now have a permanent 'town portal' item that can be used anytime to return to town. You can then take a portal back to where you were. We're also experimenting with walking sprites - starting with the Hunter - which look pretty amazing, in my opinion!
Also, we're about 1 week away from
launching a Kickstarter. If you're reading this, can I count on your support? If so,
join our mailing list here to be notified of the launch.
The current cast of characters, monsters and NPCs. Some new art + palette improvements here!
A snapshot of the world as it looks now. Improved grass, trees, better lighting, better fog of war.
Walking animation!?
FULL CHANGE LOGART/VISUALS
* Improvements to stone + earth tile sets, plus new variations
* Characters 'jab' while attacking now
* Jitter animation (when hit by an attack) is no longer based on frame rate
* NEW MONSTER ART: Sentry Assembler
* NEW BATTLE/STATUS FX ART: Static Shock, Shadow Trap, Hundred Fists, Regenerate, Feared, Haunted, Electrified, Hunter Tracked
* New skill icons for Hunter
* Fog of war / unexplored areas look better now (softened/cloud-like texture)
* Lovely trees now spawn
* New art for mud, lava (work in progress)
* PRE-ALPHA TEST: Walking animation for Hunter. We will do walking animations for all jobs as the camera/movement system is refined
* New "chunk" wall decor
BALANCE
* Magic Fountains now give you 2 flask charges instead of 1, Fairy Choker now gives you 50% chance for an additional charge instead of 100% chance
* Brigand’s “Escape Artist” stun now lasts an additional turn
* Budoka Vital Point toggles now make your abilities cost +5 energy
* Adjusted Sword Dancer and Brigand JP costs down slightly.
* Summoned Floracondas no longer regen HP over time.
* Toned down the number of mobs in the bandit fight, as well as health values of all but the boss. Boss gained new powers and a new sprite though!
* More mud should spawn near rivers
BUGS
* NPCs are now properly collidable again
* Tutorial popup option “turn off all tips” works again
* Stalking monsters should now properly identify dangerous tiles
* Grass should no longer spawn in water, mud, or lava
* Enter/return works for ability targeting confirmation again
* FOV slider works again (all values pixel-perfect)
* Dead enemies will no longer print status messages after death
* Fungal Toads can no longer regenerate above their max health
* You will now level up if you hit the XP requirement exactly (before, if you had 50/50, you would not level)
* If you are using a toggled skill that requires Energy/Stamina per use (like Thundering Lion), the skill will no longer de-toggle if you go below the required stat. It simply will not fire.
* Bandit Swordmaster (now Battousai) Run Through now swaps places properly
* River properly spawns on floors where it is intended to spawn
* MAYBE POSSIBLY CLICKING IN THE UI WON'T MOVE YOU ANYMORE?
* Splashes now play at the appropriate time
* Fixed various other anim timing issues
* Fixed issues with some animations firing at the wrong rotation
* Fixed some major bugs with area and status loading from save
CONTENT / GAMEPLAY
* The game now begins in Riverstone Camp, and a helpful NPC has been added to the end of the bridge. (Will eventually give quests)
* Powerups now disappear after about 10 turns, but persist when switching floors and on game save/load
* “Zen” magic mod removed from the game
* Brigand CONCUSSION has been removed from the game.
* Brigand FAN OF KNIVES added back to the game (now also refunds Energy cost when it hits bleeding enemies)
* NEW ITEM: Teleportation Scroll (three guesses as to what it does)
* NEW MAGIC MODS: Second-tier stat boosts for Accessories (+20 to single stats) - note, some stat mod names were switched
* NEW MAGIC MOD (Accessory): Well-Rounded. +5 to all stats.
* TWO NEW MAGIC MODS: Elemental Protection and Elemental Shielding. Available on Offhands.
* NEW ITEM: Assassin Gloves. Grants +15% damage when attacking with piercing weapons.
* HUNTER MASTER ABILITY (all skills learned): Summon Wolf Companion (summons a pet that lunges at and slows enemies)
* BUDOKA MASTER ABILITY: Lethal Fists. Your regular attacks and abilities have a chance of striking ANY or even ALL vital points
* SWORD DANCER MASTER ABILITY: Effortless Parry. Any time you parry an attack, all your cooldowns are reduced by 1.
* FLORAMANCER MASTER ABILITY: Your Summoned Floraconda gains a shield of thorns
* BRIGAND MASTER ABILITY: Whenever you use Cloak & Dagger or Shadowstep, you also drop a bomb.
* PALADIN MASTER ABILITY: Sanctuary. Prevents all damage for a brief time.
* SPELLSHAPER MASTER ABILITY: Unstable Magic. Blast an enemy with random elements (can be spellshaped!)
* You have been given a Torch of Escape with unlimited charges from the very beginning of the game. You can use this to escape anytime (after a brief delay). The Torch of Escape droppable item, and the Escape Master feat, have thus been removed.
* There is a placeholder final boss area, with a final boss, that can be defeated to win the game.
ENGINE
* Rewrote how powerups are handled - now follow the same logic as other map objects/destructibles
* Ability effects can now limit targeting to specific factions, independent of who created the effect
* Adjusted behavior for Floramancer random vine summoning
* New fog of war engine
* Rewrote system for how terrain tiles like mud, water, lava are displayed
* Expanded stair functionality; stairs can now be portals, and can teleport to specific tiles
QUALITY OF LIFE
* When switching jobs, the stats gained from the new job will no longer clutter the combat log
* Budoka will no-longer auto-equip things to offhand (to preserve your default double attack
* When hovering over a tile with powerup(s) the type of powerup(s) will be displayed
* When switching from a 2 handed weapon to a 1h weapon with an offhand and back again, your offhand item will be remembered. For example, Sword+Shield -> Bow -> Sword, your shield will be re-equipped automatically.
* The Job screen (J) now shows your current mastery level (how much JP you’ve spent vs. the max JP needed to master)
* Rather than being separate abilities, Floramancer’s upgraded Summon Floraconda now just applies to the original skill.
* Monsters that are running away will now display a "feared" icon
* Regen Flask and Escape Torch (town portal) are now bindable in the Input tab before game start
* When escaping from dungeon, the map will fade out then in again (just like traversing stairs)
* When escaping from dungeon, a small animation will play indicating that you activated the ability.
* Moving into walls no longer takes a turn.
* You now start with 100g
WRITING
* Full basic pass on all items for flavor text (no more placeholders)
* Creeping Spider -> Cave Stalker
* Jade Beetle -> Goliath Beetle
* Dark Alchemist -> Mad Chemist
* Cave Lion -> Panthox
* Young Water Elemental -> River Spirit
* Young Fire Elemental -> Ember Spirit
* Toxic Urchin -> Quillkin
* Bandit Swordmaster -> Battousai
* Young Lightning Elemental -> Thunder Spirit
* Rock Golem -> Craggan
* All bandit boss fight mobs renamed
* "Five Foot Step" feat -> Quick Step