NEW BUILD DAY!WIN: http://zirconstudios.com/game/Tangledeep-LatestWinBuild.rarOSX: http://zirconstudios.com/game/Tangledeep-LatestOSXBuild.zipThis build does quite a bit in terms of polish, bug fixes, QOL, and mechanics - though there's not a lot of new content, it should *feel* a lot better now in many ways. Here's the rundown of the key changes/additions and the design process behind them.
Also, Kickstarter is launching next week! Please sign up for the Tangledeep mailing list if you haven't already!The BankerThis cute lil' guy in town is Tangledeep's first instance of metagame progression. He'll store your items - for a fee - and if you die, you can then retrieve the items on your next character. He can only store up to 9 items, and you'll have to weigh whether you want to save that badass weapon you found OR use it on your current character... But it overall, this will help you progress further!
Combat NumbersWe've changed the font for damage text and the way it animates - instead of a boring straight crawl up, it 'bounces' off the character. This, along with the jab animation added last patch, really helps with combat 'feedback' and makes it feel nice.
Recovery ChangesThe Flask was a little OP, and it didn't feel great to use it to restore Stamina and Energy when you were at full health. So now, it ONLY restores health. On the other hand, I've removed Health powerups, and significantly increased the powerup drop rate. In other words, you'll now be relying on Stamina/Energy powerups as a regular source of resource restoration, along with food & other consumables.
Damage Types StreamlinedI've done away with Slash, Blunt, and Pierce damage. It felt like unnecessary bloat and didn't add any real depth. It was also hard to guess or communicate whether a monster was strong or weak to a certain damage type. However, all the other elements still exist, so you'll still have to think twice about using Fire on a Salamander or Lightning on a Thunder Spirit. And remember, some terrain interacts with elemental damage - like Lava boosting Fire damage!
UI RevisionsThe UI has received an overall polish/visual pass, particularly the Equipment screen, which now also includes item comparisons so you can tell at a glance whether an item is better or worse than what you're currently wearing. (The shop comparison UI also got an upgrade.) Along the same lines, I rewrote a lot of the 'list' code from scratch which I believe should make both keyboard + mouse scrolling behavior a lot better.
Game Over FeedbackWhen you die, you'll now be presented with a summary of: what killed you, how far you got in Tangledeep, monsters slain, steps taken, AND... how many restorative items you died carrying
New comparison UI in action
Use those potions dummy!
FULL CHANGE LOGART/VISUALS* Baller new damage text
* New custom art for the 2nd boss fight room
* Various new battle FX
* Updated art for the 1st boss fight
* Lots of UI tweaks and polish
* More icons~
* New SFX for some abilities that didn't have any (Blessed Hammer, Divine Bolt)
BALANCE* Helmets have been moved from the Accessories loot table to the Armor loot table, which means they will generally drop a bit more often
* Town portal now only takes 10 turns to activate (down from 15)
* Stamina lost while walking through water and mud has been reduced
* Consumable item drop rates no longer scale down at higher levels of the dungeon, i.e., a basic consumable like Mint Herb Brew will drop with the same frequency later in the dungeon
* Treasure sparkles should spawn with a little more consistency and frequency now
* Accessories Endless Flagon and Infinite Brew tweaked. They now heal Stamina or Energy, and cost 10 of the other stat to use.
* Reduced the flat damage reduction of medium and heavy armors
* Fungal Toad "call for help" range increased
* Quillkins have a longer attack range, but don't attack as often
* Blessed Hammer now travels independently of the player's position
* Item costs have been generally increased (scaling up with difficulty), while sale costs have been decreased
* Caltrops now only trigger once per turn even if you stack them
* Frog regen power has been reduced, but they can hop more often
* Chance of being rooted while moving through mud has been increased
* Monster critical hit chance and critical damage have been increased (they were very low, previously)
BUGS* Fixed audio fade time bug at title screen - should no longer cut off
* Fixed several bugs related to game loading
* Special area overlays no longer load 2x when loading the game
* Portal animation now plays upon game load
* Fixed movement/positioning visual bug
* Fixed a bug where Static Shock (from Hunter's Triple Bolt) struck twice
* Removed some placeholder UI text
* Fixed bug with game over options (again)
* When buying or selling an item at the shop, and you're at the top of the shop list, you will no longer wrap around to the bottom
* The "Learn Skill" indicator works more reliably now
* Possibly fixed sporadic crash during level generation
* Fixed a bug where if you were targeting an ability and opened a menu, the targeting would get messed up
* Hopefully fixed bug with monsters appearing when they are out of LOS and vice versa
* Sprites will no longer randomly flip X/Y
* Lava and mud should no longer spawn on top of one another
* "Hidden" statuses like the Steam Golem's countdown timer will no longer show up when examining/hovering
* Blessed Hammer no longer obstructs movement (i.e. monsters won't try to dodge it)
* Fixed bug with accessory (de)serialization
* Rewrote menus like shop interface, equipment/inventory list, all should work much better now
* Some items that have no magic modifiers will no longer show up as uncommon/magical (blue/yellow)
* Fixed bad visual with Rock Golem's slam earth-to-mud ability
* "Sniper" type enemies will no longer juke into lava while trying to get awesome shots at you
* You should now be able to click-to-move in the lower part of the screen, as well as the lower left area (if the combat log is not showing) - still trying to fix mouse clicks in the skill area, however!
* Reinforced checks for "default weapon" (i.e. fists) to avoid unequipping of fists.
CONTENT/GAMEPLAY* METAGAME PROGRESS! You will now find the Banker in town. He will store up to nine of your items - for a small fee of course - which persist even if you die! It's free to withdraw but not to deposit, so think carefully about what items you want to save.
* Recovery has been adjusted. The Flask now restores ONLY health. At the same time, Health powerups have been removed from the game, but the chance of a powerup dropping from enemies has increased considerably. Note that killing enemies around your level will yield more powerups, while lower level enemies will eventually stop dropping them.
* Slash, Pierce, and Blunt damage types have been removed and rolled into just "Physical" damage. Having the three different types was confusing and it was difficult to communicate each to the player. It was also unclear at a glance what kind of weapon some monsters would be weak or strong to. Of course, elemental resistances still exist, and some monsters that didn't previously have them now do. (Also, weapon damage types for flavor text still exist.)
* There are now two types of healing foods for each primary stat (Health, Stamina, Energy) - one version that heals over a short time (5 turns) and another over a longer period (10) for a greater overall amount. NOTE: I changed Chicken Dinner to heal HP slowly over time.
* NEW ACCESSORY: Nord's Helm (boosts Strength and Spirit)
* NEW ACCESSORY: Obsidian Band (reduces ability Energy cost by 20%, but all abilities now cost +10% stamina)
* NEW MONSTER: Sludge Spirit (Floors 10+). He's gross! Ew!
* NEW CHAMPION MOD: Barrier. Stronger version of Turtling :D
* NEW MAGIC MODS (ARMOR): Hardened, Sheltering. Adds flat damage reduction to your armor.
* NEW MAGIC MODS (WEAPON): Deadly, Lethal. Adds % critical damage.
* NEW ITEM: Elixir. Super rare, but heals all stats to full :D
ENGINE* All music now streams instead of decompressing, which means it should load/play faster
* Various adjustments to hotbar handling
* Rework of all list indexing logic (visual lists of buttons/items, such as in the shop)
* Removed V-Sync quality modes as I think they were negatively impacting performance with no benefit
* Minor optimizations in level generation and per-turn step
QUALITY OF LIFE* When opening a portal to town, you now spawn further from it upon arrival
* In the equipment screen, you can now press "U" on any weapon in your hotbar to remove it from your hotbar (and unequip it, if it is currently equipped)
* In the combat log, damage YOU receive is now a different color than damage enemies take
* Paladin now gets a Blunt Training Sword as a starting weapon, to match the sprite. Likewise, the Floramancer gets a Spark Staff.
* You will no longer see fists in your hotbar if there is no weapon assigned. The boxes will simply be empty. (People were getting confused at the idea of having 4 fists/hands...)
* You now start with your starting weapon equipped
* Some jobs start with a consumable nearby spawn
* When equipping in offhand slot, items you have in your hotbar are now marked
* While swapping items on the Equipment screen, you can no longer accidentally switch to another slot
* The default binding for ability rotation is now "R" instead of "T"
* Floating ability shapes can now be rotated with mouse wheel
* The equipment screen and shop screens now show an item comparison when swapping or buying items
* Current money is now displayed on the character sheet (C)
* There is now a visual indicator when Guardian Spheres are about to explode
* Tweaks to item colors, including a 4th rarity color (for 4+ magic mods)
* When saving your game, the system will save to a new backup file. If an error occurs, your original save will not be corrupted. This is useful for debugging and not destroying progress!
* When you die, the game over screen will give you some basic stats about your death and the combat log will remain open.
* Added toggleable "Grid Overlay" in the options menu that places a transparent grid on the map
WRITING* Katje -> Katy
* Tutorial NPC at the end of the bridge in town gives better advice
* Budoka - "Power Kick" -> "Palm Thrust"
* Rewrote / condensed many magic mod descriptions
* Cleaned up some writing in the ingame manual ("H")