Ladies and gentlemen, we've done it!Tangledeep has been fully funded! Now I can ad all that delicious polish, AND, since the Kickstarter isn't over yet, there are
more stretch goals (and more awesome polish) ahead.
For example, composer Grant Kirkhope (GoldenEye 007, Banjo-Kazooie, Donkey Kong 64, Kingdoms of Amalur: Reckoning, Civilization: Beyond Earth, Yooka-Laylee...) will be joining the project as a guest composer if we can hit the $21k goal. How awesome is that?!
NEW BUILD DAY!WIN:
http://tangledeep.com/builds/Tangledeep-LatestWinBuild.rarOSX:
http://tangledeep.com/builds/Tangledeep-LatestOSXBuild.zipOf course, we're not resting on any laurels here - I've been putting every spare minute into Tangledeep to make it better and better.
This build is pretty major from a balance and content perspective. Notably, the dungeon is now 20 floors total, and all enemies and loot drops have been rebalanced to compensate for the additional length. That means new monsters have been added, abilities have been changed, HP/damage values tweaked, and new side areas available to explore. My goal is to
smooth over the difficulty curve so there is not such a dramatic spike between certain floors, also giving you time to learn enemy behaviors/powers and build up loot.
While dungeon expansion is the main thrust of the update there's tons of other great changes and additions too. Check it out!
ART/VISUALS* New Brigand, Sword Dancer, and Floramancer walk animations!
* New animation for breaking wood
* New art for "Frozen" ice blocks (smaller)
* New levelup visuals (w/ audio)
AUDIO* New gameover music (Sorry you died)
BALANCE* Hand-tuned monster levels and mlvl to player level ratios. Generally speaking, as you level up, it will take longer for a monster to register as less dangerous (and thus give less XP).
* Monster xp/loot values adjusted across the board
* Monster power/hp also adjusted across the board
* Monsters will now run from you by default IF you are so powerful that they give no rewards
* Sale values of some hand-priced items reduced
* Blazing champion mod: Chance to proc their DOT reduced to 50% on hit instead of 100%. Also, the DOT refreshes duration but will not STACK duration.
* Electrified champion mod: Casts more frequently
* Staircases to side areas / branching paths no longer display destination name until you use them once
* Nord's Helm now increases Stamina and Energy in addition to giving you the Nordic Shout ability
* Multiple dodge-enhancing mods will no longer spawn on magic items
* Bandit Chemists can now heal their allies
* Summoned pets will now scale in level proportional to your character (previously, their level number did not increase, leading to lower combat effectiveness)
* Summoned pets gain a little more HP in proportion to your level
* Monsters below your level now scale up a little bit more
* Weapon damage no longer scales up quite as fast
* Champion mobs no longer drop loot above their challenge value (but they do have a greater chance of magical items!)
BUGS* Trying to use an ability with insufficient Energy/Stamina will no longer put the ability on cooldown
* Brambles/Thorns mods, as well as Flaming/Thorned skin now react ONLY to melee attacks
* Adjusted some rendering layers related to trees
* If you are reduced to 0 HP by a DOT, you should die immediately
* The "caged" Verdigrizzlies in the casino are no longer champions and can no longer ruin your casino experience. Unless you release them
* Map generation should now properly cap monster density
* Monsters should now save and load their ability cooldown states
* Job change scrolls / dungeon maps no longer consume the entire stack when used
* Ability animations should now properly display on an actors' current position (was causing mismatches before if player was moving - monsters could cast on the previous square)
* Champion powers will now be properly read from save files (!!!)
* Various abilities should now properly play their animations even on empty tiles, such as the Lightning Storm champion mod
* Fixed error/bad behavior when you had more than 6 displayable buffs or debuffs (extra statuses will, for now, not show)
* "On Move" status effects will now only run or tick if the player actually moves (attacking no longer counts as a move)
* Fixed obscure game load bug
* Summoned monsters should now immediately appear, not 'pop in' after a moment
* Clicking to fire at an enemy with ranged weapon should now work with either mouse button
CONTENT/GAMEPLAY* Significant rework to the dungeon. It has been extended down to 20 floors! Many monsters have been rebalanced, three new ones have been added (see below), and there is a new boss fight. These drastic changes might mean balance gets thrown off, so be sure to let me know how your runs go!
* New low-ish level side area: Flooded Temple!
* New mid-level side area: Bandit Enclave!
* NEW POTION: Brew of Rapidity. Increases your CT gain for a brief time! Action economy!
* NEW MONSTER: Crabbit. You'll find these not-so-threatening dudes on the lower levels, but don't get too complacent: if they grab on to you, they won't let go!
* NEW MONSTER: Airacudas. A swarm of snapping fish in midair... why not!? Watch out: if they smell blood, they go berserk!
* NEW MONSTER: Bandit Spellshaper. This dangerous enemy uses shadow, ice, and acid to ruin your day!
* NEW CHAMPION MOD: Blademaster. Summons lots of spinning, moving blades!
* Food restructured and expanded further for consistency. All heal-over-time food has two types: a faster heal, and a slower heal (with more overall power). MEATS restore health. CHEESES restore stamina. MINT restores energy. FRUITS restore all stats. The Choco Bar has been repurposed and now gives you an instant +50 CT. (It does still fill you up, though.)
* Sword Dancer's "Thundering Lion" ability has been remade. Now, when toggled, you will gain an Electric Charge each time you move, at the cost of 5 Energy. You can hold up to 3 charges. Each charge gives you a bonus to Parry, and will be unleashed on your next attack as lightning bolts. (More charges = more damage). This should synergize better with the flowing, movement-heavy gameplay of the Sword Dancer, and fills both an offensive and defensive role.
* Jade Beetles no longer have a wind-up charge, but instead, will rush at you with a jump attack.
* Accessory flasks removed from the game (will come back in another form)
* Stone Labyrinth removed (was mainly a test thing)
ENGINE* Wrote some useful code to calculate expected monster damage
* Fine-tuned several dungeon map generation algorithms
* Added more tweaking control in XML files for dungeon generation
* Rivers can now spawn randomly and cut through any part of a dungeon level (more organic this way)
* AlterBattleData effects now support changes to Spirit Power and Crit Damage (more elegant!)
QUALITY OF LIFE* "Examine" is now user-mappable on the Input tab at game launch
* Food consumables now show how much they heal up, and over how many turns
* When attacking an enemy, their information will pop up in the info bar at the top of the screen (this can be toggled with H, as with the rest of the hud)
* Job change scrolls are no longer consumed if you exit without using them
* Special effect text in combat log from some monster abilities is now highlighted in yellow
* Toxic clouds are more visible now
* Build date is now displayed on the title screen
* Champion bombs now draw over most other actors so they are more visible
* Monsters should no longer spawn on top of stairs
WRITING* New damage flavor text for bite attacks
* New combat log text when switching jobs