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Update v1.1.0

Rogue Customs
A downloadable game for Windows

The first version since the proper release features a mix of "nice-to-haves" I've considered, plus a bunch of modifications that have been suggested via the (very little) feedback I've got.

Don't shy away from giving ideas, I'll consider them all!

Changes:

Game Engine

  • Caps to Stats are no longer universal. Now they are unique for each Character class.
  • Fixed a bug where stepping into a Special Tile that called DealDamage dealt the ExtraDamage of the Character that stepped onto it.
  • Fixed a bug where Doors stopped working after reloading a savegame.
  • Fixed a bug where NPCs refused to move if the only way forward was a Tile with an Item dropped on top.
  • Added a new Action, OpenTextPrompt, which opens a prompt where the Player has to write text.
  • Added a new Action, Rename, which renames a Character.
  • Added a new parameter to SpawnNPCCustomName, which gives the spawned NPC the chosen name. For older Dungeons, this defaults to the NPC Class's default name.
  • Added a new parameter to ReturnToFloor1, which makes the Player heal up and return to the first floor while potentially losing some progress. This essentially turns on Roguelite Mode.
  • Items are now forbidden from dropping on top of the Stairs, which used to hide them from view.
  • Added a MinimumRequiredLevel property to Items and Affixes. If the Player does not have enough Level, they cannot either Equip the Item or make use of its properties.
  • Added a Learnset system. Learnsets allow Characters to learn and forget Scripts as they level up.
  • Added a new Action, ChangeLearnset, which makes a Character use a different Learnset.
  • Added a new Expression Function, IsHardcoreMode(). It returns true if Hardcore Mode is enabled.
  • Added a Quest system. Quests give the Player tasks to perform in exchange for rewards.
  • If an Altered Status kills a Character, whoever inflicted it now gets credit for said kill (Characters get Experience, the Player gets Quest progress, etc.)
  • Fixed a bug where the Dungeon would crash if you had an Item with an Affix that had an Action tied to it.
  • Added a new Action, ApplyPermanentStatAlteration, which causes a permanent change on one of a Character's Stats.
  • Added a new parameter to ApplyStatAlterationName, which sets the Stat Alteration's Display Name. For older Dungeons, this defaults to the Id parameter's value.
  • Added a new parameter to DealDamageInformOfFailure, which indicates if there will be a display/audio cue if the attack does not deal damage. For older Dungeons, this defaults to true.

Dungeon Editor

  • Affixes and NPC Modifiers are now shown in separate nodes and tabs instead of them all being shown simultaneously (¡Gracias por la sugerencia, Tomás!).
  • Allowed maximizing the window (¡Gracias por la sugerencia, Tomás!). The UI has been adjusted to support Maximizing.
  • Improved presentation of Character stats in the Player Character and NPC tabs.
  • Fixed a bug where the Editor could throw an error if an Action Step had too few saved parameters.
  • Fixed a bug where the color of a Quality Level couldn't be changed once created.

Game Client

  • Ported the Client to Godot 4.5.1
  • Stats that have reached their cap will now be displayed in golden numbers in the Player Details window.
  • Reimplemented the Options pop-up with the following Options:
    • Language (moved from the main screen)
    • Change Action Sorting (thanks for the suggestion, Jorkkeli!):
      - Default (No sorting)
      - Place usable Actions first
      - Move the cursor to the first usable Action
    • Highlight Player on Floor Load (if enabled, when loading a new Floor or loading a savegame, the entire map is hidden, save for the Player, until any key is pressed)
    • Flash Effects Cover (thanks for the suggestion, Jorkkeli!):
      - Full Screen (Default)
      - Map Screen Only
      - Nothing (No flash)
    • While waiting, Controls (thanks for the suggestion, Jorkkeli!):
      - Are Hidden (Default)
      - Are Dimmed
  • Multiple Save Games can be kept for the same Dungeon. However, it is still limited to only one Save Game per Character (thanks for the suggestion, TonBerry!).
  • The Experience Bar is now filled with the percentage of the current level's experience, rather than the percentage of the total experience.
  • Issue of Tile and Character visuals updated too early should be fixed for good.
  • Added a Journal window for the Player to check their currently active Quests, as well as their rewards.
  • Added the ability to scroll through an Item/Action/Quest description by using the PgDn and PgUp buttons. Also added in-game information about said controls.
  • Permanent Stat Alterations are displayed differently in the Player Details window.

Dungeon JSONs from v1.0.0 are NOT compatible. Run them through the Dungeon Editor to be able to play in the new version.

Files

  • Rogue Customs.zip 70 MB
    2 days ago
Download Rogue Customs
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