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Devlogs

Update 0.30 - October-29-2018

Rogue Fable III (Alpha Testing)
A browser game made in HTML5

TALENTS_AND_ABILITIES:

  • Talent Books will attempt to fill themselves with talents the player does not already have.
  • Fire Bolt Spell
  • Flash Freeze Spell: freezes all NPCs in LoS for a short duration
  • Keen Hearing Ability w/ 3 levels increasing range
  • Innate resistance talents in the defensive book for fire, cold, shock, and toxic
  • Spread talents out a bit more so that the player gets access to new talents earlier and must wait later to upgrade (allows for a bit more variety early on).

BUGS_AND_CRASHES:

  • Fixed monsters blinking themselves into pits and killing themselves.
  • Stopped ranged attack tab from targeting hidden enemies
  • Telepathy allows the player to spot hidden enemies
  • Maggots are unstable immune
  • Fixed Arcane Tower placing odd water under teleport pads
  • Fixed selecting an attribute taking a turn and moving player (click through button)
  • Fixed one of the vaults that had weirdly rotated book shelves.
  • You will now correctly explore / move over lava when flying

QUALITY_OF_LIFE:

  • You can now view the character screen upon death or victory to check your equipment, skills, talents etc.
  • Classes with special rules have them described (somewhat) on the main menu screen. Will need to figure out UI on this to make more room.
  • Show a description of attributes when mousing over them on the attribute select menu.

LEVELS_AND_GENERATION:

  • Added 5 more 'Dungeon' type vaults that spawn in the Upper Dungeon and Orc Fortress

MAJOR_MECHANIC_CHANGE: SKILLS

Playing around with adding skills back into the game, as in RFII but not requiring them in order to get associated talents. Mostly I just miss the ability to grab a few points of melee as a caster if I find a good weapon or otherwise quickly adjust my build based on what loot is dropping. I find w/o skills your sort of doubly at the mercy of the RNG since not only is equipment drops random, but then you might not have talents available to actually take proper advantage of them. I'd like to give the player a bit of a chance to control his build rather than being so at the whim of the RNG. Bunch of stuff got changed to incorporate this mainly:

  • Only one talent point per level all the way to level 20 (instead of doubling post 10)
  • Added back chance to get skill points from bookshelves.
  • Added back skill trainer NPC
  • Reduced many of the talents from 5 levels to 3 levels to compensate for increase power gain from skills.

MAJOR_MECHANIC_CHANGE: REST_TO_REGEN:

This one I'm just sort of toying with on a whim to see how it feels. Since I've never really removed all the code for the way RFII handled regen w/ mushrooms, fountains and no passive regen I tried reverting it back to see how the game would play as per RFIIs design and it actually felt really good. I missed the sort of optimization challenge of trying to squeeze every bit of regen I could out of fountains, level ups, etc, and hoarding my shrooms to the end. Will be playing with this myself in next few days to see if I prefer it within the context of all the new changes to the game. Balance is probably a bit off but would appreciate feedback on this one. I tried to make the changes as minimal as possible to make it easy to revert back if I/we are not feeling it.

  • Draining status effect just reduces stats now rather than halting regen
  • Any item or talent that says it grants either MP or HP regen should be read as adding +[x] to the amount of HP a healing or mana mushroom gives.
  • Obviously troll race is just sort of busted by this (races will likely be disabled for the web release anyway in order to try to get everything tight and balanced).

NPC_TYPES:

  • Freaking realized that the reason I'm never seeing uniques on later levels isn't because they are rare but because code is busted in such a way that the early uniques still spawned but later uniques never did so this is now fixed.
  • Removed orcs from core and ice caves to avoid repetition of content
  • Added Mummy Priests, Snapping Turtles, Giant Bees, Sun Flows, Centaur Warriors, Yaks, Storm Statues, and Obsidian Golems.
  • Added a few new uniques deeper in the dungeon.

Files

  • rogue-fable-III.zip 2.4 MB
    Oct 30, 2018
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