Posted July 28, 2023 by Justin Wang
Was busy with lots of non project related things this week so didn't get nearly as much time to work as I'd like but here's the first major update. Some bug fixes went in earlier in the week which I'll list as part of this. This is still super early so a lot of this is, especially balance, is tentative experimenting to see how various changes play out.
Its likely apparent to everyone that the development has been very 'uneven' with some stuff getting a lot of attention while other stuff has not been touched at all. Definitely assume that a lot of stuff that has been left unchanged is simply due to a lack of time so far. Similarly, the project went through a lot of fluctuation in the first few months before I started to settle onto some of the core design principles I'm now pursuing so a lot of changes were made prior to this tightening of vision. Finally a lot of stuff was changes just to see what happens and has never been reassessed.
That being said, as has already been stated, Human is the only race that will release with the Web Version so lets try to focus our testing there since I won't be adjusting the other races until EA. I'm currently focusing most of my player balancing on global changes that effect all classes or specific changes to talents for: Barbarian, Ranger, Storm Mage, Fire, Mage and Necromancer. So these classes have gotten the most attention so far and will continue to receive the bulk of the attention. I'd like to get them to a decent state before using a lot of the knowledge gained to adjust the other classes. This doesn't mean not to play the other classes as they will be worked on for Web Release, but this should make it more clear why classes like rogue have not had abilities adjusted to follow the ability power changes.
Likewise, I'm slowly working my way through zones redoing generators, mixing up the monster lists, adding new content and assets etc. Zones like Upper Dungeon and Sunless desert have received a lot of attention and are at least in the ball park of where they should be for Web Release. All the other zones range from a bit of work, to none at all. Yendor and the last 3 branch zones for example have receives practically no real work yet.
Anyways, so this is all just to say that the inconsistencies will be worked out over time. Don't read anything into the wild differences in some content. So onto the update!
VERY TENTATIVE BALANCING:
Got lots of good feedback on attribute balancing with lots of analysis and several different suggestions to try out. This will likely change quite a bit over time. So this is an attempt to: make each attribute roughly equal value, to discourage or prevent speed points from climbing past 5-6, to generally try to make single attribute focused builds less optimal and to make it easier to engage in a bit or a lot of multi-classing.
LESS TENTATIVE BALANCING:
Still highly likely to change but less of a total experiment then the above.
ABILITIES:
There is a bit of power loss with the attribute point changes, notably basic attacks falling behind in damage a bit. To compensate, and as part of a general theme of trying to make lots of different abilities get used more often the following changes have been made:
LEVEL GENERATION:
I'm going to try to keep plugging away at the simplest possible generators I can make that exemplify the new, smaller, tighter level designs. Eventually with more time these should become more complex and varied but for now I'll keep cracking these out with the goal of replacing most of the level gen by Web-Release
ITEMS:
Trying out converting more procs to item abilities. This is another area I want to just keep working at bit by bit. Getting a lot more item abilities implemented.
MISC:
BUGS_AND_CRASHES: