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Devlogs

Update 0.37 - November-20-2018

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

Planning to do the web release on Friday, November-23-2018, so just working through a bunch of last minute fixes and balancing here.

BUGS_AND_CRASHES:

  • Floating special rooms ex. bee nests, ant nests, the ballista room etc. were set to spawn all the time so this has been reduced back to its intended rarity (no idea how long this has been like this).
  • Charmed priests will not constantly haste the player over and over again while resting or moving about the level (only when enemies are in view).
  • Fixed storm statues range so that they can hit the player at max range (previously there was a distance from which player could hit them and they could not retaliate.)
  • Fixed resistance potion and bless status effects not actually granting resistance.
  • Sustained effects that are turned on should show green box even when player is low on mana.
  • Fixed issue with being unable to turn off a sustained effect when low on mana.
  • Fixed charms displaying "null" for the non-bracketed value.
  • Fixed HP going over max when training fortitude skill.
  • Transferring mods on wands will recharge the wand to full and make sure that the charges do not exceed the new value.
  • Fixed aquatic enemies swimming on top of ice.
  • Blocked off the Yendor end vaults so that player doesn't accidentally fall into them.
  • Fixed auto explore not picking up meat
  • Fixed flaming hands insta crash
  • Fixed camera occasionally getting stuck in corners of the level on the main menu screen.

SOUNDS:

  • Added sound effect to teleport pads in Arcane Tower.
  • Added a sound when picking up the goblet.
  • Added a sound when ice bombs are summoned by enemies.
  • Added sound to keys
  • Wands now have the same sound as rings rather than potions.

BALANCE_AND_MECHANICS:

  • Changed rogue to use standard exp leveling (he's hard to balance atm, so in the future when I split rogues into assassins vs rogues, I'll look back into tuning this).
  • Allow enemy spot chance to actually reach 0% if you have high enough stealth.
  • Reduced the number of items that drop in the game slightly through various means since it was getting out of hand at later levels.
  • Also made the number of items that drop per game more consistent. The range was pretty absurd, something like 60-120 based purely on luck.
  • Added a better version of the hand axe: broad axe, so that barbarians are not starting with what is arguably the best in slot weapon.
  • Increased the mod of equipment summoned from wishing wells and scrolls.
  • Removed the odd baseMod 1 from many items like attribute rings since it tends to be needlessly confusing. They now start at +3 to their stat to make them more immediately useful.
  • Every point of stealth (gained from dex, skill, or items), now adds +5% to your critical hit damage for all damage types. This includes stuff like shocking enemies in water or igniting enemies on oil. This makes stealth not completely useless to all characters and makes the rogue significantly more powerful in combat.
  • Removed the mindless property from NPCs since it tends to make the enchanter extremely hard to play based purely on the luck of what zones you get. (Will need to handle fire orbs and such separately).
  • Reduced barbarians rage damage bonus to just +1 per rage since its quite frankly insane how strong he is right now.
  • Made deflect talent last a bit longer
  • Made resistance potions also heal you to full and cure physical ailments when used to make it more generally useful.
  • Made power potions restore mana and cooldowns to make it more generally useful.

INTERFACE:

  • Created a slot in which weapons can be placed (quick slot) which will use the weapon with a right click on the mouse. This is very useful for putting ranged weapons that you want to use. Essentially this creates no mechanical difference in the game but reduces the tedium of constantly swapping weapons. (Still need to handle the shield disadvantage when you put something like a bow here).
  • This quick slot can be fired as an auto attack w/ [q] in the same way that your primary weapon is used with [tab]
  • Removed the min range from bows since its honestly just kind of annoying (if bows are OP there needs to be a better way to balance them rather than just annoying the player).
  • If you try to rest with nearby enemies it will display 'nearby enemies' rather then falsely displaying the rest pop up text.
  • resting (shift + wait), while full hp / full mp will rest 10 turns in order to help speed up recharging cooldowns.
  • Sprint and charge abilities now show the path that they will take when using them.
  • Added full heal / full energy text with potions (same as fountains).

MISC:

  • Poison clouds are now flammable and will spread fire.
  • Fire created on water will create steam.
  • Shock will now spread across steam and freezing clouds.
  • Fire destroys freezing clouds.
  • Skeleton corpses are unstable
  • You can now summon books with acquirement
  • Strafe attack will not trigger against reflective enemies.
  • Removed darts from mages starting inventory.

GRAPHICS:

  • Attunement spell icons
  • Mesmerize spell icon
  • Confusion spell icon
  • Smite attack animation

Files

  • rogue-fable-III.zip 2.5 MB
    Nov 21, 2018
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