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UPDATE 0.2 August-23-2018 =========================================================================================

  • New Enemy Type: Corrosive slime that damages your modded weapons when you attack it
  • New Enemy Type: Clockword Rhino that charges towards you (like orbs of fire)
  • New Enemy Type: Jaguar, just simple fast moving enemy that will eventually conceal itself in long grass and have a leaping attack
  • Crash Fix: enemies trying to melee you
  • Bug Fix: elephants stun locking with trample
  • Balance Fix: made elephants slower and removed berserk since they appear in packs and its a bit much
  • Balance Fix: drop wall rooms no longer spawn on MDI:1
  • Better Poison Mechanic:
  • - Poison is no longer just a status effect but rather accumulates on the player and you can see its total damage on your health bar
  • - Healing will still cure it
  • - Enemies can now have different poison amounts (RFII just had 2 damage a tick for 10 turns or something)
  • - Balance Tweak: made shock longer range
  • New Ability: Necromancer, infectious disease
    • Infects an enemy with a damage over time which then spreads to adjacent enemies I'm torn on whether this should be able to infect the player as well lol 
  •  New Ability: Flaming Hands, allows the player to throw fire like the staff of flame for 10 turns. 
    •  I'm thinking this may work as long as player is stationary and make it more powerful to compensate I'm also thinking of having it ignite the tiles in front of you as well as throw a projectile 
  •  New Talent: Perfect Aim: Allows thrown projectiles to pass through enemies i.e. they hit exactly who you targeted

NEW TALENT REWORK (EXPERIMENTAL):

No more skills. Skills are rolled into talents which now have levels. This has been on my to do, or at least to try list for a long time. Right now its very rough, but the objective of this system is many fold.

1) As I continue to add new abilities and new classes, the number of skills would grow significantly. This allows abilities to be added without having to bloat the skills

1A) We were talking last night about classes like paladins with heal or smite undead. This allows such abilities to be added without having to add some sort of 'holy' skill

1B) Furthermore this just opens the door to all sorts of interesting abilities or talents that might suit a class or playstyle or might just be neat but don't fit neatly into a skill

2) This makes advancement 'chunkier', since the talents generally have at most 5 levels, the power gain can be much larger. No more putting a point into a skill to see no difference in your damage

3) This makes finding books much more meaningful, since for example, finding any of the melee books with their basic health talent is a huge boost to any character. This also makes finding books immediately useful since you don't have to skill up a skill in order to take advantage of the new talents

3A) I'm hoping this will make multiclassing much easier and also remove the thing that happens right now where you find books and basically never use them

4) Right now the advancement within a talent by levels is pretty basic i.e. generally just more damage or whatever. But this allows for other forms of advancement as you level up a talent. For example right now levels in charge increase its range. Level in some AoE spells might increase the radius rather than the raw damage. Some talents may reduce cooldown as you progress them

Thats most of the major stuff. As always I just sort of guesstimated values for all of the talents, trying to keep it as close to the balance of the skill system as possible but this will need an enourmous amount of testing