This will be where I post any updates I make to the game.
Not your average tower ascending game. · By
UPDATE: 0002
Currently implementing a way to change your class and element. Using this will change your class to the element of your choice. For example, if you choose Fire as your element your class is no longer Tower Runner, it changes to Fire Runner.
NOT currently implemented. But can be soon. I have intentions to change the look of Zenki depending on what element you pick.
UPDATE: 0003
Implemented Element Change, including a class that directly corresponds with each Element. Added weapon swapping abilities from plugins. Attempting work on touching up menus and fine-tuning enemy/player stats for smoother gameplay. (Hard to do for me, but I WILL get it done to the best of my ability.)
(plugins have been sited at end of Demo, and have also been acknowledged in a text document inside the zipped folder.)
UPDATE: 0004
Updated what comes out of the Loot chests. Added Armor, Weapon, and Artifact chests. Along with a Skill Book that teaches you skills.
Also added different drops for specific enemies (including secret gear and items that are for a secret within a secret. NOT FINISHED OR IMPLEMENTED FULLY)
Other updates include minor tweaks to menus, shops, and some dialogue. More tweaks to menus to come. Thank you!
UPDATE: 0006
Max level cap has been upped drastically. When choosing an element Zenki's sprite now changes along with it, 2-3 new skills added to element classes magic category (they currently don't do damage for some reason?). Inspect skill can be used in battle to see how much health an enemy currently has, it can also pinpoint hidden items/objects within a map! When skill is learned keybind is "V". Battle Log will inform you of your win count, keybind when not in battle or menu is "B". If you happen to find the secret item "Burst Necklace" it too has a keybind when not in battle or menu, that keybind is "F". Added an option of easy, normal, or hard. Easy makes enemies level at .75 the rate you do. Normal remains at 1.0 level rate. Hard bumps the enemy level rate to 1.5, making the game VERY challenging to say the least. A few more things that I can't recall off the top of my head (Curse you ADHD), but I will update this comment when I remember them.
UPDATE 0007:
Changing to the usual (0.0.0) format for uploaded file updates.
Added Elemental Gear along with Elemental Tokens that can be acquired from enemies and traded to Hunter for said gear or gold. Added Ghost and Smoke collars. Ghost Collar can be used to help traverse the Ghost Maze, once you traverse it fully the Smoke Collar is added and the Ghost Collar is removed. Smoke Collar is used outside the Maze to allow you to get to impossible areas (still WIP.) Dias of Elements updated to allow access regardless of which hub you're in. (Still only once per Hub until the Hub is restored.) Working on a way to create partner skills, that are either used and unlocked together, or has a percent chance to occur when both are in the party. We shall see lol. If I missed anything about this update I will let you know via an edit.
UPDATE 0009:
Fixed same bug in Dias of Elements, allowing you to leave as a different elemental class. (Sorry for that.)
Updated game to allow creation of own character, doesn't work with main game at the moment. (Creation meaning name, gender, choose one of four classes, and choose your sprite, also one of four for male and female sprites)
When creating your own character it will port you to a separate "game mode" where you wander around facing spirits to level. VERY bare-bones as of right now. But it will get flushed out and eventually added into the game as a visit-able location.
Skills for each class haven't been worked on at all, classes that do have skills are all still set to unlock at level 1, I'll be changing that along with adding armor/equipment geared separately for each class.
Still fine-tuning stats and trying to get difficulty modes flushed out, unfortunately failing at it mainly. Figuring out stats for players and enemies is difficult, can't make it too easy, but can't make it so hard only one tactic works. I'll figure it out.