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UPDATES

A topic by Justin Wang created Aug 22, 2018 Views: 1,924 Replies: 6
Viewing posts 1 to 6
Developer

August 22: Update 0.1
- Fixed crashing picking up items that looked like default staff. For future reference the staff is the graphic items default to if they are somehow broken.

- Fixed crashing in iron fortress and the arcane tower due to corrupted vault files.

- Fixed crashing in The Under Grove due to spiders throwing webs.

Developer

August 22: Update 0.1 [Continued]:

  • Equipping rings on left finger now adds stats
  • Fixed crash when mousing over wands on the ground
  • Fixed a bunch of crashes when generating new levels. Dungeon should now work until the bottom, though there's just a bunch of place holder enemies from other zones there right now.
  • Fixed potions that give status effects (they weren't working)
  • Added: Wand of Domination - allows you to permanently charm a single enemy. Note: charm and confusion may eventually end up on a separate 'enchanter' class along with some other non-direct damage stuff.
  • Athletics Skill: increases your chance to dodge attacks
  • Athletics skill: increases your chance to strafe dodge an attack i.e. the enemy will attack your previous location (only works with range right now, eventually with melee as well).
  • Athletics Talent: strafe attack, allows you to automatically make a melee or ranged attack at the nearest enemy when moving, as long as you are not moving away.
  • Got the foundation of spawning vaults (pre-made rooms) in place of rooms. Right now there's just a few generic ones. Eventually the goal is to use this:
    • A) to differentiate the zones by giving each zone special shaped rooms
    • B) More importantly to start putting in monster fortresses, special puzzle rooms, boss rooms, boss arenas, that sort of thing.
Developer

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

Developer

UPDATE 0.3 AUGUST 24

- [X] Fixed archer god gift crash
- [X] Fix wait on space crash
- [X] Sewer crash (boa constrictor get target)
- [X] Fixed priest smite from instant casting
- [X] casters not casting orb of fire
- [X] Slimes arn't showing last frame
- [X] No regen on slimes, statues, spawners, turrets, undead, clockworks
- [X] Altar of wealth crash
- [X] Goblin bomber crash: bomb needs perfect aim, otherwise it hits chars
- [X] Fixed MDIII -> MDIV stairs
- [X] I don't know if this is intended, but you can press E while in the talent/skills screen and it'll start auto explore as soon as you close the C screen
- [X] Charms now scale damage w/ level
- [X] Make sure charms and wands scale damage w/ new talent system
- [X] Wands don't stack now
- [X] Powershot doesn't work with staves

Developer

UPDATE 04 - August-25-2018 =========================================================================================================

- Added large pits to the lower dungeons which you can jump down, or knock enemies into

- Trimming stray doors and doors enclosing 1 tile hallways

- Added centipedes w/ poison attack as rare enemy in MDI (placeholder graphics)

- Crystal chests now working in library on MDIII:1

- Added fire pots into the lower depths

- MDIV New NPC: Crystal Golem - reflects projectiles

-MDIV New NPC: Hell Hound - fast moving packs that blink when hit leaving behind clouds of fire

- TheCore New NPC: Fire Lizard - shoots a bolt of flaming clouds at you (uses a new system that allows character actions to animate over multiple frames)

- TheIceCaves New NPC: Penguin - throws snow balls and belly slides away from you when you get close

- AI Tweak: Kiting enemies that are awaiting cooldowns don't bounce back and forth into and out of their kite range

- AI Tweak: Enemies will wait for the player to complete his move before attacking (fixes that wierd visual thing stepping into tiles adjacent to berserking ogres who insta knock you back)

- BUG/CRASH: Merchants now correctly stock all itmes not just projectiles and food

- BUG/CRASH: Fixed selling projectiles to merchant

- BUG/CRASH: Merchant now saves and loads his inventory correctly

- BUG/CRASH: MDIV now correctly displays as Main Dungeon 13 - 16

- BUG/C RASH: removed the undefined damage on spiders, boa constrictors and someone else I can't recall

- BUG/CRASH: invisible magic eye graphic

- NOTE: Pretty much all graphics are placeholder right now, especially the new enemies and abilities. I tend to like to design/code for awhile w/ placeholder graphics and then work through them all at once.

- Removed instant respawn as default option. As we're slowly crawling our way out of the land of perpetual crashes (I know theres still a bunch, but were getting there), I'd like to start getting some rough semblance of game balance worked out and I know for myself that the presence of instant respawn causes me to play the game completely differently.

- You can still access auto respawn if you need to test something by right clicking on the game screen itself (not outside it) and choosing inspect. Then in the console window type gs.debugProperties.allowRespawn = true;

- As a side note for testing:

gs.debugCreateNPC("NPCTypeName"); will spawn an any npc in the game to the right of you

gs.debugAddItem("ItemTypeName") will add any item to your inventory

gs.pc.learnTalent("TalentName") will learn a talent

(1 edit) (-1)

A carpet of mayflies on the road led to a head-on collision on the Hastings Bridge, and the local news video report showed dead bugs stuck to the car’s airbags tutuapp

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