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SummonerRL

A traditional roguelike about conjuring animals · By Nymlus

Changelog Sticky Locked

A topic by Nymlus created Feb 02, 2017 Views: 593 Replies: 5
This topic was locked by Nymlus Sep 23, 2019
Viewing posts 1 to 7
Developer (1 edit)

Here is where I will post a list of changes in each new version that gets uploaded on itch.

Symbols: + new feature = minor adjustments - bugfixes

Developer (1 edit)

Version 1.0.0

This was the first official release.

Version 1.0.1

-Fixed an issue with using the 12345 keys to aim spells.

Version 1.0.2

+New equipment and monsters were added.

=Increased the average number of rooms per floor.

=Summoner and pets are fully healed and spells are refreshed when descending to a new floor.

=Depth text is greyed out when corruption has ceased.

-Stop the player from unequipping items if there is no space in the inventory to do so.

-Fixed projectile attacks to properly handle critical hits (if applicable) and fixed issue where projectiles incorrectly penetrated target PV.

-Fixed crash when descending stairs immediately after loading a save file.

Version 1.1.0

+Visuals received an extensive overhaul in order to improve gameplay clarity, especially for colorblind players.

+Added dungeon stratums. Players will now progress through floors that have many unique properties in their journey through the dungeon.

+Added dungeon chasms. These spaces do not block line of sight but only flying creatures can move through them.

+New equipment, monsters and spells were added.

+Added AOE attacks. Certain spells can now cause damage in an area of effect instead of being a projectile.

+Added debuffs. Certain spells can now inflict a temporary reduction in stats to the target.

+You can now replace an existing spell if you already have 5 spells.

+You can now swap the position of pets and spells in the UI by pressing S.

=The player is alerted with a message when all monsters have been defeated on the current dungeon floor.

=Clearing out all monsters from a dungeon floor will grant the player and pets a permanent 1 HP bonus.

=Treasure rooms now contain more dangerous monsters.

=Chests and flasks are less common, and potions are more common.

=The potential synergy of pets has been increased.

=All types of potions have been buffed (they are now stronger than flasks or spells that produce similar effects).

=Flask of healing has been nerfed to only heal 50% HP.

=Potions of healing are more likely to drop.

=Increased the affinity requirement for telepathy.

=Stop the player from casting healing spells on a character that already has full HP.

=Added proper descriptions to the familiars in Look mode.

-Fixed toggling full screen mode using the right alt button.

Version 1.1.1

+Added a message log that can be activated by pressing the + button. It displays the most recent 1000 messages from the game. You can navigate the log using arrow keys, pgup/pgdown and home/end.

=Added a story.txt file to the game folder describing the basic plot of the game.

=Adjusted text colors. There is now a standardized message color scheme for increased clarity.

-Fixed a typo in the speed growth message.

-Fixed various errors related to closing the game window while the player is navigating in-game menus.

Developer

Version 1.2.0

  • +Unicorn and Griffin familiars have been added to the game.
  • +Added an ability system for familiars which allows them to use various attacks, heals, buffs and debuffs. These can have limitations determining when they can be used. For example, some may only be usable out of combat, or when there are many nearby foes.
  • +Campfires have been added. The player can start a campfire and relax with their familiars after clearing all enemies on a level. At the campsite, interacting with the familiar allows you to improve their effectiveness in different ways: training, exercise or learning/upgrading abilities.
  • +Statistics page has been added, where the player can see various stats related to the current session.
  • +Special attacks can now inflict debuffs on the target. Such debuffs may even stack cumulatively, which is very dangerous in prolonged fights.
  • +Equipment may now have spell damage/healing bonuses.
  • +When a creature takes damage, based on the severity of the hit, bloodstains may be created on the space or adjacent spaces.
  • +Various additions and updates to the monsters, equipment and floors data.
  • =The message when stepping over items has a different color.
  • =Floor messages have a different color.
  • =Each character attribute in the UI is colored blue.
  • =When a character's attribute is buffed or debuffed, its color changes in the UI.
  • =When a second familiar is summoned of the same type, it has a different color than the first.
  • =If a creature has negative PV, critical hits will now benefit from that instead of ignoring the PV.
  • =When a familiar is summoned, it will start out with defensive tactics.
  • =When a herb is consumed, the effect to the character's growth is temporary instead of permanent.
  • =Monsters may now have different chance of wandering around in the level.
  • =Symbol of purefire blossom has changed to make them easier to spot.
  • -Fixed a bug that caused allies to sometimes start on a wall space when entering a floor.
  • -Fixed a bug that caused ally field of view to be incorrect at the start of a floor.
  • -Fixed a small error when calculating open wall chance.
  • -Fixed a rounding error that caused some monsters to flee when their health was very close to 0.
Developer

Version 2.0.0

  • +Added Hart familiar.
  • +Many new monsters, abilities, and items have been added, as well as balance adjustments to existing content.
  • +Added a score calculation system and high score table. Points are given for progressing deeper into the dungeon. Points are subtracted for spending time in the dungeon or allowing your familiars to die.
  • +The high score table honors both the Summoner and her companions, and also describes the cause of death.
  • +Familiars now have moods based on how they feel about the current situation. This can alter their behavior or effectiveness in battle in various ways.
  • +When summoned, a familiar can absorb some of the strength from a fallen ally.
  • +Weapons and armor may now have affixes that change the attributes of the item in unusual ways.
  • +Items can be thrown with the T key. Throwing a potion will apply its effects to the target. The Tell command has been moved to the F/O keys.
  • +Players will now learn the true name of their familiars if a focus is used on them when they have a high affinity.
  • +Monsters have new wandering behavior. Some monsters will patrol the current floor in order to locate and engage threats.
  • +Monsters have new ranged behavior. Some monsters may try to disengage from melee range while fighting the player.
  • +Pools are now called altars of chaos and can be used to alter items from the player's inventory in many different ways.
  • +Added corruption speed as a possible item attribute.
  • +Items can now stack in the player's inventory based on their type.
  • +Controls can now be accessed while playing the game by pressing the H key.
  • +Errors are logged in an error.log file for easier bug reporting.
  • +Added new spells: Magic Ray, Immolation, Visions, Third Eye
  • +Added potion of poison, potion of negation, potion of sight
  • +Added an achievement system which persists between sessions and can be accessed by pressing the * key.
  • +Added a Rest command ("R") which causes the player to do nothing for 100 turns or until something noteworthy happens (they are fully healed, take damage, or see a monster)
  • +Added Flee and Explore commands to familiars. You must train your familiars to understand these commands.
  • +Added readable items. Players can read these items after setting up a campsite and taking a comfortable seat.
  • +Added a proper ending to the game as well as post-game scoring opportunities for the courageous players.
  • =Weapons now have attack verbs. When unarmed, the Summoner will punch foes.
  • =Players are not healed or refreshed if they descend while there are still monsters present.
  • =All buffs and debuffs expire when the player descends.
  • =Equipping an item now takes longer than simply using it. Heavier items will take even longer to equip.
  • =The Dig spell now has an exact range of 8 regardless of the cursor position.
  • =Pressing Enter while targeting a spell now confirms the spellcast instead of displaying target info.
  • =Healing spells are slightly more common than other types of spells.
  • =Some types of spells can now only generate at depths 5 or more. These are mainly situational or support spells which are not too useful for an apprentice summoner.
  • =The inventory can be examined even when the player is dead.
  • =Herb descriptions adjusted to decrease their perceived value. They are also now simply shown as "Herbs" when they haven't been picked.
  • =Doubled the loss of affinity from friendly fire.
  • =Familiars gain the HP bonus from a completed floor even if they are summoned after all monsters have been defeated.
  • =When spawning objects, the game will try to avoid placing them in unreachable spaces.
  • =A familiar's actual name is now used in the description of their abilities.
  • =Visible creatures are sorted by distance, with the closest monster selected first.
  • =The inventory names of equipment is made more compact in order to fit longer names (due to affixes). The inventory menu width now expands automatically.
  • =The Fear spell now uses more primitive fleeing behavior in order to improve performance.
  • =The player now starts with a one-handed weapon, making it easier to equip offhand items.
  • -Fixed berries spawning on top of other objects.
  • -Fixed an issue where creatures would continue to take turns when the player is dead.
  • -Fixed rendering issues when AOE/projectile attacks were used on walls or outside map boundaries.
  • -Fixed certain familiar messages being displayed even if the player could not see the familiar.
  • -Fixed certain messages not showing if the player swapped positions with a familiar.
  • -Fixed a line-of-sight bug that occurred when familiars were swapped or otherwise rearranged.
Developer

Version 2.0.1

  • -Fixed some errors that would cause familiar moods and abilities to behave in unintended ways.
  • -Fixed an error that prevented certain tomes from being read at the campsite.
  • -Fixed an issue that prevented affinity loss from being applied correctly when a disliked command was used.
  • -Fixed an issue that caused monsters to sometimes spawn on top of racks and other solid objects.
Developer (1 edit)

Version 2.1.0

  • +Added bosses. These enemies hide in lairs on some floors of the dungeon and will only leave their lair if the player causes enough of a disturbance on that floor. Each boss is a named variant of an existing creature type and typically have much higher attributes than a regular creature. They are capable of using the same skill types that familiars use and they may also have minions of their own. Both the boss and their minions must be defeated to clear that floor.
  • +The final boss also uses the above system, granting him new abilities and minions to aid him in combat.
  • +Added AOE abilities for AI-controlled creatures including both familiars and bosses. A creature will consider each possible direction they could attack with the ability, and try to hit as many enemies as possible while avoiding friendly fire (or vice versa for abilities that have a beneficial effect).
  • +Added environmental features. These objects add life to the dungeon, such as bushes and leaves in the forest areas, and can have various (often minor) gameplay effects, such as blocking sight, dealing damage or modifying attributes of creatures standing on the space.
  • +Added a settings menu where players can change the font size and the controls used by the game. Changing the font size requires a restart.
  • +Added the Raptor familiar, a colorful theropod capable of cursing enemies.
  • +Added a new ability type which refreshes the cooldown or ammunition of other abilities.
  • +Added a blank tome which the player can use to create a copy of a spell they already have memorized.
  • +Added leech and mana-leech attributes to abilities, and two new spells that use these attributes: Life Drain and Mana Drain.
  • +Added thorns and mana thorns. These attributes function as negative leech values applied to enemies targeting a creature with melee attacks. Added a Thorns spell which applies a temporary thorns buff to the target, and a potion of retaliation which grants a thorns buff for a longer duration.
  • +Added Sanguine Mark spell which marks the target, reducing their DV and causing other creatures to leech health when attacking the target.
  • +Added Fog spell which briefly distracts enemies, causing them to lose track of the player and making it easy to escape.
  • +Added camouflage attribute, which effectively acts as a negative sight value for enemies trying to detect the player.
  • =The selection of abilities available to each familiar is now partially randomized.
  • =Berserk, Shield and Blind spells now scale with the depth in which they are used.
  • =Haste has been significantly buffed both in effect and cooldown time.
  • =Magic Ray can now inflict critical hits.
  • =Immolation damage has been reduced from 175% to 150%.
  • =Magic Dart cooldown increased from 10 to 12 turns.
  • =Potions and flasks of speed now have a longer effect duration. Flask of speed charges increased from 2 to 3.
  • =Blind now momentarily reduces the sight attribute of the target in addition to their accuracy, allowing the spell to be used as a means of escape.
  • =Added alternate keybinds for in-game menus - 6, 7 and 8 to access the message log, stats and achievements, respectively.
  • =Players will now be warned if they attempt to leave a campsite without having used all of their campsite actions.
  • =Default to targeting a companion when throwing a beneficial item such as a healing potion.
  • =Players now travel between forest areas using portals instead of stairs. Immersion!
  • =Abilities that only work on sighted targets now use the modified sight value instead of the base sight of the target to determine if they are sighted.
  • =Various optimizations of how the game iterates through lists of objects to improve performance, particularly when generating a level.
  • =Significant refactoring of code structure to prepare the game for an eventual rework of its graphics engine.
  • -Fixed an issue where a player could swap position onto a chasm space.
  • -Fixed an issue where a player's modified sight value could overflow and become unlimited if it dropped to less than 1.
  • -Fixed an issue where players could see buffs fading on creatures that aren't visible.
  • -Fixed an issue where a player sometimes couldn't equip a two-handed weapon even if they had enough inventory space for multiple items.
  • -Fixed an issue where sometimes the screen wouldn't render properly during the player's turn.
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