Update 0.22 - October-02-2018


CRASHES_AND_BUGS:

  • Fixed nimble fingers immediately crashing the game upon learning it
  • Confused enemies will no longer attack the merchant and other neutral NPCs
  • Stopped player from being able to click consumables, abilities, weapons etc. while sprinting / charging
  • Fixed auto explore w/ ogre (still need to check a few more edge cases here)
  • Stopped auto explore trying to send you into pits
  • Fixed sprinting and charging trying to send you into pits
  • Fixed 'failed to place stairs' crash in swamps (it should automatically retry generating the level until it succeeds).
  • BIG ONE: fixed save + quit + refresh + reload rendering player unable to move (this occurred 100% of the time and was getting confused with other bugs.)

STAFF_OF_MAGIC_MISSILES:

  • Casters now start w/ a ranged staff though much weaker then their elemental versions
  • The plan here is to differentiate them from the melees starting weapons but not give them a weapon that will take them all the way to the end game as in RFII
  • Also opens up the possibility of future casters that may not have a decent basic damage spell in their starting kit to still have some ranged damage (enchanter)

STAVES_UPGRADES:

  • Fire staff does more damage
  • Storm staff has a small AoE (same as fireball)
  • Poison staff has had its damage doubled
  • Staves of energy cast magic-missiles like the starter staff
  • All elemental staves provide a spell power bonus
  • Added Staff of Power: casts magic missiles on attack and grants generic spell bonus
  • Added Orb of Power: shield slot orb that grants generic spell bonus

ENCHANTER_CLASS:

  • Confusion: as per scroll but with increasing AoE size and duration per talent level (modified by the generic spell power stat)
  • Charm: temporary form of domination w/ duration modified by talent level and the generic spell power stat
  • Mesmerize: puts a group of enemies to sleep
  • Fear: same as scroll but again with extended AoE and duration based on talent and stats(edited)

TALENTS:

  • Classes no longer technically start w/ a book rather they just have a set of talents that define their starting kit
  •  Books now randomly select 3 talents from their 'school' so you could find two different books of fire w/ different talents
  • Reduced all ability talents (power strike, spells etc) to 3 talent levels and spread power across accordingly

NOTES:

  • Changes to talents are going to allow me to add a lot more talents per school without having to cram them all into single books (I'd like to have 10+ talents per 'school' eventually)
  •  Less talents per book balances against the new bookshelves
  • Changes to the talent levels reflects my goal of making abilities i.e. activatable things much stronger than passive bonuses and easier to level. It should now be much easier for a character to grab and upgrade abilities outside of his basic kit.

Files

rogue-fable-III.zip Play in browser
Oct 02, 2018

Leave a comment

Log in with itch.io to leave a comment.