Update 0.27 - October-16-2018


UPDATE 0.27 - October-16-2018
I've decided to postpone the release of the game to Kongregate and Steam for another month or so in order to really spend the time to polish everything up, improve the visuals and audio, and add a lot more unique, rare content, throughout the dungeon in order to keep each run as varied as possible. I figure that I only really get one shot at a release to Kongregate that has to stay up indefinitely without updates and so it will be worth spending the time now to make it as good as possible. Similarly from what I understand the first few days on Steam are basically make or break for a game so I'd like to come out as strong as possible. With that in mind updates will sort of be all over the place for the next month or so as I tackle the hundreds of little bits I'd like to improve. Graphics and animation in particular tend to take me a long time and go through many iterations as I'm basically learning as I go along. With that out of the way, on to the update!

CRASHES_AND_BUGS:

  • Fixed an 'uncaught. no room for item' crash that was occurring when changing levels. This tended to result in random crashes between levels in the later dungeon that were not fixable with a reload (merchants saved inventory was overflowing).
  • Fixed the stealth talent to actually provide bonus stealth on each subsequent upgrade (was only working for the first level)
  • Charming a hidden enemy will make it stop hiding (its possible to spot them with a high stealth skill and being directly adjacent to them).
  • Swimming characters that the player has charmed will not swap places with him ending up on land.
  • Music will stay toggled between save/reload
  • Fixed a soft lock when sprinting into view of something like a merchant (merchant spotted! text)
  • Fixed some layering issues with graphics on top of walls
  • Fire balls will now correctly spread within dust clouds
  • A transference table cannot transfer mods to an item with a base mod of 1 if the other item does not also have a mod (was resulting in broken 0 charge charms.
  • Fixed a rare crash during level generation (all levels), when the level generation would fail and reattempt generation, some objects were not being cleared correctly.

MISC:

  • Charming and confusing enemies will agro them.
  • Charms of energy, energy potions, and energy fountains will all cure charm as well a confusion (this will be continuously expanded to include all detrimental mental effects.
  • All forms of healing will cure draining (will be continuously expanded to include all detrimental physical effects.).
  • Merged the AI of ballistas, fire staff turrets, and normal mobs (they were using separate, routines to handle their rotation and this was causing a bunch of inconsistencies with how they would behave compared to other enemies. For example: attacking on the first turn of spotting player, trying to attack the player through a wall even though the players charmed allies are hammering away at it etc.)
  • Enemies will only miss a turn if they spot the player, not if the player hits them first or they are alerted by a friend.
  • Soft capped the max number of enemies per level in preparation for adding more monster vaults. (previously it was possible for levels to have wildly different numbers of enemies due to monster vault spawning).
  • Capped the number of glyph rooms to one per level (same idea as far as trying to keep number of enemies and treasure per level somewhat controlled).
  • In both the above cases, number of enemies and treasure still varies randomly per level but I'd like to be able to control it further up the logic chain rather than having late placed features completely throw things off.
  • Charm of energy and healing now have descriptions.

RARE_CONTENT:

  • A rare chance to encounter an ogre lair level in the orc fortress levels of the main dungeon with several small side caverns full of ogres and ogre shamans.
  • A rare chance to have the stairs down blocked by a locked gate with a switch somewhere else in the level.

GRAPHICS:

  • This is the stuff that's taken me FOREVER to get going on and will likely consume a lot of my time in the next few weeks, as I learn and iterate on stuff continuously.
  • Small hit effect when characters are hit by projectiles or melee (will eventually have variations for melee, physical projectiles, magical projectiles etc.)
  • Shooting animation for the staff of magic missiles (will need to adjust and recolor for other staves / magical attacks).
  • New summoning animation
  • New healing animation

OPTIMIZATION:

  • Another big thing that took a ton of time. Just rough optimizations all over the game trying to get things to run smoothly, should result in better FPS and less random stuttering.
  • I have a 5 year old laptop that I'm testing on and will be trying to get the game to run silky smooth at 60FPS by the time of release. 

Files

rogue-fable-III.zip Play in browser
Oct 16, 2018

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