Update 0.29 - October-26-2018


BUGS_AND_CRASHES:

  • Stopped Cone of Cold spell from casting through walls
  • The deflect status effect will drop if the player unequips his shield or equips a two handed weapon
  • Stopped merchant from double spawning on a floor
  • Fixed player dying twice in a single turn.
  • Fixed grammar on 'killed by' for unique enemies.
  • Skeletons should now resurrect in the crypt.
  • Homing fireballs now have 0 exp (they were granting exp previously)

QUALITY_OF_LIFE:

  • Added help dialog for first time: trying to step on dangerous terrain
  • Added help dialog for first time: stepping on stairs (tells you to use < or > or HUD button)
  • Added help dialog for first time: low on health (tells you to shift + click to rest)
  • Highlighted altars on mini-map

MECHANICS:

  • Added resistance and vulnerabilities to NPCs (displayed on mouse over)
  • Enemies will not shoot each other if they are directly adjacent (stops glyph rooms and ambush rooms from just destroying themselves).
  • Orbs of fire will only be cast by NPCs if they have an initially clear line of sight (same idea, stops them from so easily destroying their friends).
  • isMindless property added to orbs of fire, inferno orbs, clockworks, undead etc. to prevent them from being charmed.

GRAPHICS:

  • Level up and experience boost animation.
  • Characters will face their target when casting spells
  • Added summon graphic when NPCs summon ice bombs
  • Added graphics for fire and cold attunement
  • Smoothed out the shadow circle surrounding the player (was very noticeable previously on smooth tiles like water and grass)

LEVELS_AND_GENERATION:

  • Added more variation to many of the generators in how they place rooms and halls. (lots of stuff here that's difficult to list)
  • Added a post process step to trim single walls and various other oddities.
  • Removed full cave levels from many of the zone types in order to differentiate them from the zones that use caves extensively.
  • Added 15 new rooms to the crypt generator to help differentiate it visually
  • Added a few new rooms to the Iron Fortress generator to help differentiate it visually.
  • Added a bunch of new static levels throughout the dungeon to avoid repeats (lots more work to do here)

DUNGEON_RESTRUCTURING:

  • Removed the first branch and simply added all zones to the random selection for the main dungeon levels 5-8.
  • Moved crypt from a side branch to alternate with The Dark Temple on levels 9-12

WHY:

  • First off this will likely be either reverted or additional content will be added to increase the size of the dungeon in the future. This is mostly a temporary solution to try to get as much variety as possible where it counts.
  • 90% of deaths occur before dungeon level 8 and so I'd like to front load as much variety into the early game as possible.
  • Shortens the game a little bit which though unnecessary for experienced players will help with newer players who are often clocking 2+ hour runs right now.
  • Helps simplify the early game for new players.
  • The 3 zones that are being moved onto the main dungeon line i.e. The Under Grove, The Sunless Desert and The Swamp, don't have any particularly impossible resists that could block certain classes from progressing. 

Files

rogue-fable-III.zip Play in browser
Oct 26, 2018

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