Update 0.31 - October-30-2018
Rogue Fable III (Alpha Testing) » Devlog
REVERTED_REGEN:
Didn't like it for various reasons discussed on discord.
BUGS_AND_CRASHES:
- Using fountains didn't update mini-map.
- Auto explore was occasionally attacking fire and poison pots.
- Guarantee that crystal chests in the library on MD:9 have different tomes.
- Targeting an enemy standing in a dust cloud was showing a block targeted line despite allowing you to fire.
MISC:
- Stop exploration upon spotting a priest or skill trainer
- Sped up the animation on mana and healing spell effect (was taking a bit long and breaking game flow)
- Extended range of fire pots explosion from 2 => 3 to make it easier to hit enemies with them (environmental kills should be rewarded)
NPC_TYPES:
- Giant leaches in the sewers that life tap the players hit points, healing themselves.
- Toxic Statues in the sewers that fire bolts of poison gas and wall off the player with poison gas.
SEWER_END_LEVEL:
- Extremely challenging level on Sewers:4 with essentially once massive glyph room with plenty of treasure inside.
- I'd like to add a couple of these to each of the branches to give a nice difficulty/reward spike at the ends.
ABILITIES:
- Added code for 'sustained spells' i.e. you sacrifice max mana to maintain the effect indefinitely (I'm not a fan of status effects that players will like to keep up that must be constantly refreshed).
- Skeletons on the necromancer may either be rolled into this system i.e. takes mana to maintain them or else there might just be a hard cap. Will be looking into letting skeletons raise in strength with talent power / spell casting power to compensate as well as different types of skeletons.
- Added: levitation, swiftness, and ice armor as sustained abilities.
- All casters have an additional tier II spell: fire bolt, levitation, cannibalism, swiftness, ice armor to give them more options.
- Increased damage of burst of flame a little bit to try to make it a bit more comparable to fire balls general utility.
- Reduced mana of tier III spells from 6 => 5 since they tend to be tricky to target.
Files
rogue-fable-III.zip Play in browser
Oct 31, 2018
Rogue Fable III (Alpha Testing)
Status | In development |
Author | Justin Wang |
Genre | Role Playing |
Tags | 2D, Dungeon Crawler, Pixel Art, Roguelike, Singleplayer |
More posts
- Steam Early Access Release!Dec 29, 2018
- Update 0.50 - December-11-2018Dec 11, 2018
- Update 0.47 - December-06-2018Dec 06, 2018
- Update 0.46 - December-03-2018Dec 03, 2018
- Update 0.43 - November-27-2018Nov 27, 2018
- Update 0.42 - November-26-2018Nov 27, 2018
- Update 0.39 - November-23-2018Nov 23, 2018
- Update 0.38 - November-22-2018Nov 23, 2018
- Update 0.37 - November-20-2018Nov 21, 2018
- Update 0.36 - November-15-2018Nov 15, 2018
Comments
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There's one thing I'm not able to really figure out: how do we make the power of the magic missile go up?