Update 0.31 - October-30-2018


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

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?