Update 0.32 - November-03-2018
Rogue Fable III (Alpha Testing) » Devlog
USER_INTERFACE:
- Moving around stuff in the character menu.
- Highlight shield slot red if wielding a two handed weapon.
- Show generic spell power and only show, fire, shock, toxic etc. if different from general spell power.
- Display game timer as 0:05 instead of 0:5
- Moved targeting box (green, red, purple), below the hit point text layer so you can see enemy health when targeting over them.
- Highlight in green talents the player has met level requirements to learn.
- Sort available talents by level.
BUGS_AND_CRASHES:
- Can now used number keys 7,8 to trigger talents
- Fixed character menu not opening on rogue (and many other characters).
- Allow player to cancel targeted consumable items by clicking on them again.
- Fixed a visual bug with big trees in the under grove.
- Fixed a soft crash when player is confused.
- Much more permissive handling of npcs 'pulled' up or down stairs (should work with much larger groups).
- Fixed crash when a flesh golem or boa constrictor tries to constrict you after a strafe dodge.
MISC:
- Made goblins less common in dungeon levels 4-8
- Made orcs less common in dungeon levels 9-12
- Glyph rooms can have more enemies in them in deeper dungeon levels.
- Acid slimes and corrosive slimes are now immune to poison gas
- Increased damage slightly of splitting slimes (be careful getting surrounded)
ITEMS:
- Hellfire scrolls now scale in damage with player level (like wands).
- Wands and items scale higher in damage based on player level to keep them powerful. (Consumable items should always have a very powerful effect).
- Reduced cooldowns on the offensive charms from 250 => 150 to make them more useful compared to healing and blinking.
- Weighted drop tables slightly more in favor of consumables. (I'd like the strategic management and use of consumables to be a larger part of the end game rather than simply having an invincible character due to gear, talents, skills etc.
- Removed energy requirement on elemental staves. (Rare, good items, should just be good).
- Increased damage on all consumable throwing items (again, consumable items should be powerful).
- Made sure merchants always stock at least a single potion.
- Moved guaranteed merchant from MD:6 to MD:9 to put him in the center of the game world (makes it easier to back track to him).
NPCS:
- Reduced the number of NPCs somewhat in the later levels of the game to stop it getting grindy.
- May increase their strength later in order to balance.
END_LEVELS:
- Arcane tower super challenge end level with big reward.
- The Core super challenge end level with big reward.
ARCANE_TOWER:
- Allow arcane tower to gen vaults and added a few vaults.
- Round arcane tower rooms
- New arcane tower pillar so its not just reusing from other zones.
RESISTANCE:
- Resistance simply goes I, II, III rather than percent with 40%, 60% and 70% reduction.
- Helps make stats a bit chunkier (I prefer to avoid really finicky little stats)
- Resistance reduction (and vulnerability adding damage) is center rolled now to make it more consistent.
Files
rogue-fable-III.zip Play in browser
Nov 03, 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
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