Update 0.32 - November-03-2018


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

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