Update 0.33 - November-04-2018
Rogue Fable III (Alpha Testing) » Devlog
BUGS_AND_CRASHES:
- Fixed merchant duplication of darts bug (actually was effecting any stackable item).
- Fixed the duplication bug that was duplicating scrolls mysteriously (was related to above issue).
- Fixed merchant adjusting prices based on if the player already had an item of same time of lower mod (old legacy code from when items would simply replace).
- Fixed NPCs that were supposed to be vulnerable to an element actually being resistant.
- Fixed NAN hp bug after either player or npcs took damage (was related to vulnerabilities).
- Summon creatures (from spawners) should no longer attack on the first turn they are spawned i.e. they miss a turn.
- Saving and reloading game will no longer rest the duration of status effects to max.
- Fixed grass occasionally spawning on water.
- Fixed ring of life saving to actually save you upon death and guarantee that its the players turn.
- The glyph doors in The Core end level will now be correctly 'guarded' i.e. will warn player before opening.
- If you sprint onto a red mushroom or trap your player will no longer try to attack it with a weapon either ranged or spear.
- In general, when holding shift i.e. triggering unsafe move, if you click to move to a trap your character will actually move there rather than trying to trigger it with a weapon.
- Fixed power striking or knocking back enemies into bear traps leaving behind and invisible version of enemy.
- Fixed players summon skeleton spell from summoning skeletons above pits.
BALANCE:
- 1 skill point per level
- 1 talent point per level (except on levels where the player gets attribute points)
- Reduced the chance of getting scrolls from bookshelves (more likely to get skill or talent points).
- Split staves off of the weapon drop table so summoning weapons in acquirement will no longer produce staves.
- Stopped crypt skeletons from respawning to balance out challenge (and annoyance) with The Dark Temple. The skeleton respawning mechanic will eventually be tied to some sort of dark altar in the crypt that only spawns on some levels and can be destroyed by player to stop the respawns.
- Resistance and vulnerabilities are more noticeable now at higher levels. I had to remember that due to random rolls, a 100% reduction in damage (rolled randomly) is only really a 50% reduction on average.
Files
rogue-fable-III.zip Play in browser
Nov 05, 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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