Update 0.35 - November-14-2018
I'm pretty much considering the project feature complete at this point as far as the web release goes. I've got like 1000 little things that I'd like to still do but its getting to the point where, if I keep picking at these things, the game will never release. So I'm basically calling a feature and content freeze at this point. Attention will now be going completely to just bug fixes, balancing and cleaning up graphics.
REFACTORING:
Spent most of the week just cleaning up and refactoring the code base which has grown into a tangled mess of 40k lines over the course of the project. I'm trying to spend the time now before going into early access to get everything cleaner as its getting to the point where every addition or bug fix is introducing new bugs just due to the general mess of code. So hopefully didn't introduce to many new issues with all the clean up and hopefully this should make the game more stable in the future as I continue to work on it. For reference (in case something is crashing or doesn't appear to be working correctly), the major areas I rewrote were:
- Entire inventory system
- Items in general
- All character movement
- Status effects
CONTENT:
- Added 2 end levels to Vault of Yendor containing the goblet.
- Added 2nd level to Arcane Tower, Sewers, Core and Ice Caves.
GRAPHICS:
- New tileset for Vault of Yendor.
- Fixed some messed up corner tiles.
- Added additional boarder tiles for water.
- Added yellow spell animation for haste.
- Added blue spell animation for potions of resistance and power.
- Added red spell animation for potions and fountains of attributes.
ABILITIES:
- Significantly improved attunement talents: lots more spell power, and decreases the mana cost of associated spells for duration of effect.
- Summoned skeletons now scale in level as you increase the talent.
- You now summon a single skeleton per cast and require 3 mana to maintain the skeleton (no cooldown).
- Summoned skeletons are stronger in general.
MISC:
- Removed double negative in front of negative resistance on character menu.
- Death and victory text displays class
- Falling down an open pit on a last level will instantly kill the player (not pit traps, they don't spawn on last levels)
- Items on tables or chests are slightly raised, to appear on top (the goblet now spawns on a pedestal type table).
- Added hand placed trigger tiles to activate stuff like exploding walls (used in goblet level)
- Exploding drop wall rooms now agro the mobs inside when they explode.
- Created a separate status effect for frozen enemies so that they don't show SS (slow, and stunned) over their heads when frozen.
- Auto explore will now display 'Partially Exploded' when a level cannot be completely explored due to traps or shrooms, blocking the path.
- Auto explore will now attempt to take you to the nearest obstruction once normal exploration is complete and then display 'Partially Explored'.
- Staff of Storms now shows its cross targeting correctly (so player doesn't accidentally shoot himself)
- Generators will now trim those odd diagonal paths that occasionally generate.
BUGS_AND_CRASHES:
- Ice caves end levels glyph doors should all open at same time.
- Fixed merchant dart duplication bug (again).
- Stopped blinking enemies from blinking out of freeze.
- Stop player from using stairs with < > when dialog is open (the help text for stairs).
- Stop player from acting during the brief period of the screen fade when using stairs.
- Stopped static levels from spawning on MD:9 and overwriting the library.
- Fixed summons not being removed from players summon list upon their death.
- Fixed player not correctly saving his summons
- Blinking onto a teleport pad should actually use the teleport pad.
MECHANICS_AND_BALANCE:
- Added pits to Arcane Tower
- Removed spell casting penalties on leather armor
- Scroll of Fear now has LoS range (all consumables should always be powerful)
- Added negative health modifier to ring of flight so that its same as boots of same type.
- Nests now destroy themselves once they run out of critters to spawn (just helps save time since they are useless at that point).
- Cloth armor gives more mana bonuses.
- Added missing chests to glyph rooms in a static level of the crypt.
- Improved staff of poison damage 8 => 10
- Poison now deals its damage faster over time (makes poison staff more usable)
- Wand of Blades now scales the number and level of the blades as the player levels up.
- Wands, charms and scrolls scale their ability damage and duration higher with player level (keeps them powerful)
- Fire Glyphs now creates a flaming cloud as well as the initial explosion (to keep them differentiated from shrooms)
- Scaled the damage of all traps, fire pots, gas pots etc. over levels so that they remain powerful into the end game.
Files
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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