Update 0.7
Hello everyone! Was camping with family for the first half of the week so just a modest little update this time. Mostly just bug fixes and a first stab at balancing out the Enchanter. I still have some new talents planned for him and will need to do a lot more testing to determine how his abilities should be balanced out. From my initial play throughs it seems that swapping Discord and Confusion works fine. I've pretty drastically reduced the damage on Discord as I feel like it should be pretty weak damage wise since its effect is so strong and targeting so permissive.
I feel like we're in pretty good shape here to hit the first milestone by the end of August. I'd like to have the game mostly bug and crash free and mostly balanced by the end of the month. Basically get it as stable as possible so that I can spend the next couple of months prior to Web-Release focusing on redoing the rest of the level generation, reworking a lot of the items, reworking some of the talents, and adding new content where it seems appropriate. Obviously also need to add descriptions to a lot of things and do general polishing and final balancing prior to Web-Release. I think the game is in a pretty good state now so I'll be opening up the game for Open Alpha on Monday. A big Thank You to all of you who have volunteered your time to suffer through the mess of early Alpha! I've said it before and I'll say it again, this project would never be possible without all of your generous help, feedback and support.
BUGS AND CRASHES:
- Fixed: caskets were being reidentified as tents when reloading levels.
- Enemies were still spawning near the stairs when the stairs were placed as part of a vault.
- Fixed a sewer crash due to not enough vaults in TemplateRoom-Corner (made the generator unique)
- Fixed a whole bunch of crashes Random was getting when using stairs. Seems to be due to accidently hitting the manual targeting key which was then targeting the position of the previous stairs often way across the map. Many actions at this point would lead to a crash as they tried to target a tile very far away.
- Enemies will no longer try to lunge over slopes or half walls.
- Keys will no longer spawn in The-Vault-of-Yendor
- Eels and other swimming monsters will no longer spawn on bridges
- Fixed all the resistances on Dragon-Scale-Armor
- Fixed a bunch of Glyph Door vaults in which the unconnected doors were not opening together.
- STR/ENC descriptions are now correct
- Fixed incorrect platform frames in one of the special levels in The-Ice-Caves
- Fixed some walls that were breaking due to hallways in The-Dark-Temple.
- This one makes me giggle :P Dragging Vampire-Bats into the entryway of The-Hall-of-Blood will no longer cause them to drop an endless supply of Blood-Rings.
- Flammable terrain likes vines, grass and oil will no longer spawn near flame vents as they can immediately ignite, damage enemies, and cause them to agro from across the level.
- Took an initial stab at stopping auto-explore from pathing into damaging clouds that are spreading on the next turn. A bit of a complex problem that I don't think is quite right yet, but its definitely much improved.
- Blood-Portal and Flame-Portal will no longer work when deafened.
- Slow enemies will no longer move diagonally out of hallways.
- You can now knockback enemies that are using Arrow-Storm or Sniper-Mode
- Polearms can now attack over low walls
- Polearms can no longer attack through solid clouds (thanks Rethlit!)
- The player will no longer be able to move through solid clouds that are placed in doorways (Rethlit again)
- The goblet shield will no longer occasionally have 200HP (it was getting flagged with elite status).
BALANCE:
- Reduced the HP on Warrior Bees
- Bee Hives will no longer spawn 2 x Warrior Bees
MISC:
- The initial attempt at rebalancing the Enchanters talent stats.
- Discord and Confusion were swapped as I think confusion is the stronger of the abilities and Discord is just more generally useful for classes that want to grab it easily. Discord has been made quite weak damage wise as I don't think it should be a particularly strong damage spell all by itself (its intended to be combo'd).
- Need to do some more testing with Domination before I settle on what exactly to do with it. I'm pretty sure having to knock an enemy to below 50% HP is a good change that I'll likely implement next week. Getting it to feel right as a once per level ability might take some work though to not totally nerf the ability.
- Added another new generator to The-Dark-Temple. About halfway done on getting the number of generators I'd like to have complete for Web-Release. I'm definitely getting a lot of experience here that will be useful in Early Access when I turn a lot more of my attention to adding content via special levels.
Files
Rogue Fable IV
Status | In development |
Author | Justin Wang |
Genre | Role Playing |
Tags | 2D, Dungeon Crawler, Fantasy, Pixel Art, Roguelike, Singleplayer, Top-Down |
More posts
- Early Access Release!Jan 26, 2024
- Update 0.26Jan 17, 2024
- Update 0.25Jan 06, 2024
- EA Release: Jan-26-2024Dec 19, 2023
- Update 0.24Dec 12, 2023
- Game Design: CombatDec 11, 2023
- Update 0.23 - Web Release!Dec 01, 2023
- Update 0.22Nov 29, 2023
- Update 0.21Nov 25, 2023
- Update 0.20Nov 18, 2023
Comments
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good!