Update 0.19
Rogue Fable IV » Devlog
Hello everyone!
Mostly just bug fixes here that I want to release ASAP.
Main focus this week has been trying to get a bunch of missing graphics done which for me is always long, frustrating and totally unpredictable work.
BUGS AND CRASHES:
- Fixed the Chakram crash.
- Summoning a tornado on an enemy will no longer crash
- Summoning a tornado on low cover like like fences and crates is no longer possible.
- Fixed a crash when using Flame-Portal onto a pit.
- Fixed a few of the Yendor levels where triggering portal ambushes via the main route would not disable the same ambush when taking the side route.
- Killing slimes with Soul-Reap will no longer crash
- Eels now suffocate on Ice and Obsidian.
- Conveyor belts now animate correctly.
- You can now walk backwards off of the last part of the conveyor belt.
- NPCs will no longer use their delayed abilities (like Power-Strike) while on conveyor belts.
- The Krakens tentacle is now visible.
INTERFACE:
- Fixed some missing or out of date talent descriptions.
- Storm-Shots aimmer will not show on impassable walls
BALANCE:
- Hell-Fire: 30DMG => 35DMG
- It might need to be higher to give it more oomph though high AP builds kind of make me nervous with this.
- Shock-I only spreads to adjacent enemies while Shock-II spreads to all connected enemies.
- Removed the stun component from Shock-II
- Mystic Skull Helm now grants MP instead of HP
- There is just way to much HP gear in the game in general and in Upper-Dungeon in particular and MP gear is very lacking.
- This just sort of makes sense thematically.
- Mage passives all grant immunity to the associated clouds (except storm of course).
- Freeze range: 3,5 => 1,2
- Kraken tentacle range: 4 => 5
LEVEL GENERATION:
- Reduced the size of some boss levels.
- I think moving forward many of these are still too large as they were sort of a midpoint between a full level w/ a boss vs just a boss room. They should really just be a boss room with a single 'encounter' that can possibly be broken up a bit with some pulling.
- The-Dark-Temples bosses in particular were genning as full levels and have now been stripped back to just the core part. These 'levels' still need some work but are moving in the right direction.
- Note that due to some level-gen complexities the Temple version is currently spawning a bunch of mobs near the stairs which will be fixed soon but... yeah look out.
MISC:
- A slight pause and fall animation when enemies are knocked down pits.
- A yellow glow (I think its too intense atm) for the exp boost effect.
Files
Web-Version.zip Play in browser
Nov 10, 2023
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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I am not sure if it is a bug that when monsters walk on ice they will take damage, and that sometimes the wizard yendor(the final boss with 400 HP) will revive with NAN HP and become undefeatable.