Happy Holidays folks! This is the first of a hopefully not-too-long line of change notes as I begin to come out of my cave. I think I will generally use the format below for what has changed, but I will also make smaller posts for bug fixing. That being said, I have been workin' hard on the game, and I hope you like what I've done with the place! If you don't, please let me know about it in the links below! This update brings changes to the way you start the game and some tuning that will make it more forgiving (happy holidays xd). I also squashed some bugs! You can try out all changes mentioned here in the Demo, which will act as the testing grounds for new features until I have something more concrete.
Major Changes and Additions
Tutorial
Added a new tutorial that grabs you firmly by the hand and introduces concepts you should know. I imagine this will be refined more in time, but for now I think it serves its purpose!
The Background System
When creating your character you can now pick an accent to your playstyle, with 6 flavors to choose from! Classes will remain as the foundation for your character and will determine:
Stats
Ability
Item
Your background will push this further, giving you a quick and easy way to start the game without buying your kit from the keepers every time you die.
Weapon Sets
I wanted bows to be a unique weapon type, but it was hard to justify using one from any class that didn't focus Precision. This should bridge the gap, allowing any class to use a bow without diverting from their main kit. You can now press a key to swap between your weapon sets without consuming stamina, making it easy to switch between bow and dagger!
Start Zone
In the previous version, this is essentially where you would create your character. The background system nullified most of what you would do here, so now when you begin you will be greeted by a lone shopkeeper selling expendables at a discount!
Boss Changes
The boss was pretty anti-climactic. I spent some time adding flair to their identity as well as buffing their clone capabilities! The boss speaketh as with its followers, giving a little more life to the game. Removed the ability keeper from the floor and the shop keeper will only sell expendables.
Enemy Changes
Enemies were too challenging, requiring an overly cautious playstyle to get through them and it was hard to feel like you could ever keep your head above water. I reduced their scaling and vision radius so that ambush is less likely and late-game enemies are less difficult.
Removed Block benefit from Power stat
Imp enemies have 1 less health
Trogling Shamans now cast Restore
Armor Updates
Before, each armor type focused on its respective defense while excluding the other (except for leather armors). Now, each armor gives you both Defense and Magic Defense, though the amount still depends on type. This makes armor swapping more viable in the late game!
FOV
There was a lot of empty space on the screen that was meant to be opened up through items and abilities, but I did some camera work and now you will utilize more of it! Increasing your light radius will also increase your FOV.
New Abilities
Weapon Training: Increases minimum damage of specified type.
Think: Reduces active cooldowns by 1.
Strain: Convert mana into stamina.
Caltrops: Place a trap down, damaging anything that walks over it.
Lunge: Move forward and attack
New Items
Stat Runes: There is now a rune for every stat except for defenses.
Cave Milk: Reduces active cooldowns by 1 and restores mana. Don't ask me where it comes from.
Minor Changes and Additions
Movement
Your character will now run like the wind when holding down a movement key, stopping upon seeing an enemy.
Chests
What is better than a chest? Two chests! Normally, you'd find one per cavern with two items inside. Instead there are now two chests per cavern, each containing one item. I also removed expendable potions from their pool so you won't be so disappointed when you find one! You can find said potions in the skeletal remains of your fellow adventurers, each cavern has one.
Secret Cracks
If I'm being honest, most of you reading this probably aren't aware that there are secret cracks in the game and that is 1,000% my bad! I made them too secret... BUT BEHOLD, the cracks will now glimmer every so often for our perceptive heroes down in the deep :]
(this is also now covered in the tutorial)
Enchanted Items
Equipment now has a chance to spawn with an enchantment and has a favorite set of stats when combined with Unstable Runes! For example, Spellbooks are more likely to add mana regen and Leather Gloves are more likely to grant crit chance. Items now have an enchantment limit based on tier.
Runes
There is now a rune for every stat except Defense and Magic Defense. I removed those because Armor Kits did the same thing, except better. Unstable runes will no longer grant Health, Mana, or Stamina as this gave a steep power spike. Instead, rare runes for those stats can now be found!
Equipment Changes
Daggers were too strong and Swords weren't strong enough, so I slightly changed their damage values. Tier 2 equipment now has better stats, making them a more obvious choice when found.
Daggers: -1 base damage
Swords: +1 base damage
Shields now have Magic Defense
Shop Changes
Shops no longer have guaranteed potions for sale and instead offer random items.
Currency Changes
Removed copper since the idea was cooler in my head and meant that gold was pretty much unachievable!
Status Effect Changes
Getting burned by an enemy was too punishing and bleed was basically a death sentence if you didn't have Panacea/Bandages. The duration of burn has been reduced and bleed will now decrement if it gets triggered!
Enemies cast Burn
21Bleed stack is reduced per turn and on damage
UI Changes
Some quality of life improvements to what is happening with abilities.
Hovering over your abilities will now change its color depending on whether you can cast it
Trying to cast an ability when you can't will flash the stat bar it needs
Ability items are now more distinguishable
Added visual feedback to restorations
Added visual feedback to effect resistance
Interacting with Chests and Cracks will mark them on your map
Ability Changes
Armor Up: Increased to 100% Power
Cure: Cooldown increased by 1
Double Tap: Now works with any weapon
Heavy Swing: Cooldown and Duration increased by 1
Magic Armor: Cooldown increased by 1
Magic Bolt: Cooldown increased by 1
Magic Shield: Damage reduction reduced to 25%^
Mark: Now triggered by any weapon
Scholar: Fourth option on every level up
Item Changes
Bandages: Now restore 1 health
Critical Potion:
+2+3 Critical Chance
Evasion Potion:
+2+3 Evasion Chance
Removed Potion of Defense and Potion of Magic Defense
Removed Defense Rune and Magic Defense Rune
General Gameplay Changes
Removed directional interactions
Move South bound to S key by default
Encounter secrets will now lead to a small loot stash
Holes are more visible
Reduced CRT brightness and blur
Made some ability descriptions more clear
Excess defenses now deteriorate at the start of your next turn
What's Next?
I'm going to be doing some more work in the shadows towards the v1 release which involves a proper start to the game and the next adventure. There is still some lateral work I'd like to sort out regarding a better Encounter system as well as more environmental interactions in the cavern, but this will come later down the line. I imagine there will be issues that need fixing in this version, so please report 'em as they come! Otherwise if you'd like to let me know how I'm doing or have questions on the games development, feel free to reach out!
