Hello!
I know everybody is probably sleeping however it's time for a late night hotfix! Most of these address some balance but I've finally solved the enemy freezing issue with a lot of help from ETL super player Gasil.
Without further ado... READ ON:
ADDITIONS
None. For probably the first time ever!
CHANGES
- The RITUAL skill's damage has been slightly nerfed. Instead of incorporating the Cultist's full DEX value it's now half DEX value.
- The DEATH spell's chance of success has been increased by 10%, however all champ monsters get a 5% resistance to it and bosses get 15%. What this effectively does is make the spell work better on regular enemies and - while it can still take out the game's bosses in a single blow - makes it slightly less possible. And when you think about it, how many games even LET you use something like an instant death spell on big bosses? For those who are interested, the chance of DEATH's success is: If Random(100) <= (40 + MAG) - Enemy Death Resistance Then dead parrot
- Enemies coming out of late floor dimensional rifts have been capped.. sort of. What I mean is enemies will constantly continue to appear from these as long as the total enemy count is less than Int(Dungeon Floor / 2). So at floor 40 dimensional enemies will appear if there's already less than 20 enemies. So you can still have a ton of enemies, just not hundreds or anything too nuts.
- When an enemy steals an item from your backpack it is now added to its own backpack. If you're a thief and try to steal from it there'll be a chance you can get your stolen item back. Very handy if a Mugger just stole your Weebish Blade!
FIXES
- The rare yet nasty battle freeze bug appears to have been fixed now! I could never figure out just why this would sometimes happen but after Gasil discovered how to mega level a Thief up, dodge in battle, and use lots of high evasion gear he summised that it had to do with the Thief's ultimate ability to just be way too good at dodging everything. Turns out he was right! There was a couple lines of code where the equation wouldn't make any sense if you had mega DEX and super high evasion, if you also dodged during battle. The enemy's equations never made sense, and the game would hang because of it. The way I fixed it was that an enemy can never have below a 5% chance to hit, regardless of stats or gear or anything else. After testing it tonight, it appears to have solved the problem!
- A couple of enemies had a "Speed Potion" as a possible item to be stolen from during fights. This is great, except that's OLD CODING and I had since changed the item's name to "Potion of Speed"! So if you stole a Speed Potion the game didn't recognize it and didn't give it its own picture or stats, instead displaying the values of the last item in your backpack you last looked at. Though certainly not game-breaking like the evasion freeze bug above, this had to be fixed as well and now it has.
And that's all for tonight, thank you Gasil for finding these for me and awesome job being the first to win the game with the Cultist!