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New update! It's been a while

Notes
It's been a really really long time! I really apologize for the delay, but I've been a little overwhelmed recently with work/school/daily life. All that on top of an item bug that I could not fix got me really discouraged to program.
I spent some time refreshing my mind and making little side projects until I felt ready to tackle the problem. I came back with the idea to rework the item generation to both fix the issues and strengthen the code!
The Blacksmith Room has been disabled for now. It need to be updated to accomodate the item generation overhaul and it will take some time. I chose to disable it to get this update out quicker.
Old saves will not load properly with this new update. I'm really sorry for this, I try to prevent this as much as possible, but the base code has changed so much there was no way to salvage old saves.

Bugfixes
  • Fixed the issue with Quivers and Talismans not adding/removing their bonuses properly when swapping them in the inventory


Overhauls
  • Overhauled the item generation code. The old code was rather rigid in its design and didn't quite allow me to do what I wanted. I've overhauled it to be more modular and allow much more flexibility


Additions
  • Added different icons that better show why an item is restricted. There are icons now for an item's level being too high, an item being two-handed while you have an offhand equipped, and more!
  • Added a new rarity beyond Mythical: Perfect Mythical! This rarity has extremely good multipliers and can only be acquired from two sources. The first is through the Repair Room (not implemented yet) and the second is beyond level 100 where enemies may start spawning with Perfect Mythical items!
  • Added Damage Consume and Defense Consume weapon specials. These give 3 bonus damage and 1 bonus defense on kill, respectively
  • Added an armor special called Behemoth. This grants +35% Maximum Health but increases Damage Taken by 20%
  • Added three offhand specials: Luck Damage, Luck Defense, and Level Refresh. Luck Damage grants +1 Bonus Damage per 3 Luck, Luck Defense grants +1 Bonus Defense per 6 Luck, and Level Refresh fully Heals and Restores you on Level Up
  • Added 4 new potions! Potion of Mana Costs (increases Mana Cost Reduction), Potion of the Void (grants Battle Veils), Elixir of Health (Heals you out of combat), and the Elixir of Mana (Restores you out of combat)
  • Added potion conditions, this is to work with the new gradient potion system that allows potions to generate within a range of values


Changes
  • Spaced out the text on item descriptions and made the icon larger
  • Re-added the feature for item specials that make them more likely to generate the higher Luck you have
  • Streamlined the Health Regen and Mana Regen armor specials, instead of granting regen based on Constitution/Intelligence, they each give a flat +10%
  • Streamlined the item descriptions, I made them slightly less verbose to not take up too much space when hovering over an item
  • Made potions generate within a range of values instead of flat values per rarity level. The generated number is determined by the potion's hidden multipliers that are created when it generates, better multipliers means better potions!
  • Gave a shorthand to Backpack Fittings. They're still refered in game as Backpack Fittings but their description when you hover over just says "Fittings" to keep the name short


Buffs
  • Increased the Master Archer's Perfect Shot total Damage from 250% (200% initial + 50% upgrade) to 400% (300% initial + 100% upgrade)


Coming Next
  • Repair Room. This room allows you to upgrade your items to remove bad conditions, give the items better conditions, or increase the rarity of an item (which in turn increases its multipliers). Can only be used on equippable items (so no Potions or Backpack Fitting repairs allowed)
  • Adding more enemies and bosses. The new item code is now implemented and once I get status effects working properly I'm going to start getting more enemies in the game


Future Ideas
  • Change the way Shatter works. Right now Divine Damage conversion occurs after all previous damage modifiers. This means ANY damage reduction/weakness/negation on the enemy's part will activate before the Divine Damage is taken. Changing the conversion to occur before all damage modifiers is also a problem since that won't activate any of your damage increase effects that you may have. This means in either scenario it's possible to deal less damage when the Divine Damage is converted. My idea to change Shatter is to convert Divine Damage after damage modifiers, ignoring any negative ones. So if you're Weakened for example, that negative multiplier will not apply to the Shatter conversion


Known Issues
  • Effects that make you immune to status effects are not working. I want to overhaul the effect code so for now the bug is going to stay
  • Some spells aren't applying certain effects properly. It's hard to keep track with what's not working, but the problem seems to be due to the way status effects are applied/removed. I'm thinking on overhauling this code to fix potential problems