Beta Branch Update: May 21st
This is just a small change since I've been taking a break since the last big update. This update is coming sooner than expected but it fixes a game-breaking bug so I feel it's necessary to push out now.
This update is not compatible with previous versions of the game
Bugfixes
Changes
Additions
Known Issues
To-Do
This update is not compatible with previous versions of the game
Bugfixes
- Fixed the game crashing if a Corrupted Mage cast Feed Corruption when it was upgraded
Changes
- I did a slight overhaul of my internal tagging system. This system is what the game uses to keep track of status/spell effects to ensure when they apply onto a character that any old effect is removed in the process. This prevents multiple of the same effect being applied onto a character (it would suck if an enemy had a poison weapon that could apply multiple poisons one after the other!). I changed the system to prevent a potential memory issue where old effects were not being properly removed from the game which could cause slowdown the more you played
Additions
- If a version is incompatible with older save files the game now tells you specifically why. This update will not be compatible with previous versions so you'll see the description as "The tagging system that handles status/spell effects was overhauled and will not work on older versions." if you try to load and older file
- Added the Bloodseeker. This warrior enemy exists in the base game but has been tweaked for the full release version. It has a spawn of 33, meaning you'll only start encountering it once you're a third of the way through your run. Here is the detailed breakdown:
- Active: Blood Let - Deals 100% Attack Damage and Cleanses the Bloodseeker
- Cost: 25% Current Health (25 minimum); Cooldown: 3 Turns
- Upgrade: +15% Initial Damage
- Upgrade: Additionally deals bonus Damage equal to the Health Spent
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- Active: Tear Away - Deals Attack Damage equal to 15% of the Target's Maximum Health and increases the Bloodseeker's Maximum Health equal to 50% of the Damage Dealt
- Cost: 50 Health; Cooldown: 5 Turns
- Upgrade: +10% Maximum Health Damage
- Upgrade: +25% Maximum Health Increase
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- Active: Bloodlust - For 3 turns Tear Away's Cooldown reduces to 1, but the Bloodseeker gets Disarmed and can only cast Tear Away on the Target. When Bloodlust ends the Bloodseeker Heals for 150% of the total Damage Dealt
- Cost: 75 Health; Cooldown: 5 Turns
- Upgrade: +100% Heal
- Upgrade: If the Target is Killed, Bloodlust's Cooldown resets and retargets a random Enemy
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- Active: Mutilation - Permanently trades 15% Maximum Health for +15% Damage Dealt
- Cost: 15% Maximum Health (25 minimum); Cooldown: 0 Turns
- Upgrade: Additionally deals bonus Divine Damage equal to the total Health lost on Basic Attack
- Upgrade: Additionally grants a multiplicative +15% Damage Reduction per use
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- Passive: Hemophilia - +30% Lifesteal, but +50% Damage Taken
- Upgrade: +20% Lifesteal
- Upgrade: -15% Damage Taken
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- Passive: Thick Blood - Grants +15 Constitution
- Upgrade: +10 Constitution
- Upgrade: Additionally grants Bleed and Hemorrhage Immunity
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- Infinite: Bloodied Hands - +1% Maximum Health Heal when Basic Attacking Enemies with greater Current Health Percent per level
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- Infinite: Finishing Strikes - +2.5% Damage Dealt while below 50% Health per level
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- Infinite: Draw Life - +0.05% Lifesteal per 1% Missing Health per level
- Active: Blood Let - Deals 100% Attack Damage and Cleanses the Bloodseeker
Known Issues
- Occasionally combat doesn't properly register when a character is killed (for example it plays a normal damage sound effect and not the "kill" sound effect). As far as I'm aware the game still counts it as a kill in regards to spell/item effects that trigger on kill, it's just the sound and particle effect don't properly go off. Since this issue isn't game-breaking I'm going to leave it in for now while I try to figure out what's going on
- There seems to be an issue surrounding specific item specials. I don't know exactly which special[s] are causing the problem but the user the_bouncy pointed out an infinite loop problem while fighting a boss. I'll keep my eyes out during testing to see if I run into this same problem and when I do I will fix it!
To-Do
- Repair Room. This room will allow you repair your items, removing negative conditions or applying positive ones. This room will also allow you to upgrade your item rarities, for a price of course! This will allow for your items to have better multipliers than they otherwise could get from spawning naturally
- Run modifiers. I want to add some optional modifiers to make the game more interesting. Maybe something like permadeath or persistent buffs/debuffs to make any given run easier/harder for the player
- Change the way Shatter works. Right now Shatter is in a weird spot because the way it works doesn't necessarily make it a good buff. It currently converts all Damage Taken into Divine Damage, but this makes any damage increase effects you have not apply, which could make you deal less damage than you would have. The Marauder's Deep Cuts has a Shatter with a temporary change while I figure out what to do with the buff
- Change the way enemies level up. Right now they are always the level of your party members, but I feel this makes the experience multiplier worthless. An idea I have floating around is giving the enemies a set pool of experience based on your run length and current floor, not affected by your experience multiplier. This would mean you could curve faster than enemies, which will make the experience multiplier a stat you will actually need to take care of if you want to get ahead