Beta Branch Update: September 24th - New font renderer
Notes
Bugfixes
Overhauls
Changes
Buffs
Nerfs
Known Issues
To-Do
- This update introduces a new renderer for my fonts! I made this renderer myself to bypass Flash's built-in one since I was consistently running into problems with text being too large or cutting off in some instances. This new renderer allows text to be pixel-perfect so the program will never make text that's too big for the window or text that cuts off during rendering! There's also many fixes and changes as I iron out the remaining kinks before transitioning to end-game content for the upcoming updates
Bugfixes
- Fixed music not transitioning when it should
- Fixed spells not showing negative Cooldown Reduction in their cooldown cost description
- Fixed the Enchantment room not automatically updating equipped values if you scaled an item (you had to manually unequip and requip to get the scaled values)
- Fixed the Talisman not applying its effect to an enemy's allies if they were spawned after the Talisman was equipped
- Fixed the game crashing if you swapped items with specials that increased a stat (for example the Offhand special that grants +15% to one of your main stats) if your equipped item shared the same special with the item you were swapping it for
- Fixed the inventory not updating properly after you destroy an equipped item
- Fixed the Brewer's Drink Up crashing the game if you bought the second upgrade
- Fixed the game applying previously-encountered Monks' Courageous passive effect into future battles
- Fixed the Cursed Mage's Steal Knowledge sometimes crashing the game if it stole specific spells
- Fixed the Cursed Archer casting Well-Equipped every turn
- Fixed the Shadow Manifest casting Hive Mind even after a previous Shadow Manifest cast it (essentially providing no benefit to their team)
- Fixed the Shadow Manifest casting Shadow Absorption even if it was the last one alive (thus ending battle)
Overhauls
- I made a brand new text parser to bypass Flash's less-than-ideal font renderer. I constantly ran into issues with text being cut off or too large for the game window which would cause other display features to misalign. I'm extremely proud of this parser and hope it finally puts the old font issues to rest
Changes
- Changed the sans serif font the game uses from Roboto to Yantramanav. This is because although I liked Roboto the characters were much taller than the serif font. This made it take up much more height than the serif font. Yantramanav fits the serif font better so both fonts are about the same size now
- Changed the Blood Mage's Hemorrhage second upgrade. Instead of granting a 25% chance to activate twice, it now permanently reduces a random Enemy's Maximum Health by 10% per use. This change is so you aren't incentivized to wait until the spell is fully upgraded until you start using it
- Changed the Hunter's Relentless Hunter passive. It no longer requires Bosses or Minions to be killed for the overall damage bonus. This is because of how unreliable boss spawns are. The bad news is you won't be able to get as many stacks on this passive as before, but the good news is you have to kill less enemies overall to get the extra bonus from killing all the ones you need
- I condensed the amount of stats shown in combat to reduce the overall clutter. I removed the Name field since the names are shown above the character icons. I also removed the Class field since enemy classes are already shown as their name, and I added your party members' class name to their respective icon name. I also condensed Defense and Damage Reduction into one field (with the syntax looking like "Defense: 5 (5% reduction"))
Buffs
- The Blood Mage's Hemorrhage first upgrade grants +25% Spellsteal per 5 uses instead of +5% per use. This now accumulates even when not unlocked but isn't gained until the upgrade is unlocked. This change is so you aren't incentivized to wait until the spell is fully upgraded until you start using it
Nerfs
- Reduced the amount of gold you get when you defeat a boss
- The Hunter's Tracking Shot now applies a Debuff, requiring this Debuff to apply for the secondary effects of Tracking Shot to activate. This means if the target resists the application of the Debuff, the secondary effects do not automatically apply
- The Assassin's Mercy cannot be cast on enemies above 90% Health
- The Brewer's Full Rounds now costs 25% Mana with a 50 Mana minimum cost
- The Monk's Courageous passive now applies a buff to their party members. This means the effect no longer persists on other enemies if you kill the Monk beforehand
Known Issues
- There seems to be an issue with enemy generation if you play the game for a long time. I've gotten reports of the game attempting to generate multiple enemies but there only being one in the combat room with the game throwing an error. I'm trying to figure out where this issue is stemming from
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 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
- Re-add inventory sorting and quick-destroy options
- As I put in more enemies and more spells, I get a better understanding of what my code is capable of. I want to make spells that are extremely dynamic and unique for each class. I'd like to spend some time going through older classes I've made and see if they could use any sort of tweaking to bring them up to my current standards