Update: December 2nd - Status effect description overhaul
Notes
Bugfixes
Overhauls
Changes
Additions
Known Issues
To-Do
- This update has major changes to the status effect description code! I've condensed descriptions so that spells with multiple effects don't take up lots of space. In the end game there can be tons of effects applied back and forth so I wanted to condense them as much as possible so that the descriptions don't go off screen.
- This update also contains some tweaks to classes to reduce the power of some strong classes (like the Templar) and grant more power to weaker classes (like most Rogues)
Bugfixes
- Fixed the Very Mystical achievement from activating when it otherwise should have. I did not clear this achievement so if you've already gotten it then congrats you get to keep it!
- Fixed the Templar's Cleanse first upgrade not restoring mana properly
- Fixed the Blood Mage's Instability infinite not activating properly
- Fixed the Duelist's Assault active not dealing increased bonus damage with multiple stacks
- Fixed the attack description text in combat not aligning properly when you first launch the game
- Fixed combat lagging if you spam click a character's icon
Overhauls
- Overhauled the status effect description system. I built a framework to allow spells that apply multiple effects to be described with a single description. Now spells that apply many effects won't take up the entire buff/debuff list! I went through every spell in the game and updated them to adhere to the new framework. This effort unfortunately makes old saves incompatible with the new version, I apologize for that
Changes
- Updated the combat backgrounds for the Turn Order/Log/Spell List/Items/Statistics to fit the darker and more pixellated look of the game and also to allow the brighter text to be easier to read
- Made character selection quicker to get through. When you select a class 10 stat points are automatically allocated based on that class's stat priority. You can choose to reallocate these stats or leave them as they are
- Tweaked the Berserker's abilities, overall buffing their abilities. I felt a few effects were underutilized or counteracted by spell cost (like how Channel Anger costs Health but gives you Health Regen) so I changed a few things around to keep consistency. Here's a breakdown of the changes:
- Active: Raging Strike - Deals 75% Attack Damage, increased by 20% 25% of your Missing Health
- Cost: 35 50 Mana; Cooldown: 3 Turns
- Upgrade: +25% Initial Damage Instead deals Divine Damage if Cast below 50% Health
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- Active: Collateral Damage - Deals 250% Attack Damage (unchanged)
- Upgrade: If this Kills the Target, surrouding Enemies take half Damage Instantly Resets the Cooldown if this Kills the Target
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- Active: Channel Anger - For 3 turns you gain 35% 50% Maximum Health and 100 Attention Steal 75% of each Ally's Attention
- Cost: 15% Health (20 minimum) 75 Mana; Cooldown: 5 Turns
- Upgrade: -2 Cooldown Heals by 25% Maximum Health after the Health Increase
- Upgrade: Additionally grants 10% Health Regen for the duration Additionally reduces the Health and Mana Costs of your Spells by 50% for the duration
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- Passive: Numbness - +10% Damage Reduction when below 75% 80% Health
- Upgrade: +15% additional Damage Reduction when below 50% 60% Health
- Upgrade: +25% additional Damage Reduction when below 25% 40% Health
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- Infinite: Blinding Rage - +2.5% +2% Basic Attack Damage Dealt, but -1% Accuracy per level
- Active: Raging Strike - Deals 75% Attack Damage, increased by 20% 25% of your Missing Health
- Tweaked the Templar's abilities, overall nerfing their abilities. The Templar is a phenomenal late-game disruptor to the point of final bosses being laughably easy. I still want to reward the player for picking the Templar since the idea of the class is to disrupt the enemies and bosses from being able to cast spells and apply effects so the core abilities haven't changed much, just the resources spent
- Active: Smite - Deals 75% 100% Spell Damage, increased by 15% 10% of the Target's Maximum Mana
- Cost: 50 75 Mana; Cooldown: 3 4 Turns
- Upgrade: +10% +5% Maximum Mana Damage
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- Active: Silence - Silences the Target for 2 3 turns
- Cost: 15% Mana (15 50 minimum); Cooldown: 5 Turns
- Upgrade: Additionally Steals 25% Current Mana reduces the Target's Maximum Mana by 25%
- Upgrade: Additionally permanently reduces the Target's Maximum Mana by 25% +10% Mana Cost and +50 Minimum Cost, but the effects apply to each Enemy
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- Active: Cleanse - Self Casts remove all Debuffs from all Allies, Enemy Casts remove all Buffs from all Enemies (unchanged)
- Cost: 35% 50% Mana (25 100 minimum); Cooldown: 5 6 Turns
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- Active: Blessing - Grants +50% Spell Damage Reduction to each party member for 3 turns (unchanged)
- Cost: 65 100 Mana; Cooldown: 5 Turns
- Upgrade: Additionally grants Debuff Reflection for the duration 1 turn, where any Debuff applied to a party member is also applied to its Source
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- Passive: Retribution - Silence for 1 turn on Basic Attack Drains 20% Mana on Basic Attack
- Upgrade: Silencing additionally applies a 35% Blind for 1 turn Steals the Mana Drained
- Upgrade: Silencing additionally deals Spell Damage equal to 10% of the Target's Maximum Mana Additionally deals Spell Damage equal to the Mana Drained
- Active: Smite - Deals 75% 100% Spell Damage, increased by 15% 10% of the Target's Maximum Mana
- Slightly tweaked the Knight's ability costs. I feel the Knight is in a very good position with their abilities but shifted around resource cost to make things a little more interesting
- Active: Forceful Impact - Deals 75% Attack Damage, increased by 15% of your Maximum Health (unchanged)
- Cost: 15% Health (25 50 minimum); Cooldown: 4 Turns
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- Active: On Your Feet - Heals an Ally by 15% of your Maximum Health (unchanged)
- Cost: 35 Mana 50 Health; Cooldown: 4 Turns
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- Defend the Flanks - Grants 20% Damage Reduction for 3 turns, increased by 5% per Alive Enemy (unchanged)
- Cost: 35 50 Mana; Cooldown: 4 Turns
- Active: Forceful Impact - Deals 75% Attack Damage, increased by 15% of your Maximum Health (unchanged)
- Slightly tweaked the Arcane Mage's abilities. The Arcane Mage is in a good position with their abilities I just though some effects needed some slight adjustments
- Active: Arcane Form - For 5 turns you cannot Attack, cannot be Silenced, have no Spell Costs, and Spell Cooldowns are reduced by 2 (not affecting Arcane Form) (unchanged)
- Cost: 100% Mana (100 200 minimum); Cooldown: 8 Turns
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- Passive: Arcane Training - While Silenced, Attack Damage Dealt converts to Spell Damage (unchanged)
- Upgrade: Additionally Restores by 35% Missing Mana 25% Maximum Mana when Silenced
- Active: Arcane Form - For 5 turns you cannot Attack, cannot be Silenced, have no Spell Costs, and Spell Cooldowns are reduced by 2 (not affecting Arcane Form) (unchanged)
- Changed the White Mage's Burst Heal. I gave it more functionality to make it more interesting. You can now upgrade it to cast it more than once each turn but multiple casts on the same turn reduces your Maximum Mana
- Additionally on Burst Heal you cannot cast it on party members if the Heal is 0
- Active: Burst Heal - Heals a party member by 20% 25% Missing Health, this can only be cast once per turn
- Upgrade: +15% Healing Dealt Heals by Maximum Health instead if the Target is below 50% Health
- Upgrade: Heals by Maximum Health instead if the Target is below 50% Health Can be Cast multiple times per turn, but subsequent Casts permanently reduce your Maximum Mana by 5%
- Active: Burst Heal - Heals a party member by 20% 25% Missing Health, this can only be cast once per turn
- Buffed the Shaman's Revive and tweaked the passive Life Dance. The Shaman is in a pretty good position though I feel Revive's usefulness is underwhelming so I've significantly increased its potency
- Active: Revive - Revives a Dead Ally with 20% 50% Health
- Upgrade: +15% Health Mult Spends up to 100 additional Mana (not affected by Mana Cost Reduction) to increase the Revive Dealt by 1% per 2 Mana Spent
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- Passive: Life Dance - At the end of Combat, all party members Heal by 15% of their Maximum Health (unchanged)
- Upgrade: Additionally Restores 20% Maximum Mana equal to the current percent
- Active: Revive - Revives a Dead Ally with 20% 50% Health
- Reduced the Cooldown of the Marauder's Laceration to 3 from 4
- Increased the Healing Reduction of the Marauder's Infectious passive to 75% (50% initial + 25% upgrade) from 50% (30% initial + 20% upgrade)
- Increased the secondary Damage of the Ninja's Shadow Strike to 250% from 200%
- Buffed a few of the Assassin's abilities. They're in an okay spot compared to other Rogues but I felt they could use a little bit more power in certain areas
- Active: Sharp Blade - Deals 75% 100% Attack Damage with 50% Pierce
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- Active: Pinpoint Focus - Grants each party member +30% +50% Critical Strike Chance and Critical Damagep for 3 turns
- Upgrade: +20% Buff Multiplier Additionally grants +50% Critical Damage for the duration
- Upgrade: Additionally grants +35% +50% Pierce for the duration
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- Mercy no longer restricts from being cast on Enemies with less than 95% Health. It now allows you to cast it on Enemies as long as it will deal at least 1 damage
- Active: Sharp Blade - Deals 75% 100% Attack Damage with 50% Pierce
- Buffed a few of the Duelist's abilities. The Duelist is in an okay spot in the early game but late game I've noticed they deal significantly less damage than most characters so I've given them damage boosts in a couple areas to keep them viable in the late game
- Active: Unfair Advantage - Deals 75% Attack Damage, increased by 1% per 1.5 1% of the Target's Current Health Percent
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- Active: Hack and Slash - Your next 2 Basic Attacks deal increased Damage equal to 15% bonus Divine Damage equal to 10% of the Target's Maximum Health
- Upgrade: +10% +5% Maximum Health Damage
- Active: Unfair Advantage - Deals 75% Attack Damage, increased by 1% per 1.5 1% of the Target's Current Health Percent
- Increased the Minimum Cost of the Herbalist's Poison Cloud to 50 from 15
- Increased the Minimum Cost of the Brewer's Burning Brew to 50 from 25, but decreased the Mana Multiplier to 25% from 35%
Additions
- Active Spells in combat now show a blue X on spells that you can't cast for contexual reasons. For example the White Mage's Burst Heal has a cooldown of 0 but can only be cast once per turn, so when you've already cast it on your turn it'll show the X
- Added Health Cost Reduction. This is a stat rarely used (only by the Berserker and Blood Mage) but I've added the functionality to prevent some headaches coding-wise that would crop up should the stat not exist. This also allows me to use the stat in the future if I want to
Known Issues
- The Air Aspect armor seems to throw an error under specific circumstances. The circumstances are not fully known to me yet but I have seen a report of the issue occuring in a friend's run. I tried to isoloate the problem myself but could not recreate the issue, so this one goes unsolved for now. If you find the armor is throwing errors for you I suggest not wearing it or destroying it completely
- The game can't run on 64-bit architecture. This is a restriction caused by the Steam API library I'm using. If I package the game with 64-bit architecture the API does not work at all, so it's unlikely I'm going to be able to solve this problem unless the creators of the API update it themselves
To-Do
- 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
- 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