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Update: November 12nd - Inventory sorting

Notes
  • This update officially completes the transition of the game's old version to the new version! Every thing in the old verison is now in the new version
  • The final piece was inventory sorting and quick-destroy buttons. Now I can safely say the game is extremely close to full release!
  • This stage of development is now fully dedicated to bugfixing. New things may be added if I get ideas, but for the most part I'm going to be playing the game myself and tweaking things as I come across them in conjunction with fixing any issues that crop up


Bugfixes
  • Fixed a hidden achievement activating when it shouldn't have. This required restting progress towards that achievement so I apologize if you've already gotten that achievement
  • Reduced the Deep Pockets achievement gold requirement to 100,000 from 250,000
  • Fixed a tutorial bug where tutorials would activate multiple times after you've completed them (I thought I fixed this already but apparently not!)
  • Fixed the first combat encounter of a run sometimes granting enemies with the exact same items as your starting ones due to the way the seeded randomness worked
  • Fixed an inventory bug that didn't show itself in the game until I started working on item sorting. The bug was related to the inventory not resetting properly when the main menu was entered


Changes
  • Slightly lowered the weight of the Cursed Room so it'll spawn a bit less often
  • Increased the minimum floor requirement for the Trap Room to spawn so that it no longer spawns on the first floor of a Short run


Additions
  • Added inventory sorting buttons. You can sort the entire inventory quickly now with many options to choose from, like rarity, gold value, level, weapons, etc
  • Added inventory quick-destroy buttons. These buttons let you destroy all items of their corresponding rarity (color coded to make it as easy to distinguish as possible), and you get the gold value from all of them
  • I added an achievement for the Trap Room: Trap Expert. This achievement is granted when you successfully pass a Trap Room without failing any obstacle


Nerfs
  • Reduced the Stat Points Offhand special gain to +1 per level from +2
  • Reduced the Spell Points Offhand special chance to 25% for +1 spell point per level from 50%
  • Redcued the Air Aspect unique armor's Maximum Health Damage Negation threshold to 10% from 15%


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


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