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Beta Branch Update: October 23th - Achievements, Statistics, and Cloud Storage

Notes
  • This is the Achievement Update! Achievements have been overhauled, amplified, and diversified. I nearly doubled the amount to 44 achievements! Some are based around the statistics that you get during normal gameplay, and some require specific events to occur in order for them to activate. There are also 3 hidden achievements for very special events in the game!
  • I've implemented the Steam API as best as I could, putting things in like offline syncing so if you play the game while offline your stats and achievements will sync properly once you go back online. I also implemented statistic syncing across multiple devices so if you play the game on different computers your stats count for all sessions!
  • The last major addition is the use of the Steam Cloud for your save files! This is a brand new feature that does not exist in the legacy version of the game. Now if you install the game on a different computer you'll have all your options and save files!
  • This update is the last major update as pretty much every feature in the legacy version of the game has now been implemented into the beta branch version! Full release is right around the corner, I'm just going to spend some time doing final tweaks so look out for an official date announcement soon! Thank you all for your continued feedback and patience!!


Bugfixes
  • Fixed the Steam overlay not working properly and causing the game to soft lock
  • Fixed the Treasure Room not granting you gold if you left the room with unclaimed items
  • Fixed Instant Kill Immunity not dealing normal Attack Damage
  • Fixed spell cost descriptions causing an error if they were a Health spell that will kill you upon casting
  • (Potentially) fixed a rare combat issue where if a character's turn started and they were immediately killed by a status effect, the next character's turn will start too early. I say this issue is potentially fixed because I'm not 100% sure, the combat code is very complex so the fix I implemented may not have the intended consequences but it seems like it worked


Additions
  • Added more achievements! There are now 44, 3 of which are hidden. Achievement and statistic syncing is now fully implemented so you should see your stats and achievements being activated and saved properly even if you play the game offline!
  • Added cloud saving! If your save files get deleted or if you install the game on a new/different computer all your save files will still be there! You can access your cloud files at any time from your account's remote storage page!
  • Added a Steam API debug menu during gameplay. At any time you can press the tilde key (~) and it'll toggle the menu, showing a log output of the Steam API usage as you play the game. You can use this in case something isn't working properly or just to see when API calls are being made


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