Beta Branch Update: October 4th - End-game content
Notes
Bugfixes
Changes
Additions
Buffs
Nerfs
Known Issues
To-Do
- The game's end content has been finalized and added into the game! Once you reach the final floor of the game you'll be able to beat it. There's additional content and some hidden stuff that I would prefer remain a secret so that you can play and encounter it for yourself, but do know it's a lot of fun and I hope you enjoy it! I've also added global statistics so you can see your accumulated stats across all your runs!
Bugfixes
- Fixed being able to spam-select enemies with queued attacks and spells to make them activate multiple times
- Fixed Bosses with minions not spawning the correct amount of minions
- Fixed the Knight's passive, Knight's Guard, crashing the game if its effect attempted to activate after you quit and reloaded the game
- Fixed the Dragon Slayer's Tunnel Vision losing bonus damage gained from Slay when you reloaded the game
- Fixed the Marauder's Laceration second upgrade granting +22% initial damage instead of +25%
- Fixed the Cursed Warrior's Dazing Blow not Stunning properly
- Fixed the Bandit's In Debt second upgrade crashing the game
- Cleaned up auto-targeting for enemies which should make things run a tiny bit smoother and clear up occasional hard freezes
Changes
- I reduced the amount of floors you have to go through for each run length since now floors are longer as a result of the addition of the map. Short runs have 5 (down from 6) floors, medium have 12 (down from 18), long have 40 (down from 54), and labyrinth have 100 (down from 162)
- Changed the alignment of the text in the Stat Check Room since the description now takes up more space and the text was overlapping with the action icons
- Added better AI to the Forgotten King so he'll be smarter in his spell use
- Reduced the Dragon Slayer's Dragon's Blessing Damage gain from 5 (3 intial + 2 upgrade) to 3 (2 initial + 1 upgrade), but the second upgrade's Maximum Health gain increased to +50 from +35
Additions
- Added end-game content! There's now a unique encounter when you reach the last floor of the game determined by the run length you chose. This encounter should spawn even if you're using an old save as long as you're not on or after the last floor. If you're on the last floor or beyond on an old save then you unfortunately aren't going to be able to encounter this event and will have to start a new game for it
- Added another set of saved data: statistics! This statistics save is a global tracker for all your runs. Things like games played, classes picked, damage dealt and taken, etc. are shown on this screen and is accessible from the main menu
Buffs
- Bosses that spawn with minions (Necromacer and Forgotten King) gain Debuff Resist equal to 25% for each empty battle tile at the start of combat. This means the boss can gain anywhere between 0% and 50% Debuff Resist depending on how many minions it spawns alongside with
- Bosses that spawn alone gain +35% to their Main Stats, increased from +25%
- Increased the Forgotten King's Iron Fist Maximum Health & Bonus Damage steal from 20% to 25%
Nerfs
- Reduced the ability to stack the Dragon Slayer's Slay. Gaining stacks was incredibly easy to the point where you can quickly get ridiculous damage on the spell after just a few floors. Slay can now only activate once per Combat and Bosses grant more Damage than regular Enemies. Here's the full breakdown:
- Slay - Cost: 65 75 Mana
- Deals 75% Attack Damage, permanently increasing Slay's Damage by 2.5% 1% if this Kills the Target (increased to 2% against Bosses, Slay can only activate once per Combat)
- Upgrade: Increases the Damage by 1% if this doesn't Kill the Target Additionally reduces the Mana Cost by 1 every 2 Kills (to a minimum of 25)
- Upgrade (same as before): Additionally increases the initial Damage of Sacrifice and Tunnel Vision by 1% if this Kills the Target
- Slay - Cost: 65 75 Mana
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
- Re-add Mystical items so that bosses can spawn with more unique items
- 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