Major Gameplay Update


Finally got the chance to test and deploy a number of significant changes. There's a bunch more fun stuff in the works, but I wanted to get this out sooner to get more feedback!

World

  • Added another area to the Lost Forest- The Ruins. This area utilizes some improved tile management tech, so it should be the nicest looking one yet!
  • Minor/Major orbs no longer drop. You can now use Gold to modify levels. It felt confusing to have multiple currencies that had no real distinct value behind them
  • Added the "Explorer" NPC to the Nexus, assuming you've unlocked him. Once he's unlocked, you'll gain access to the Exploration tree for any region you've unlocked
  • Added the "Explorer" event. If you haven't unlocked this NPC yet, this event will unlock him. If he is unlocked, you'll receive a selection of interesting modifiers that may change the way you interact with the region you're in. It'll be up to you to find him and check these out!
  • Added support for "Conflict" events. Two NPCs may compete for your favor, choose wisely!
  • Added the initial Exploration Tree for the Lost Forest. Spend research points on this new tree to improve your experience as you play
  • Something is off about these memories we're exploring together, but it's probably best not to worry about it and keep playing the game
  • Added "Experience Gained" to the Lost Forest Exploration Tree
  • Added "Gold Gained" to the Lost Forest Exploration Tree
  • Added "Research Gained" to the Lost Forest Exploration Tree
  • Added "Skill Points Gained" to the Lost Forest Exploration Tree
  • Added "Pack Size" to the Lost Forest Exploration Tree
  • Added "Powerful Monsters" to the Lost Forest Exploration Tree
  • Added "Burning" weather. Spawns various fire effects that can apply the burning debuff to the player, buffs monster fire damage, and causes monsters to burn the player frequently


    Audio

    • Added an in-development music track to the Lost Forest
    • Rebalanced some audio
    • Added pitch variance to repetitive hits like monsters taking damage to avoid weird multiplicative effects when you hit a ton of monsters with one attack

    Monsters

    • Added "Evades Attacks" to the monster modifier pool
    • Added "Resists Elements" to the monster modifier pool
    • Added "Poisonous Attacks" to the monster modifier pool. Also added the ability for all damage types to have after-the-fact damage addition like this. In this case, the sum total damage the monster would deal is multiplied by 1.1x, and the added damage is exclusively Poison damage
    • Fixed an issue where monsters could spawn with two different "Quick" modifiers. This was not cosmetic, monsters in this case would receive a double speed multiplier!
    • Magic monsters cannot spawn under monster level 3, and Rare monsters cannot spawn under monster level 5. This makes the early game a bit more reasonable for new characters
    • The Treant Boss and its minions should no longer become immune to damage when poisoned

    Misc

    • Combat text now correctly indicates when an attack was evaded
    • Fixed a tooltip overlap when comparing items
    • Fixed a bug where controller users could not dismiss the post-run unlock menu in some situations
    • Optimized some area loading code
    • Removed some unused content


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