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- #### b.077b (18th September 2017)
- ##### ART/VISUALS
- * Top/side idle and run animations for Floramancer, Sword Dancer, Paladin
- ##### BALANCE
- * Weapon mastery JP costs adjusted: Tier 1 = 400jp, Tier 2 = 500jp, Tier 3 = 600jp
- * Base chance of items dropping from Magic Trees has been reduced slightly (but rare seeds/trees have a higher chance)
- * The “double healing effect” dream crystal aura now applies to Stamina/Energy restoring effects as well
- * Max healing flask charges has been capped at 255
- * “Basil” flask infusion has been rebalanced: Now restores an additional 6% of MAX HP over 5 turns (versus an instant 3% of max HP from the other infusion option)
- * Goldfrogs now _actually_ explode into a shower of coins.
- * The reward dropoff for fighting lower-level monsters has been softened; now, it _generally_ takes one more XP level than previously for monsters to become Worthless
- * To compensate for the above change, XP curves have also been adjusted slightly; total amount of XP to reach higher levels has been increased a bit, mostly weighted toward lower levels
- * Very slightly reduced the base XP and JP rewards from all enemies (almost entirely affects only the early game)
- * Slightly reduced the stats of the first boss and his minions
- * Decreased mob density in the Fungal Caverns
- * Brigand’s Cloak & Dagger and Shadowstep abilities now deal extra damage to enemies in a Smoke Cloud
- * Sword Dancer’s Unconscious Riposte also increases counterattack damage by 30%
- * Floramancer’s Thorned Skin now applies to summoned Spitting Plants
- * Paladin’s Divine Fury damage decreased to 35% Weapon + Spirit Power per bolt (down from 40%), cooldown increased from 7 -> 8 turns
- * Paladin’s Radiant Aura now costs 7 Energy per block and no longer generates Wrath charges when you block. Instead, it will now empower your Blessed Hammers to USE a wrath charge when they are cast to deal +25% more damage.
- ##### BUGS
- * Monster health bars should correctly update when toggled on
- * The merchant in Bottles & Brews should show up again (in new games)
- * The Dreamcaster will now accurately list guaranteed upgrades for Quivers
- * Fixed some bugs with text not appearing in the banker’s money deposit/withdrawal UI
- * Fixed bug with wandering merchants appearing while using a tent
- * Fixed game soft crash when fast traveling to certain locations
- * Flagged several maps as having unbreakable walls that were unintentionally breakable (i.e. branching path areas)
- * Fixed more LOS logic. Now, if you can see and attack a monster, it will always be able to attack you as well (unless it has been blinded…)
- * The info bar should appear when using an ability, indicating what you are using and what the ability does
- * Fixed bug where you could sometimes trigger the Flask when pressing “enter” in dialog/shop UI
- * Fixed bug where you could select a slot to load and then, during the fade out, click another slot
- ##### CONTENT/GAMEPLAY
- * The magic tree grove has been improved! Now, the different types of seeds you find in Tangledeep each result in a meaningfully different species of tree. Not only do these species look different, but the items they produce are different as well. There are four species, each of which produces totally unique items.
- * Magic seeds can now drop in rarities other than COMMON, resulting in even better trees! Uncommon and Magical seeds result in trees that produce more and better items, and yield more XP/JP when they are chopped down.
- * New Fist Mastery (3rd tier) - Fighting Spirit. Attacking with your fists adds a stacking Confidence buff that increases all of your damage and defense by 3%. The buff duration is short, but is refreshed with each attack.
- * New legendary consumable that permanently buffs your flask!
- ##### ENGINE
- * Significant optimizations to level generation time
- * Reduced XML save file size by ~10%
- ##### QUALITY OF LIFE
- * The new “Pet Party” HUD UI can be toggled on/off via shortcut (check the Key Binding window to map this to your desired button)
- * Item rarity is now displayed next to item rank (thanks for the suggestion, colorblind players!)
- * Targeting of Hunter’s Grappling Hook makes more sense now: instead of targeting a wall directly, you target any empty tile NEXT to a wall
- * When the Knight’s Shovel is used in an area where walls are indestructible, you will get an error message in the log - but your shovel will no longer be consumed
- * The list of monster food in the corral now shows the quantity of each available item in your inventory
- * After feeding a monster in the corral and seeing the monster’s reaction to the food, the food list will open back up
- * In Heroic mode, if a healing effect no longer works due to monsters being Worthless, you will get a tutorial popup (once)
- * Page Up and Page Down shortcuts have been added. These should default map to the Page Up/Down keys on keyboard, as well as L1/R1 on controller. When pressing these buttons, you will scroll through single-column lists like merchant item lists or the Dreamcaster, one page at a time.
- * Pressing the “Confirm” button now auto-completes any ‘typewriter’ style text if the text speed is set to anything slower than Instant
- * Pressing “Right” in the cooking UI will take you to the Ready? Cook button
- * The combat log now indicates when time has passed in the game world.
- * When sorting by Value in any item list, the value used will now be the value of an individual item rather than the stack of items
- * When using ranged abilities or weapons, the cursor’s default target should now be ‘smarter’, focusing on the last enemy that attacked you or other hostile combat targets. It should no longer target neutral enemies such as Fungal Columns at all
- * Monster corral pets are now immune to lava
- #### b076:
- IMPORTANT! As monster corral data structures have changed as of b075, old
- captured monsters may not behave 100% as intended (i.e. missing powers or
- traits). We recommend releasing your existing monsters and capturing new ones
- if you want to appreciate all benefits of the new system.
- ##### BALANCE
- * Floramancer’s Compost ability should work more reliably
- * The “Sealed” status no longer prevents you from using your Flask
- * Corral pets now receive 50% of your healing (up from 25%)
- * Newly-bred monsters will now gain more health (as well as core stats) if one of their parents has a rarity above Common
- ##### BUGS
- * Fixed various bugs related to pre-b075 monsters captured in the corral
- * Fixed bug where you could sometimes attack your corral pets
- * Added protections and error checking to prevent duplicate items from being added to inventories on load for any reason
- * Adjusted “fetched item” magic chance (was 100% every time)
- * Fixed minor bug that caused corral monsters to appear to be “Jaw-Dropping” when they were, in fact, Ugly
- * Fixed minor bug where pressing UP at the top of the corral food list would drop you down to the lowest visible item on the list, as opposed to the actual bottom of the list
- * Fixed bug related to hovering over objects sometimes not showing info due to new line-of-sight algorithm
- * Jesse will now give your un-named monsters names
- * Fixed bugs when selecting STATS for a monster in the corral and then clicking buttons to interact with that monster
- * Fixed bug where flask infusions would sometimes stop working after save/load
- * Fixed game error with Hunter’s Shadow Stalk ability
- * Fixed visual error with the corral monster list at resolutions lower than 1080p
- * If a Harmless Frog dies as your dungeon pet, it will no longer trigger a quest failure dialog
- * Fixed some buggy logic that occurred if your corral pet died while using an ability
- * Fixed bug with corral when restarting as the same character immediately after dying
- * Possible fix for some left-click-to-fire LOS issues
- * Fixed game load bug with Plunderers in the corral
- * Likely fixed bugs with some monsters’ player-created names not consistently showing up in the corral
- * Fixed error related to Brigand’s Find Weakness ability
- ##### ENGINE
- * Mega refactor of how spellshapes work under-the-hood
- ##### QUALITY OF LIFE
- * A new pet/summon tab has been added to the player HUD in the lower right corner, replacing the old/ugly white text display. This is a ‘drawer’ style UI that you can expand / collapse to view all your active pet/summons’ health and summon duration (if any).
- * Spellshaper’s Evocation ability tooltips now display descriptive text for any spellshapes active, as well as modified costs due to spellshapes
- #### b075:
- IMPORTANT! As monster corral data structures have changed as of b075, old
- captured monsters may not behave 100% as intended (i.e. missing powers or
- traits). We recommend releasing your existing monsters and capturing new ones
- if you want to appreciate all benefits of the new system.
- ##### ART/VISUALS
- * New sprites for lategame monsters: Guardian Orbiter, Phasma Emitter, Barrier Crystal, Research Overseer, Bandit Sniper, Medi-Ray Generator, Neutralizer
- * Work-in-progress sprites for Floramancer and Sword Dancer top/side positions
- ##### BALANCE
- * Effects that heal you to full, such as using a Tent, getting healed by Percy in town, or resting at a campfire, will now heal all your summons/pets to full as well.
- * Effect of Monster Chow on monster beauty has been reduced a bit
- * Friendly Thunder Spirits' attack has been weakened (was using the wrong power value)
- * Objects on tiles will now trigger when you move to them via abilities. For example, you will now pick up powerups / fountains after using abilities like Wild Horse or Shadowstep. This means abilities will also trigger Phoenix Wing!
- * Gambler’s second innate ability works a bit differently. Instead of removing suits from the deck, you can still draw any suit. After the first card drawn however, your next draws are ‘luckier’ and will draw from only one of three suits.
- ##### BUGS
- * Really, actually, seriously fixed bug where adding a weapon to the hotbar in the dungeon was NOT passing a turn as intended. This now happens whether you are using drag+drop, hotkeys 1-4, or the dropdown sub menu.
- * Added extra checks to ensure player does not fast travel into solid rock when going to safe side areas
- * Fixed bug with selling certain paired items that could result in infinite gold being generated
- * Fixed bug with item pairs not always being saved or loaded properly from save
- * Food dropped from trees should no longer spawn IN the trees
- * You can no longer cook with Monster Chow
- * Fixed map generation error related to the new 'final hub' region
- * Fixed bug related to Power Kick ability
- * Fixed block chance bonus not working with Big Giant Circlet, Vortex Epaulets, Crystal Ring
- * Fixed effect of Kadino's Remorse not working
- * Fixed bugs related to the branching map terrain (i.e. stone pillar blocking cave in the post boss 2 branch)
- * Fixed bugs that were causing a number of magic mods to not spawn on items
- * Possible fix where dialog windows were sometimes not sized properly
- * Fixed bug where certain spreading ground effects would get 'stuck' and stay on the battlefield forever
- * Fixed bug where ground effects summoned by monsters, after saving and loading the game, would sometimes lose their faction / originating actor info
- * Fixed bug where HuSyn's Static Field was not emanating from the Runic Crystal
- * Rumors will no longer appear for endgame areas
- * Various buggy logic with Gambler’s Wild Cards fixed (Kings were not being drawn!)
- * Fixed bugs with Deadly Void overlapping Conduit terrain in Item Dreams, and “Deadly Void” appearing as terrain name where no Void exists
- ##### CONTENT/GAMEPLAY
- The monster corral has been massively improved for more FUN with MONSTERS!You
- can now hold up to TWELVE monsters in the corral. You can view each monster's
- stats anytime including their weapon power, abilities/skills, and
- relationships (see below).Monsters who have reached the Content level of
- happiness or higher can now be brought into the dungeon as permanent pets, by
- using the BUDDY UP button! However, be careful, as if your pet falls in
- Tangledeep, it's gone for good. To compensate, these monster pets will receive
- 25% of your healing effects. You can also put them back in the corral
- anytime.As monster pets can be very powerful indeed, the passive combat
- bonuses from the corral have been removed.Monsters now have relationships with
- one another. These relationships develop as days pass in the game world
- (exploring new floors, completing Item Dreams.) There are many factors which
- can influence relationships... Happiness, Beauty, being in the same family or
- of the same species...There is a new spice that can be found in the world,
- as well as from certain merchants: Rose Petals. Use these to cook a special
- Romantic meal. Bring this to the corral, and who knows what could happen?! If
- two monsters that are fond of each other share a meal, you might end up with
- an egg and a brand-new monster that shares traits from both!Monsters will no
- longer lay eggs by themselves. However, all monsters have a chance at fetching
- / digging up random items.New high level champion mod: Steeltoe (immune to
- ground-based effects)
- ##### ENGINE
- * Line of sight has been made more lenient across the board; situations where you could not see enemies (and vice versa) should be less common
- * Added support for custom/unique monsters created in-game and on-the-fly
- * Added support for dialog system to trigger custom functions from data
- * Massive amounts of code cleanup, refactoring, and preparation for porting to new platforms
- * Corral monsters now save both their combat and non-combat corral data
- * Numerous performance optimizations
- ##### QUALITY OF LIFE
- * When harvesting food from your trees, the log will now say what food was harvested
- * You can now name monsters when you bring them to the corral
- * A new “Auto Equip Best Offhand” option has been created. When selected, the game will attempt to equip the most appropriate offhand for your current mainhand weapon, unless you have explicitly paired an offhand to that weapon.
- * When LEFT CLICKING on a monster that is outside of range, if you have a ranged weapon equipped, you will no longer move. If you RIGHT CLICK on that monster you will start moving toward it.
- ##### WRITING
- * Medi-Ray Executor is now Medi-Ray Generator
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