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  1. #### b.077b (18th September 2017)
  2.  
  3. ##### ART/VISUALS
  4.  
  5. * Top/side idle and run animations for Floramancer, Sword Dancer, Paladin
  6.  
  7. ##### BALANCE
  8.  
  9. * Weapon mastery JP costs adjusted: Tier 1 = 400jp, Tier 2 = 500jp, Tier 3 = 600jp
  10. * Base chance of items dropping from Magic Trees has been reduced slightly (but rare seeds/trees have a higher chance)
  11. * The “double healing effect” dream crystal aura now applies to Stamina/Energy restoring effects as well
  12. * Max healing flask charges has been capped at 255
  13. * “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)
  14. * Goldfrogs now _actually_ explode into a shower of coins.
  15. * 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
  16. * 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
  17. * Very slightly reduced the base XP and JP rewards from all enemies (almost entirely affects only the early game)
  18. * Slightly reduced the stats of the first boss and his minions
  19. * Decreased mob density in the Fungal Caverns
  20. * Brigand’s Cloak & Dagger and Shadowstep abilities now deal extra damage to enemies in a Smoke Cloud
  21. * Sword Dancer’s Unconscious Riposte also increases counterattack damage by 30%
  22. * Floramancer’s Thorned Skin now applies to summoned Spitting Plants
  23. * Paladin’s Divine Fury damage decreased to 35% Weapon + Spirit Power per bolt (down from 40%), cooldown increased from 7 -> 8 turns
  24. * 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.
  25.  
  26. ##### BUGS
  27.  
  28. * Monster health bars should correctly update when toggled on
  29. * The merchant in Bottles & Brews should show up again (in new games)
  30. * The Dreamcaster will now accurately list guaranteed upgrades for Quivers
  31. * Fixed some bugs with text not appearing in the banker’s money deposit/withdrawal UI
  32. * Fixed bug with wandering merchants appearing while using a tent
  33. * Fixed game soft crash when fast traveling to certain locations
  34. * Flagged several maps as having unbreakable walls that were unintentionally breakable (i.e. branching path areas)
  35. * 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…)
  36. * The info bar should appear when using an ability, indicating what you are using and what the ability does
  37. * Fixed bug where you could sometimes trigger the Flask when pressing “enter” in dialog/shop UI
  38. * Fixed bug where you could select a slot to load and then, during the fade out, click another slot
  39.  
  40. ##### CONTENT/GAMEPLAY
  41.  
  42. * 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.
  43. * 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.
  44. * 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.
  45. * New legendary consumable that permanently buffs your flask!
  46.  
  47. ##### ENGINE
  48.  
  49. * Significant optimizations to level generation time
  50. * Reduced XML save file size by ~10%
  51.  
  52. ##### QUALITY OF LIFE
  53.  
  54. * 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)
  55. * Item rarity is now displayed next to item rank (thanks for the suggestion, colorblind players!)
  56. * 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
  57. * 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
  58. * The list of monster food in the corral now shows the quantity of each available item in your inventory
  59. * After feeding a monster in the corral and seeing the monster’s reaction to the food, the food list will open back up
  60. * In Heroic mode, if a healing effect no longer works due to monsters being Worthless, you will get a tutorial popup (once)
  61. * 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.
  62. * Pressing the “Confirm” button now auto-completes any ‘typewriter’ style text if the text speed is set to anything slower than Instant
  63. * Pressing “Right” in the cooking UI will take you to the Ready? Cook button
  64. * The combat log now indicates when time has passed in the game world.
  65. * 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
  66. * 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
  67. * Monster corral pets are now immune to lava
  68.  
  69. #### b076:
  70.  
  71. IMPORTANT! As monster corral data structures have changed as of b075, old
  72. captured monsters may not behave 100% as intended (i.e. missing powers or
  73. traits). We recommend releasing your existing monsters and capturing new ones
  74. if you want to appreciate all benefits of the new system.
  75.  
  76. ##### BALANCE
  77.  
  78. * Floramancer’s Compost ability should work more reliably
  79. * The “Sealed” status no longer prevents you from using your Flask
  80. * Corral pets now receive 50% of your healing (up from 25%)
  81. * Newly-bred monsters will now gain more health (as well as core stats) if one of their parents has a rarity above Common
  82.  
  83. ##### BUGS
  84.  
  85. * Fixed various bugs related to pre-b075 monsters captured in the corral
  86. * Fixed bug where you could sometimes attack your corral pets
  87. * Added protections and error checking to prevent duplicate items from being added to inventories on load for any reason
  88. * Adjusted “fetched item” magic chance (was 100% every time)
  89. * Fixed minor bug that caused corral monsters to appear to be “Jaw-Dropping” when they were, in fact, Ugly
  90. * 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
  91. * Fixed bug related to hovering over objects sometimes not showing info due to new line-of-sight algorithm
  92. * Jesse will now give your un-named monsters names
  93. * Fixed bugs when selecting STATS for a monster in the corral and then clicking buttons to interact with that monster
  94. * Fixed bug where flask infusions would sometimes stop working after save/load
  95. * Fixed game error with Hunter’s Shadow Stalk ability
  96. * Fixed visual error with the corral monster list at resolutions lower than 1080p
  97. * If a Harmless Frog dies as your dungeon pet, it will no longer trigger a quest failure dialog
  98. * Fixed some buggy logic that occurred if your corral pet died while using an ability
  99. * Fixed bug with corral when restarting as the same character immediately after dying
  100. * Possible fix for some left-click-to-fire LOS issues
  101. * Fixed game load bug with Plunderers in the corral
  102. * Likely fixed bugs with some monsters’ player-created names not consistently showing up in the corral
  103. * Fixed error related to Brigand’s Find Weakness ability
  104.  
  105. ##### ENGINE
  106.  
  107. * Mega refactor of how spellshapes work under-the-hood
  108.  
  109. ##### QUALITY OF LIFE
  110.  
  111. * 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).
  112. * Spellshaper’s Evocation ability tooltips now display descriptive text for any spellshapes active, as well as modified costs due to spellshapes
  113.  
  114. #### b075:
  115.  
  116. IMPORTANT! As monster corral data structures have changed as of b075, old
  117. captured monsters may not behave 100% as intended (i.e. missing powers or
  118. traits). We recommend releasing your existing monsters and capturing new ones
  119. if you want to appreciate all benefits of the new system.
  120.  
  121. ##### ART/VISUALS
  122.  
  123. * New sprites for lategame monsters: Guardian Orbiter, Phasma Emitter, Barrier Crystal, Research Overseer, Bandit Sniper, Medi-Ray Generator, Neutralizer
  124. * Work-in-progress sprites for Floramancer and Sword Dancer top/side positions
  125.  
  126. ##### BALANCE
  127.  
  128. * 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.
  129. * Effect of Monster Chow on monster beauty has been reduced a bit
  130. * Friendly Thunder Spirits' attack has been weakened (was using the wrong power value)
  131. * 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!
  132. * 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.
  133.  
  134. ##### BUGS
  135.  
  136. * 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.
  137. * Added extra checks to ensure player does not fast travel into solid rock when going to safe side areas
  138. * Fixed bug with selling certain paired items that could result in infinite gold being generated
  139. * Fixed bug with item pairs not always being saved or loaded properly from save
  140. * Food dropped from trees should no longer spawn IN the trees
  141. * You can no longer cook with Monster Chow
  142. * Fixed map generation error related to the new 'final hub' region
  143. * Fixed bug related to Power Kick ability
  144. * Fixed block chance bonus not working with Big Giant Circlet, Vortex Epaulets, Crystal Ring
  145. * Fixed effect of Kadino's Remorse not working
  146. * Fixed bugs related to the branching map terrain (i.e. stone pillar blocking cave in the post boss 2 branch)
  147. * Fixed bugs that were causing a number of magic mods to not spawn on items
  148. * Possible fix where dialog windows were sometimes not sized properly
  149. * Fixed bug where certain spreading ground effects would get 'stuck' and stay on the battlefield forever
  150. * Fixed bug where ground effects summoned by monsters, after saving and loading the game, would sometimes lose their faction / originating actor info
  151. * Fixed bug where HuSyn's Static Field was not emanating from the Runic Crystal
  152. * Rumors will no longer appear for endgame areas
  153. * Various buggy logic with Gambler’s Wild Cards fixed (Kings were not being drawn!)
  154. * Fixed bugs with Deadly Void overlapping Conduit terrain in Item Dreams, and “Deadly Void” appearing as terrain name where no Void exists
  155.  
  156. ##### CONTENT/GAMEPLAY
  157.  
  158. The monster corral has been massively improved for more FUN with MONSTERS!You
  159. can now hold up to TWELVE monsters in the corral. You can view each monster's
  160. stats anytime including their weapon power, abilities/skills, and
  161. relationships (see below).Monsters who have reached the Content level of
  162. happiness or higher can now be brought into the dungeon as permanent pets, by
  163. using the BUDDY UP button! However, be careful, as if your pet falls in
  164. Tangledeep, it's gone for good. To compensate, these monster pets will receive
  165. 25% of your healing effects. You can also put them back in the corral
  166. anytime.As monster pets can be very powerful indeed, the passive combat
  167. bonuses from the corral have been removed.Monsters now have relationships with
  168. one another. These relationships develop as days pass in the game world
  169. (exploring new floors, completing Item Dreams.) There are many factors which
  170. can influence relationships... Happiness, Beauty, being in the same family or
  171. of the same species...There is a new spice that can be found in the world,
  172. as well as from certain merchants: Rose Petals. Use these to cook a special
  173. Romantic meal. Bring this to the corral, and who knows what could happen?! If
  174. two monsters that are fond of each other share a meal, you might end up with
  175. an egg and a brand-new monster that shares traits from both!Monsters will no
  176. longer lay eggs by themselves. However, all monsters have a chance at fetching
  177. / digging up random items.New high level champion mod: Steeltoe (immune to
  178. ground-based effects)
  179.  
  180. ##### ENGINE
  181.  
  182. * 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
  183. * Added support for custom/unique monsters created in-game and on-the-fly
  184. * Added support for dialog system to trigger custom functions from data
  185. * Massive amounts of code cleanup, refactoring, and preparation for porting to new platforms
  186. * Corral monsters now save both their combat and non-combat corral data
  187. * Numerous performance optimizations
  188.  
  189. ##### QUALITY OF LIFE
  190.  
  191. * When harvesting food from your trees, the log will now say what food was harvested
  192. * You can now name monsters when you bring them to the corral
  193. * 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.
  194. * 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.
  195.  
  196. ##### WRITING
  197.  
  198. * Medi-Ray Executor is now Medi-Ray Generator
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