- improved wording on the patreon supporter scene
- fixed analytics campaign additions messing with links
- tweaked sizing/layout of news scene
- fixed https not working on android 4.4-4.1
- fixed a bug with option sliders when they aren't at x=0
- Freezes if caustic slimes or DM-201s died over pits
- Talisman of foresight taking no time to scry
- Talisman of foresight not gaining exp in some cases
- Wand of Warding healing sentries for more HP than intended
- Dropped items not using new step SFX
- Bees refusing to retarget when target is invulnerable
- Potion splashes cleaning fire/ooze from enemies
- Blast wave attempting to throw enemies that move after being damaged
- Corrupting enchant attempting to corrupt dead enemies
- Magic missile charge buff not visually applying to the mage's staff
- Specific cases where using an item wouldn't cancel the current cell selector
- Large enemies rarely appearing in enclosed spaces due to levelgen
- Lotus vfx persisting after the sprite is destroyed in rare case
- fixed concurrency errrors in Sample.java
- added a null safety check to IconTitle
- fixed further rare freezing errors with tengu jumping
- reverted Android 'singleInstance' change, due to stability issues
- fixed a bug where trample and grass both played instead of just trample
- volume tweaks to item, dewdrop, and debuff
- added a hitsound for arrows/darts
- added pitch variance to crossbow and bow
- adjusted hit_strong to mix better with other sounds, and to sound better on phone speakers
- adjusted health_warn and adjusted volume/trigger thresholds for health_warn and health_critical
- warlocks not playing debuff sound if hero is already debuffed
- various small logic errors with ring of wealth
- wand of warding incorrectly refusing to place a new ward with 1 energy left
- runes appearing on top of each other in runestone rooms
- particles on item sprites being visible when the sprite isn't
- shields rarely failing to apply (having no target)
- ghouls dieing while over pits
- Tengu having nowhere to jump in rare cases
- multiplicity when the attacker is the hero
- talisman buffs not always respecting floor differences
- null pointers in reflection
- talisman of foresight now requires less exp to level
- talisman of foresight now spends slightly more charge when scrying at distances
- battlemage staff of magic missile proc changed: now grants a straight 0.33 charges to all wands
- rare crashes involving preparation buff icon
- quickslot errors when blacksmith reforges wands
- rare crashes involving Tengu, he now keeps distance from his target and the hero
- errors involving seed selection and sandals of nature
- fireblast applying stun/cripple to dead enemies
- github update checker connecting on metered networks
- Memory leaks and other errors when using split-screen on Android
- Tengu cleansing doomed debuff between first and second phase
- Equip drops from enemies not graduating in rarity as intended
- Gasses being examinable when not visible
- preparation incorrect killing enemies at health threshold, instead of below it
- preparation incorrectly ignoring boss phases and death resistance effects
- talisman of foresight vision marking effects incorrectly persisting between depths
- packs filling past capacity in some cases
- fireblast incorrectly setting adjacent cells on fire when not flammable
- typos in the description of shields
- game incorrectly closing when back button is pressed in new hero select
- memory leaks on Android phones when the game is closed/opened
- cursed wand gas zaps not using new SFX
- fixed audio issues with DM-200/Dm-300
- fixed summoning traps failing to summon anything in some cases
- fixed DM-300 being able to drill out of its arena in rare cases
- fixed rogue armor's blink not going over terrain when accounting for range
- fixed unblessed ankg revives waking up mimics
- fixed enemies not being surprised by invisible heroes in rare cases
- fixed pylons being surprised when they shouldn't
- fixed dark and bright fists rarely teleporting into unreachable places
- fixed rankings conversion logic on game updates not actually doing anything
- fixed debuffs being incorrectly persisted in rankings
Buffs:
- Ward/sentry energy cost reduced by 1, wand of warding energy capacity also reduced by 1
- Wards/sentries are now inorganic
- Vision range up to 4/5/6/7/8/9 from 3/4/5/6/7/8
- Zaps per ward tier increased to 1/3/5 from 1/3/4
- Upgrading a sentry now always grants it the largest possible health boost (18/22)
- Regular Sentry healing up to 8/10/15 from 6/8/12
QoL:
- Ward sprites now visually darken as they use up charges
- Sentries now show how much they are being healed by wand of warding
Massively reduced cases of "can't place ward here":
- wards can now be adjacent to eachother
- wards can now be summoned out of FOV if nothing is in the way
- wards now spawn adjacent to an enemy/wall if shot at one
And two that are more adjustments/nerfs:
- Lesser sentries now start with 4 less HP for each zap they used as a ward
- Attack speed changed to .5x/.5x/.5x/1x/1x/1x from .5x/.5x/.67x/.67x/1x/1x
- Bright and dark fist damage down to 10-20 from 12-24
- Yog laser damage down to 20-30 from 20-35
- Burning fist now evaporates slightly more adjacent water tiles
- sniper's mark now lasts 4 turns, up from 2
- further increased distance-based damage scaling on sniper shot
- assassin preparation now maxes at 11 turns, and becomes stronger faster
- preparation now executes enemies below a health threshold, rather than dealing more damage at low enemy HP.
- Knockback effects (blast wave, elastic, repulsion) now close doors if the knockback target was inside one.
- Swiftness now requires no enemies within 2 tiles, up from 1 tile
- Camouflage now applies regular invisibility, but duration scaling is halved
- Flow speed multiplier increased to 2 + 0.25*lvl from 2.
- Antimagic defense reduced by ~20%
- Thorns proc rate scaling with level reduced by ~50%
- Corrupting proc rate scaling with level increased by ~20%
- Chilling and Shocking proc rate reduced
- Shocking no longer harms allies
- Sai blocking reduced to 0 from 0-2
- Roundshield base dmg/block reduced to 3-10/0-4 from 3-12/0-5
- Greataxe base dmg reduced to 5-40 from 5-50
- Greatshield base block reduced to 0-6 from 0-10
- Gauntlet blocking reduced to 0 from 0-4
- Enemies now have up to 5x corruption resistance at full HP, up from 3x.
- Wand of Disintegration base range increased to 6 from 4.
- Wand of lightning no longer harms allies, self-damage down to 67%.
- Wand of Frost damage reduction per turn of chill reduced to 5% from 10%.
- Battlemage wand of frost proc now only freezes at 10+ turns of chill, rarer than at 2-10 turns based on chance
- fixed levitation applying occupyCell effects before it actually ended
- fixed ascend/descend working while rooted
- fixed FOV not updating sometimes when hero is interrupted from resting
- fixed rare errors with tengu's bombs not being visually destroyed
- fixed gold wall vfx rarely showing on city walls in DM-300's arena
- fixed items/characters being able to be inside of a wall in DM-300's arena
- fixed an error where Tengu's fading traps could visually layer
- fixed a bug where the Tengu fight could freeze due to new trap logic
- fixed tengu being able to place traps right beneath characters
- fixed fading traps disappearing immediately on load
- fixed scroll of remove curse not being usable while degraded
- The fight now starts when a player approaches a pylon, not when they leave the entrance
- Increased the speed/intensity of the environment spark particle effects
- Made several changes to DM-300's dialogue, and swapped the current hint for a new one
The goal of these changes is to make the goals of the fight more intuitive
- Removed phase 2 entirely, replaced with a brief pause before phase 3 (now phase 2)
- Increased the intensity of traps in phase 1 to compensate
- Fixed a bug that could let high damage builds skip some Tengu jumps
- Reduced Tengu's accuracy a bit in melee range to help melee characters
- Fixed warlocks not dealing normalized damage with their magic attack
- Fixed Yog-Dzewa fight glitching in rare cases where the eye and last fist are killed at the same time
- Fixed Bright/Dark fist very rarely teleporting into enclosed spaces
- Yog's fists are now considered bosses, not minibosses
- Yog's deathgaze damage down to 20-35, from 20-40
- Soiled fist now spreads furrowed grass slightly more often
- Soiled fist now resists burning
- Rusted fist damage up to 22-44 from 20-40
- Bright fist blind durations down to 15/30, from 25/50
- Dark fist ranged damage down to 12-24 from 15-30
- water of health being used up when uncursable items are thrown into it
- rare crash bugs involving brutes, items dropping from alchemy, and character sprite movement
- golems being able to teleport immovable characters
- armored statues appearing in faith is my armor challenge
- Yog fight able to set viewdistance to 0 if into darkness is enabled
- large enemies being able to move into enclosed spaces when vertigoed
- infinite loop bug when attempting to teleport DM-300
- terrain being overridden at the end of Tengu's boss level
- Fixed crash bugs
- Fixed bees attacking bosses while they are invulnerable
- Fixed DM-201s attacking the hero through walls
- Fixed golems rarely teleporting to enclosed spaces
- Fixed viscocity glyph not accounting for sniper shot
- Fixed a typo in spirit bow description
- Ripper demons now telegraph their leap even if they aren't visible
- Updated gradle build tools version
- Fixed webs not always clearing properly
- Fixed doors being hidden on floor 2 in some cases when they shouldn't
- Fixed Yog and its minions ignoring bees
- Added back the name of an item when it can't be grabbed.
- removed path lookaheads, characters now only check the next tile for validity
- the hero is now interrupted if their path is broken and replaced by a much longer one
- added pathfinding functionality to ignore characters
- significantly improved hunting enemy pathfinding when a route is blocked
- improved enemy logic for switching targets if current one is unreachable
- Added a hint to DM-300's supercharge phase
- Reduced DK's damage and accuracy slightly
- Slightly slowed down summons on phase 2 wave 3 of DK fight
- The first warlock/monk on DK's final phase is now the 3rd summon, not 1st
- Reduced the damage of both bright and dark fists (bright moreso)
- slightly increased the cooldown of Yog's laser and summoning
- Yog's fist now take 4 turns before acting, up from 3.
- added newlines to hero level up messages
- succubi now have a proper variable cooldown for their blink
- evil eye beam cooldown increased slightly
- The DM-300 fight now starts slightly farther from the entrance stairs
- increased the rate of well particle VFX for better clarity
- now referred to as invulnerability, with standardized logic for all chars
- chars now ignore enemies who are invulnerable
- combo no longer builds on invulnerable targets
- allies can now target Yog's eye when it is vulnerable
- The game now flashes red when the hero is seriously injured, this replaces the old screen shake when injured effect
- Yog, ripper demons, and DM-300 are now less punishing to slower builds
- Yog's fist summons are now based on the levelgen seed
- velvet pouch can now hold goo blobs and metal shards
- wand of disintegration now breaks webs
-
- Ghouls rarely moving into chasms as they get up
- Golem teleportation not being blocked by antimagic
- piranhas playing no death animation if they die on land
- ripper demons failing to move off their leap target in many cases
- various freeze/crash bugs with Yog-Dzewa
- player not be able to place items into their main bag if a sub bag is full
- DM-300 rarely spawning ontop of the exit stairs
- rare levelgen hanging bug when placing enemies
- spawner warning playing on floor 26
- rare crash bug involving DM-300
- rare crash bug involving update notification
- typo in bright fist's description
- added missing properties to rippers and spawners
- fixed rippers having long visibility range, increased their damage by 11%
- reduced the bleed damage from new ripper leap
- rippers now interrupt the hero when leaping
- adjusted candle positions in Yog's boss level
- added more text (including warnings) for demon spawners
- adjusted the positioning of Yog's sprite
- fixed cases where angled visuals would be incorrectly not visible
- removed redundant declarations from Ring of Elements, it now copies from AntiMagic
- crashes when ghoul life link is attached to a ghoul which hasn't acted yet
- darts and unidentified toolkit being usable in alchemy window
- lava vfx persisting when lava is removed
- rare freeze bugs if a sniper enters DM-300's arena with magical sight
- Torch duration reduced to 250 turns from 300
- Torches from imp shop reduced back to 3x1 from 2x2
- Demon halls floors now each contain 2 torches, up from 1.
- Glowing from Shattered's banner getting cut off by one pixel
- Imp shopkeeper spawning after items (should be before)
- items spawning ontop of characters in the level when they shouldn't
- various minor text errors
- fixed rare crash bugs with crystal mimics
- fixed items landing in DK's throne if he dies there
- fixed DK using abilities through paralysis
- fixed doom debuff messing with phases 2 and 3 of DK fight
- fixed ghouls acting instantly when they shouldn't in some cases
- fixed some visual layering issues with one part of DM-300 arena
- fixed rare deadlock crashes caused by health indicators
- added a hint to snakes if the player misses them many times
- fixed a typo in DM-300 description
- changed ghouls back to have regular 'defeated' text
- fixed a hanging newline in dried rose description when it is known to be uncursed
- Dwarf King's fight not starting if his entrance door was burned down
- Dwarf King rarely teleporting into walls
- Dwarf King being movable in his 2nd phase
- Dwarf King 2nd phase getting stalled of minions are polymorphed or corrupted
- Rare freeze errors when Dwarf King dies
- Various minior errors caused by floor 21 now being a demon halls floor
- Necromancers playing vfx/sfx when they are not visible
- Mimics rarely spawning ontop of eachother
- fixed various rare crash bugs
- fixed the locked floor buff not adding time correctly for DK
- fixed DK unintentionally dropping armor kit on his throne
- tweaked the text ghouls display when downed
- wards now trigger traps if placed on top of them
- reduced the frequency of water and exposed wires in DM-300's arena
- improved two cave layouts that were unintentionally harder than the others
- increased the speed of the hint particles when DM-300 becomes supercharged
- reverted unintential commit of debug stats for ghouls
- fixed ghoul life link not transferring correctly in some cases
- mobs now retain their max level for xp between save/load
- fixed DM-300 incorrectly being immune to rooting
- Hero FOV not being updated after they are pulled by golems
- Necromancer skeletons counting towards mob spawn limits
- New Tengu taking damage during phase 2 in rare cases
- Keybindings window not accepting unbound keys.
- fixed crash/freeze bugs involving spinners, mimics, and DM-300
- fixed ring descriptions to properly consider degraded
- fixed typos in some dart descriptions
- guard accuracy reduced by ~15%
- guard armor reduced by ~12%
- necromancer evasion increased by ~18%
- ripper demon spawn rate reduced by 20%
- demon spawners now have 120 health, down from 150
- demon spawners now resist damage past 20, down from 25
- regular enemies are slightly less common in demon halls
- wand of corruption can now inflict vulnerable and hex
- potions of healing now cure additional debuffs
- carpaccio and dreamfoil now cure the same debuffs as healing potions
- remove curse now cleanses degraded instead of weakness
- damage numbers now appear where a sprite is arriving if it is moving
- blob emitters can now have a defined bound within a cell
- tweaked hero level exit/entrance behaviour
- refactored game actions that are defined in GameAction.java
- Buying shop items now only triggers when hero walks onto them. This is for consistency with other item types
- Mimics are now alerted when they receive a debuff
- Teleportation now only plays sfx/vfx if the hero sees it
- Fixed logic for updating openSpace array when terrain changes
- Added a limit to how large chars and items are prioritized over cells
- Adjusted hero to appear behind mobs by default
- Fixed cases where movement keys would remain held incorrectly
- Improved vfx for falling enemies and items
- Fixed golem particle vfx lasting longer than intended in some cases
- fixed multiple bomb explosions killing characters many times
- fixed shops selling rarer thrown weapons instead of more common ones
- improved logic for shop bag selection. Now considers all bag-storable items and slightly favors velvet pouch
- fixed mimics spawning in treasury rooms on floor 1
- fixed poison dart traps not dealing updated damage in some cases
- items no longer spawn on top of enemies
- fixed blacksmith not accounting for curse infusion bonus
- fixed mimics attacking when time freeze is active
- fixed assassin prep attack not working on hidden mimics
- removed a bunch of unnecessary resistances and immunities from regular enemies
- fixed further issues with which tiles are considered open
- fixed keyboard input not working with loot indicator
- improved the behaviour for cycling enemies
- mimic surprise damage reduced by ~20%
- mimic outline opacity reduced by ~33%
- caves passive player vision up to 8 from 6
- DM-200 damage reduced by ~12%
- Ripper demon accuracy reduced by ~12%
- ankhs are now blessed when thrown into water of health
- demon spawners are no longer removed by unblessed ankhs
- golems now interrupt the hero when teleporting them
- fixed mimics not revealing themselves in some cases where they should
- tweaked when a space is considered open for large enemies
- fixed further AI weirdness with retreating characters
- mimics now have a weak outline when hidden instead of no outline
- mimics no longer hit heroes through stealth when opened
- added a hint to mimic descriptions
- fixed spinners not saving some info they should
- fixed rare crashes with ring of wealth and brutes
- blast wave and force cube no longer trigger tengu's traps
- fixed force cube not pressing on all cells in the AOE
- Tengu's traps now fade instantly much less often
- Bat damage reduce by ~10%
- Shaman melee damage reduced by ~13%
- Debuffs from red and blue shamans now last 20 turns, down from 30
- Brute melee damage reduced by ~6%
- Brute enraged melee damage reduced by ~9%
- Ghoul melee damage increased by ~6%
- evasion reduced slightly
- now have armor equal to depth/2
- damage increased by ~50%
- no longer give exp (same as other floor-independent mobs)
- now are visually different from chests, can be preemptively attacked
- will inflict bonus damage to the hero if they try to open them.
- potion of purity now clears tengu fire wave and smoke bombs
- fixed blacksmith upgrading incorrectly telling you your inventory is full
- fixed various bee AI errors
- fixed elemental ranged attacks not going on cooldown if they miss
- spinners now interrupt the hero is they shoot web around them
- fixed rare freeze bugs involving enemy ranged attacks
- fixed scroll of teleportation rarely placing the hero on an enemy
- fixed missing title case in stone of intuition window
- added bottom padding to WndInfoItem
- fixed some minor spelling/grammar errors in new text
- fixed webs not setting terrain to solid right as they spawn
- fixed armored brutes not raging properly
- fixed alerting effects incorrectly triggering on demon spawners
- fixed shamans incorrectly rolling to drop loot twice
- fixed rare crash bugs with spinners
- fixed minor debuffs working 3x as well as intended for wand of corruption
- fixed force cubes affecting an AOE when thrown onto chasms
- fixed floating text alignment issues with resized char sprites
- ring of elements and antimagic glyph not applying to new shamans
- game crash/freeze issues caused by inventory scrolls and new spellbook behaviour
- incorrect EmoIcon positions when sprites are scaled
- succubi and scorpios dropping scrolls of upgrade and potions of strength
- rare crashes caused by demon spawners spawning ripper demons onto pits
- demon spawners beig vulnerable to ai state debuffs when they shouldn't be
- Tengu being vulnerable to terror when he shouldn't be
- fixed class array bundling errors (JSON was loading full class references if it wasn't loading from file)
- various minor vfx bugs with goo when pump-up attack is interrupted
- brewing a potion with 3 of the same seed now auto-IDs it
- teleportation effects are no longer able to place characters onto a trap
- fixed wands which spawn upgraded not being fully charged
- fixed some allies being corruptable when they shouldn't be
- fixed storm clouds spreading water faster than intended
- fixed visual bugs with stealth and hourglass stasis effect
- fixed an exploit where unstable spellbook scrolls could be cancelled
- upgrading a stack of missile weapons now resets durability, just as upgrading a single one already did
- fixed visual bugs when tengu traps would be created and immediately removed by some effects
- foresight buff now lets the hero detect Tengu's traps
- fixed rare vfx/animation freezing errors with time freeze effects
- direct damage/healing numbers are now included in the description of transfusion.
- fixed wand of prismatic light rarely revealing areas it shouldn't
- fixed mobs sometimes not walking onto traps/chasms when they're flying"
- fixed minor visual bugs with items dropping in rare cases
- fixed target quickslot target indicator not following enemies
- "hide navigation bar" setting is now called "fullscreen" on all platforms
- wandmaker now cannot spawn adjacent to doors
- dried rose artifact now includes ghost's equipment in drescription
- beneficial darts now mention they that don't harm allies
- the title for WndBag is now multiline if it needs to be
- Goo's health bar not appearing in some cases
- Viscocity not considering sources of extra damage reduction
- Bolts from wand of warding not pressing tiles if they fail to summon
- shurikens not getting an instant attack in lots of cases
- dried rose appearing overcharged in quickslot sometimes
- rounding errors and incorrect debuff resistance values in corruption wand
- heap type not being preserved by teleportation traps
- traps on Tengu phase 1 incorrectly triggering right as phase 1 ends
- traps on Tengu phase 2 not being revealed by stone of clairvoyance
- music not playing if the player goes right to the changes scene
- caustic slimes having a slower attack animation than regular slimes
- one incorrect green pixel in furrowed grass for prison tileset
- can no longer directly attack invisible heroes
- can now use abilities on any hero he can't see
- Tengu abilities are now shown regardless of visibility
- damage slightly reduced on snakes, crabs, and slimes
- wand of corruption rebalanced, base power down, debuff power up
- necromancers summon skeletons at more health
- tengu is now less accurate, jumps slightly less far in phase 3.
Large sections of game logic are now working through libgdx instead of
android libraries. There is still work to do but this is the first
major step. Big changes include:
- Graphics code is now through LibGDX (except for text rendering)
- Initialization and screen-handling logic is now mostly through LibGDX
- Audio is now through LibGDX
- Input handling is now through LibGDX
- Most misc functions are now through LibGDX