Rogue Fable III

Rogue Fable III 1.18

Version
1.18
Version Date
March 1, 2019
Links

Patch Notes

March-01-2019 - Update 1.18

Hmm looks like Steam ate my previous update announcement. Retyping it from memory and we'l see if we get a double post!

Just working my way through bugs-and-crashes on this one. We started out with 920 messages in the crash-and-bugs discord channel and we're now down to 560 so we're making progress here :) Thank you everyone for bearing with me as I work this all out!

This is also the start of month 3 of EA development, out of a total of about 9 months. So we're still really in the early stages here. That said, I'm planning on spending march 'consolidating' all the gains we've made in the past few months. What I mean by this is that by the end of March I'd like to have all possible issues with the current build debugged, polished, and working as intended. This will include the following things, in rough order of priority:
- Completely clear all bugs, crashes and unintended behavior.
- Fix any 'app' issues ex. game not closing correctly on some computers, resolution, stretching and blurring issues, F11 not opening console on macs, F12 not taking steam screen shots etc.
- Optimization and performance: get the game running silky smooth at 60FPS on everything faster than a potato.
- Stat Server Round II
- Quality of Life Features, interface and UI stuff, help / tutorial / in game knowledge. Will be creating a big thread in forums + discord looking for suggestions on this part. Basically everything that makes the game just 'play' better, or helps new players get into it.

So pretty much by the end of March I'd like the game to be completely stable, polished, running fast, and with a ton of improvements to the UI, controls, in game knowledge etc. This will be a nice solid milestone, basically a 'complete' game as far as all currently existing content / mechanics are concerned. From there we can then proceed to much everything up again with a big push on content.

UPDATE:

BUGS_AND_CRASHES:
- Fixed a generation error causing big solid squares to appear in caves.
- Strafe attack now targets hell portals
- Tab attack now targets hell portals
- Lunge now follows the path indicated by the targeting (lots of bugs were reported where the player took an alternate path, hit traps, fell down pits, bumped walls etc.)
- Falling or jumping down a pit in the Abysmal Altar (or any end level) will now result in death rather than a crash.
- Crystal chests now make sounds when opened and picking up the item.
- Fixed a crashed when player is hit by his own sleep dart bounced off a reflective enemy.
- Altar of wealth will not spawn gold over pits.
- Rapier lunging or sprinting onto an item will now pick it up (on the last tile of the path).
- Tab will now attack the nearest 'attackable' enemy rather than giving the 'line blocked' message if the nearest enemy happened to be behind something.
- Changed homing fireballs hp from 18 => 12 (back before the 1.5x hp update) since they use their hit points as a timer.
- Rand-Art evasion +5 => +3 in line with rings of evasion.

INTERFACE:
- Pits will give a different message if they are bottomeless and not give the option to jump in (knock back will still kill you).
- Up and down stairs buttons are always visible on the HUD so you can click them with mouse to fast travel.

BALANCE:
- Level gen will try to balance the number of locked treasure rooms and keys.
- There should never be more keys than treasure rooms.
- More treasure rooms is fine since it can 'force' a choice