Rogue Fable III
Rogue Fable III 1.8
Version Date
Jan. 16, 2019
Patch Notes
January-16-2019 - Update 1.8 + Hot Fix
Hello everyone! Big, chunky update today!
Will be finishing up a bunch of stuff this week with another update or two. Next week (week 4 since launch), I'll be dedicating most of the time to bug fixes, reading through all the suggestions and balance issues on forums/discord, working on performance and just generally trying to polish everything up as much as possible. I'm gonna try to make it a habit of spending every 4th week on 'clean-up', balancing and just general polish type issues so that this stuff doesn't get out of hand.
LIBRARIAN:
- Added a librarian NPC type that will spawn as part of the library vault.
- She sells 10 talents that the player can choose to buy individually for 75gp.
- These talents should be those unknown to the player when he reaches the level for the first time.
- The purpose of this is to once again, try to offer a bit more choice to the player as far as character builds go.
- The library was also moved to dungeon level 10 to help center it a bit more in the overall dungeon.
LEVEL_GENERATION:
- New generator for the sewers
- 2 New static levels for The Upper Dungeon (still need tons more here since its played so often and they tend to noticeably repeat).
THE_ABYSMAL_ALTAR:
- Added as the special level in The Dark Temple
- Haven't done its special event code yet. Wanted to add just the stub of it to keep the dungeon length balanced.
NEW_MONSTERS:
- New named unique slime in the sewers
- Demonologist in Yendor that summons destroyable portals, that, if allowed to fully open, will summon an imp.
RAND-ARTS:
- Beginning of the rand-art system (tons of work to do here)
- Items have a 10% chance to spawn with additional stats on them
- Right now this is all just completely random but will definitely be refined in the future to do stuff like tying the stats to the zone they drop in, adding negative stats, adding multiple stats on very rare pieces.
- Rings will likely be changed so that a standard ring is never branded rather a new ring sprite will be used and a completely new ring with 2 or more stats will be created.
- I'd also like to have items such as 'Fire Shards' that when applied to an item will add stats depending on the base item type. So for example a weapon would get the flaming brand, a ring would get the fire power bonus, and armor would get the resistance.
USER_INTERFACE:
- Enchanted items now have their descriptive text name in green.
- Rand-Art items now have their descriptive text name in blue.
- Enemies now have their descriptive text name color coded based on their relative level (green, blue, white, yellow, red).
- The popup text from picking up an item is also color coded as above.
BALANCE_CHANGES:
- Changed the price of talents at the talent trainer from 100gp => 75gp
- Ring of evasion base evasion 5 => 3 (to be same as protection)
ITEM PRICE CHANGES:
- Changed the way that prices are calculated for modded items. Modded items now cost: baseVal + enchantScrollVal / 2. This has the effect of making cheap items slightly more expensive but drastically reduces the cost of expensive, highly modded items (it was ridiculously unaffordable).
- Example of price changes:
- Cheap Item (+3 Robe): 88gp => 100gp
- Med Item (+3 Long Sword): 176gp => 140gp
- Expensive Item (+3 Gloves of Vampirism): 264gp => 180gp
WEAPON_RANGE_REDUCTION:
- All ranged weapons have had their range reduced by 1.
- There is a pretty big balance issue in the game regarding ranged vs melee weapons, especially since the game does not use any ammo system.
- Since a range weapon has the potential to hit an enemy 5-6 times as they are walking towards the player, if I were to balance this purely on damage, then ranged weapons would just take an absurd amount of time to kill enemies.
- So this is a first pass attempt at balancing ranged vs melee.
That's it for now!
Side Note: Please Review the Game!
I really appreciate anyone who takes the time to review the game here on Steam. Good reviews, bad reviews, long text, short text, english or your native language, it all helps!
The discovery algorithms are heavily influenced by the review score, and if its not high enough the game pretty much becomes invisible. We need to reach at least 50 reviews before the game can even be listed as more than 'positive' which steam treats as about a 70%.
Hot Fix:
Later that night….
- Fixed crystal chest descriptive text
- Fixed librarian giving you negative talent points (she's not supposed to cost talent points, only gold)
- Fixed wands and charms having [object, object] in desc
- Added descs to wand of draining and helm of telepathy
- fixed darts and other throwables selling for absurd amounts (is just +1gp per mod now which the merchant tends to round down to 1 anyways since he's a thrify bastard)
Thanks for the bug reports everyone!