Rogue Fable IV

Rogue Fable IV 1.16

Version
1.16
Version Date
Sept. 28, 2024
Links

Patch Notes

Update 1.16 Odds and Ends II

Hello everyone! Just continuing on from last week with another straight forward update focused around cleanup. Got a couple of long standing and extremely tricky bugs fixed thanks in large part to all the feedback and detailed reports from you guys in the community so thank you!

Besides the usual house keeping I've continued to expand on all the exiting generators and even added a bunch of new ones! I'm really starting to get into a good flow on level-gen and vault creation so expect to see a lot more content coming in the next few months in this area while I continue to debug, polish and balance the rest of the game.

STREAMING:

Having been recently reminded that we can stream right in Discord, I've begun doing occasional streams of some of my level design process while hanging out and chatting. Quite a few of the more interesting vaults have resulted from suggestions and collaborations during these streams.

While I'll be popping on to do these just sort of randomly throughout the week I'd like to commit to doing a regular one at 5:00PM PST every Monday so feel free to come join us, chat about the game, give feedback and suggestions or just check out how the world is created behind the scenes!

UPDATE 1.16:


LEVEL GENERATION AND CONTENT:

  • Orc-Template-Arena: completed the vault-set
  • Swamp-Template-Fungus-Grove: completed the vault-set
  • Desert-Template-Round: completed the vault-set
  • Goblin-Rooms-Storage: a brand new generator with unique vault-set
  • Orc-Rooms-Prison: a brand new generator with unique vault-set
  • Orc-Rooms-Training: a brand new generator with unique vault-set
  • Palace-Rooms-Library: a brand new generator with unique vault-set
  • Palace-Rooms-Garden: a brand new generator with unique vault-set
  • Temporarily removed some of the older generators and vault-sets from Orc-Fortress that were really showing their age. Will be reintroducing some of the content from these at a later date once I've gotten it reworked and modernized.
  • Orc-Fortress cave type levels will now be properly dressed with rocks, stalagmites, grass, water etc.

USER INTERFACE:

  • Instead of hiding Ogre Encumbrance it now shows as 'No Limit' to help reinforce the unique mechanic. VanquishFX, a professional UI designer, has a bunch more suggestions along these lines that I intend to implement in the next few weeks.
  • Same 'No Limit' shown for ogres on the merchant screen.
  • Holding [Z] will let you charge through dangerous terrain and beneficial shrooms.
  • Cursor will turn from green to light blue when holding shift for sprinting to give a little bit better visual feedback.
  • Lava, Toxic-Waste and Blood all now note that they are unstable in their description. At some point I need to do a whole block of work devoted to getting all the descriptions on objects and terrain updated and consistent.

BALANCE:

  • All Vampires will now start with Aura-of-Death giving them the option to raise their natural life-tap. This came out of a discussion during streaming and is simply a quick way of testing out a 'racial talent'. The idea discussed was that each race would get one of these with quite wildly divergent upgrades that would let you upgrade to 1/3 really strong and game changing upgrades unique to the race.
  • Vampire blood healing reduced by another 10%.
  • Boots-of-Sprinting and Frog-Boots now use cool-downs instead of recharging on sprinting as this just forces the player to do busy work, sprinting between fights.

BUGS AND CRASHES:

  • Fixed Burst-of-Flame destroying objects when used on a Flaming-Cloud that was on top of an object. This is how it was possible to actually destroy the Goblet altar and hence the goblet itself.
  • Range-Mastery upgrade now correctly gives +2 range damage
  • Clouds will NEVER be cast atop the player even when they are targeting his nearby ally.
  • Fixed: an invis enemy killed by a trap would have its sprite and UI persist (Fixed by Rethlit)
  • Fixed: player could not cast an ability (ex. through a sleep bomb) on top of an ally that had an activated ability (ex. Cyclong-Strike). Fixed by Rethlit.
  • A bunch of enemies shooting slow-projectiles had no cool-down. This has now been set to 2CD.
  • Fixed the NaN skeleton HP/Level bug that occurred in a number of different ways when quitting and reloading the game.