Author Topic: Dungeonlike (now at Alpha 0.2.3!)  (Read 712 times)

getter77

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Dungeonlike (now at Alpha 0.2.3!)
« on: June 05, 2017, 12:47:18 PM »
https://sheriour.itch.io/dungeonlike Win

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Dungeonlike is a traditional roguelike dungeon crawler. Turn based, with tile graphics, randomisation, and a ton of character customisation, as well as an advanced health and ability system.

Your task is to slay Durgaz, the chief of Orcs who resides at the bottom of a 10-level underground fortress. At least, that is the official agenda. In reality, your task is to turn this dungeon into a gallery of orcish guts and remains.

    Randomised dungeon levels.
    Randomised enemy equipment.
    6 races to choose from.
    Over 40 attacks and spells to end your foes.
    Over 60 items to utilise.
    Slash & Stab! Weapons often provide more than one way of slamming them against those who get in your way.
    Health and inventory system fully based on body parts.  Cut of their legs, then crush their skulls!
    Design your own versions of spells and techiques. Tame the magic, master the steel!
    Discover hidden rooms with treasure.
    Full built-in wiki, aka. Dungeonpedia.

Dungeonlike is still under development (alpha) and will be receiving periodic updates with hot new features. Currently the game is in its infancy and is still missing many elements which will be added with time.

 Future Goals

    Sounds.
    Music.
    Mouse support.
    Diablo-like magic item system, with both randomised enchantments and unique powerful items (nearly done).
    Stealth, sneaking, surprise attacks (nearly done).
    Shop with currency.
    More location types aside from the dungeon.
    More enemy types, to take advantage of the health system.
    Open world gameplay with cities and optional dungeon adventures.

Seems promising~   8)
« Last Edit: October 24, 2017, 11:46:54 AM by getter77 »
Brian Emre Jeffears
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getter77

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Re: Dungeonlike (now at Alpha 0.1.3)
« Reply #1 on: June 08, 2017, 12:02:22 PM »
v0.1.3

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Hello everybody! I am extremely happy to see that the game is getting some attention. I have received some information about the control being less than intuitive and with little to no explanation, so I added a short (and optional) tutorial and provided a link to Dungeonpedia in the main menu, to make that thing more accessible. Other than that, minor things have been done here and there, everything listed below.

Save files from previous versions will not be compatible, sorry!

Changes in v.0.1.3

New Stuff:
    Optional tutorial added. It can be accessed after creating you character.
    Items now display if they use two slots (eg. gloves), displayed as "Glove (1 or 2)".
    Items show now if they require two slots (eg. claymore), displayed as "Hand (2)".
    Items can be now equiped/unequiped/used with Enter key from the Inventory screen, instead of having separate equip/use keys (Enter/U previously).
    Added a Dungeonpedia link to main menu.
    Waiting a turn can be now performed with the period "." key. For the numpadless.

Fixes/Stability:
    Fixed list resizing for container view on all resolution settings. Previously it would scramble all over the place on non-default resolution.
    Pressing a hotkey when no item highlighted in inventory would crash the game.
    Updated Dungeonpedia keybinds, as some were missing.
    Implemented a retry system for reading/saving the config files to increase stability, as I've seen an instance of it crashing the game.
    Implemented a retry system for save files as well, just in case.

Balance:
    Increased the resource cost of Sweep attack, as it was way overpowered.

Others:
    Creature detail windows are now permanently expanded.
    Updated accreditation.
    Changed the font of the floating text during combat.
Brian Emre Jeffears
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getter77

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Re: Dungeonlike (now at Alpha 0.1.4)
« Reply #2 on: June 18, 2017, 12:04:16 PM »
v0.1.4

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Alright, new version coming out, 0.1.4. There is a ton of changes coming out this time around, and they mostly have something to do with accessibility and general quality of life improvements. Creating a new character was taking a bit too long, so I've made a lot of improvements in that area. A full list of changes is provided below.

Save files from v.0.1.3 should be compatible.

New Stuff:
    Holding Ctrl allows the player to see last targeted enemy (or just the closest one, if not possible)
    Holding Ctrl and pressing V will allow to cycle between enemies viewed that way.
    Player Classes introduced, mostly for the purpose of quicker character creation (stats/skills/weapon).
    Old system of custom character creation can be now accessed by choosing "Create New" in Class select window. Such custom classes will be saved for the future.
    When having multiple windows open, the display will dim all the background windows.
    If a position contains more than one unlocked container, a list of containers will pop up when trying to interact with containers (previously only the first container from the top was possible to inspect).
    Containers in inventory can also be opened now (with Enter).
    Can lockpick chests in the inventory (also Enter).
    Containers now get heavier due to their contents.
    All windows in character creation process allow to use Ctrl+up/down for quicker top/bottom navigation.
    Skill and stats windows in character creation allow to use Ctrl+left/right for quicker assignment of points.
    Tutorial can now be disabled if the "Do you want to play the tutorial" becomes annoying. It can be also disabled/re-enabled from the options.
    Game now autosaves on first turn.
    Diagonal movement is now also possible with Shift+arrows, something for those without numpads on their keyboards.

Fixes/Stability:
    Upgraded to the latest Monogame framework version. This allows the builds to be based on OpenGL.
    If lockpicking action was canceled before choosing an object from the list, action preview window would stay open.
    Default attacks (Heavy Strike etc.) would not load up on the first turn after loading a save file.
    Attack names no longer protrude beyond the attack list (the popup one) and hotkeys window.
    If the player hit Enter when no attack was available for the attack list (the popup one), the game would crash.

Others:
    I totally forgot that the game was rendering all tiles at a 40x40 size, even though source files are 32x32. Switched the tile size to 32, so all dungeon tiles will be a bit smaller, but no longer so blurry.
Brian Emre Jeffears
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getter77

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Re: Dungeonlike (now at Alpha 0.1.5)
« Reply #3 on: June 27, 2017, 08:57:16 PM »
0.1.5
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Hello, dungeonlike-liking people! The big feature going out this time around is... magical items! Quite a basic thing for a loot-rich game, and I always wanted to have them around. So here they are, currently a bit over 20 enchants for a good start. Almost any weapon or armor spawned in the game might be enchanted, having a special prefix in front of the name and providing bonus effects. These effects will be selected at random, and will have varying power, so two "Brutal" Arming Swords might have a different bonus to their damage.

I also got a bunch of fixes for you, of which about half are a result of your bug reports sent to me! Big thanks to everybody who sent one, as this speeds up the development tremendously and helps me keep the game as good as I can manage. Keep them coming!

Saves from back to 0.1.3 are theoretically compatible, but you will not see any of the magic items spawn. Also, the mage robe sets will have their hex resistance removed.

New Stuff:
    Magic items with bonus stats can now be found in chests or on the enemies.
    Removed Staff of Energy from the game. Any staff can now have the same effect if it has the "Focused" magic effect.
    Removed innate hex resist bonuses from mage robes (Neophyte and Magus sets). Any piece of armor can now have the "resistive" magic effect offering a similar bonus.
    Mana potions and Stamina potions can now be found in the Dungeon. No idea why I did not have these items in the game in the first place.
    Armor penalty - if applied - is now displayed as a condition (armor with a red exclamation mark) to bring it to player's attention. Armor penalty makes magic really hard to aim, which confused a lot of people, I hope this makes it a bit clearer.
    An open chest with no items insisde will display "Small Chest (Empty)" to signify that.
    Female character tiles have been improved.

Fixes/Stability:
    Dual Strike would not become the primary attack when dual wielding, making the entire gamestyle broken. It would also lead to corrupted attacks being created, causing crashes.
    Mage gloves would take only one equipment slot.
    Attempting to equip gloves or boots while having some equiped already would make them disappear.
    Killing an enemy with Ctrl view mode on would crash the game if there was another enemy around.
    Upon a crash, the game will allow you to continue or give up playing. This should prevent trivial bugs from crashing your game, as sometimes the failure is not really serious enough.
    When drawing range of AOE spells, the game would use vision-based calculations instead of passability-based. So if you used Conjure Smoke and then attempted to throw a fireball at it, the game would not show that this area will be affected. Switched the logic to use passability instead of vision here.
    Additionally, if entire target area was covered by smoke, the game would actually crash! This has been fixed as well.
    LineAOE spells did not have their cost influenced by range modifications, making them very cheap.
    The item type filtering in Container and Equipment windows would not reset after closing, which even got me going WTF? "why are there no items in that box?".
    Targetting crosshair did some wierd stuff, getting permamently stuck on the screen in some rare cases.
    The "Full" condition applied when a creature eats enough would atually remain applied even if satiety levels dropped to "Satiated".

Balance:
    Blocking with shields takes twice as much stamina per block as before, but increasing the Shielding skill reduces that amount four times as fast. In other words, you need to be good with shields in order to really make use of them in the long run. To avoid "trolling" new players, the initial buckler is now NOT EQUIPPED AUTOMATICALLY after character creation, as this would lead to rapid stamina depletion.
    Ranged weapons pierce easier through armor (would pierce through 25%, now 50%) to make ranged enemies an actual threat.
    Chests will spawn slightly more stuff.
    Kobold thieves will drop more lockpicks.
    Kobold thieves and Orcish Henchmen will be slightly more accurate and deal slightly more damage (about 10% increase).

Others:
    Added a piece of test/tip under the attacks window popup to suggest that the player can hold Ctrl to re-attack. I see a lot of people go through all the menus during combat (select attack => select enemy => select body part) while this boring procedure can be nearly totally skipped. I personally would get carpal tunnel  not enjoy the game  at all if I had to go through all of that on each turn.
Brian Emre Jeffears
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getter77

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Re: Dungeonlike (now at Alpha 0.2.0!)
« Reply #4 on: July 09, 2017, 08:57:44 PM »
0.2.0   8)

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Greetings, orc slayers. We're hopping from 0.1.x versions into the realm of 0.2.x, as huge changes have come to the land of Dungeonlike. A town level is now available with a Blacksmith who sells weapons and armor, a general Trader who sells consumables, a Healer who makes sarcastic comments about your existence and heals you for a hefty price, and a Bank (personal stash).

Apart from that, there are a bunch of new enemies in the Dungeon, including non-humanoids. Orc Warriors are now weaker, but Orc Veterans will take their place as the first scary melee guys. Orc Blazers can be found earlier in the dungeon, but powerful Orc Infernalists will appear on deeper levels. War Dogs and Wargs can also be found in the Dungeon, toghether with their more dangerous Rabid versions, with poison-applying bites. On lowest levels, Orc Duelists will make your life miserable with their mobility.

Instead of having just one Healing Potion, the game now also offers a Marrow Extract (increases Structure regeneration for all limbs), a Regenerative Balm (increases Tissue regeneration for a given limb) and a Potion of Transfusion (increases Blood regeneration).

On top of that, some new scrolls, with the Town Portal being probably the most interesting one. This scroll will never drop within the dungeon, so if you want to keep jumping between the town and the orcish massacre, better supply yourself beforehand.

Saves from earlier versions won't work.

New Stuff:
    Town level with a Blacksmith, a Trader a Bank and a Healer.
    Currency (gold) introduced. It can be viewed as an item in inventory, but possesed amount is displayed in several windows for quick reference.
    Most items have value (but corpses etc. won't).
    Magical items have their value increased depending on what enchants they have.
    New enemies: Orc Veteran, Orc Duelist, Orc Infernalist, War Dog, Rabid War Dog, Warg, Rabid Warg.
    New healing items: Marrow Extract, Regenerative Balm and Potion of Transfusion. Old Healing Potion made a bit weaker to compensate.
    New scroll items: Scroll of Blink, Scroll of Teleport, Scroll of Town Portal, Scroll of Haste.
    New low-level items: Ragged Gloves, Boots, Leather Helmet. Od leather items rebalanced.
    Orc Blazers and Infernalists can use two kinds of spells now, AOE and locational.
    Overburden and Armor Penalty condition icons are now displayed in the inventory window as a hint.
    The Action preview window in the main Actions Window is now only displaying useful information, instead of a huge "N/A" list.
    When poisoned, your poison stack count is displayed on the icon for reference.
    Can now compare any equipable item with the item currently worn by pressing Ctrl. This works in inventory screen, shop screen, container interaction screen and when browsing items on the ground.

Fixes/Stability:
    Orcish Hunters would crash the game if they got blocked in all directions while trying to dash away from danger.
    Window used for number netry (eg. when picking up stacks of items) would crash if the amount was deleted from the input.
    Can no longer create game-breaking paradoxes by putting chests into themselves.
    Disarming with Smash Grip when the enemy has a two handed weapon would lead to him still "having" the weapon in the off hand, leading to potential crashes.
    Some attacks (eg. Axe Hook) would never miss due to a failure in the attack logic.

Balance:
    Reworked the item sets of most enemies to make the difficulty progression smoother.
    Two handed weapons are now faster than before, but they deal less damage. They did way too much damage previously, which resulted in getting insta-nuked by enemies using them, or just breezing through the dungeon as a two handed user. Should be a bit more balanced now.
    Low level one handed weapons got a damage buff to make them actually usable.
    Orcish Berserkers will never run away, and now can occasionaly spawn with two handed weapons instead of dual wield.
    Rapier has 50% armor piercing on all attacks.
    All sword stab attacks have 25% armor piercing.
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Zireael

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Re: Dungeonlike (now at Alpha 0.2.0!)
« Reply #5 on: July 10, 2017, 11:38:39 AM »
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Can no longer create game-breaking paradoxes by putting chests into themselves.

:D :D

getter77

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Re: Dungeonlike (now at Alpha 0.2.1)
« Reply #6 on: July 24, 2017, 11:16:38 PM »
0.2.1

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Hello and welcome! This time I bring to you a symbolical break of the vow of silence, which is sounds! Pretty basic for now, I tried to give every turn-passing action a sound effect to mostly inform the player that time is ticking. If you feel that any of the sounds are out of place, or even better - you know where to find some sweet sounds that I could use without draining my wallet dry, I'd be very grateful.

Mages have also received a huge buff, as they were "slightly underpowered", especially after War Dogs have been introduced and low-tier weapons have had their damage improved.  To keep up with this, I have improved damage of almost all spells, with high-tier spells receiving staggering buffs. It is also slightly more difficult to resist all spells, as their base effect power has gone up. On top of that, the Sorcery skill offers you the Mage Armor spell which improves your protection for a time, and all staves have been redesigned to benefit the user with mid-high-tier spells instead of the low-tier ones you have anyway at start:

    Staff of Flames gives access to Conjure Flames, which means you always have that AOE nuke at your disposal.
    Staff of Force gives access to Push, so you can keep safe distance from your enemies while smiting them.
    Staff of Malice gives access to Drain Blood, so you can feel like a vampire early on and compensate for that bloody costs of Sangumantic spells.

I have also removed the Conjure Smoke spell as it has been pointed out ot me that with current AI this actually is an invincibility spell, since AI will not do you any harm while it cannot see you. Woops! Will bring this spell back (possibly in a different form) once I get to stealth-oriented features, as this will be when AI will have to cope with invisible enemies on regular basis.

Apart from that, there are tons of quality of life improvements and some good old bugfixes, mostly a result of your comments and bug reports. Big thanks to all of you who keep coming back to this game and letting me know what rocks and what sucks!

Saves from previous versions will not work.

New Stuff:
    Sounds! Together with sound volume controls in options.
    The game now starts with a bit of story, and ends with an actual winning screen.
    If you try to hurt yourself, the game will warn you about your suicidal attempts.
    Town now has guards who will turn on you if you dare to hurt either them or the villagers.
    Quick-Resting is now available with R button. It will rest for up to 120 turns, and will stop if you are at full health, there are enemies nearby or your satiety is dangerously low.
    Armor Penetration is now displayed in a more intuitive way, with % values. So what was displayed at "0.75" (meaning that 0.75 of armor is taken into consideration) is now "25%" (meaning that armor is reduced by 25% for that attack).
    Creatures with disabled legs can no longer use mobility-reliant actions (Dash, Charge, Backslash, Lunge). This should keep those legless  Berserkers off your back. But it also means you cannot Dash around on one leg anymore, so it might as well be your downfall...
    Dodging power is displayed in the Status window (the one you see when pressing "U"), next to Hex Resistance. No idea why I waited so long with making it visible.
    All hints at the bottom of windows are now rendered with a larger font, as I've seen numerous people miss the fact that these hints are even there.

Fixes/Stability:
    Fixed a nasty bug that would cause your game to crash if you left a level with creatures targeting you, then saved -> loaded -> saved game. This was actually a symptom of a much bigger issue I have, as currently time does not pass on inactive levels (ones without player on them). Making time pass in a simplified manner on inactive levels is something that I will probably work on for the next version.
    Fixed the way in which game handled level sizes. You could actually cuase a crash by teleporting within the last level of the dungeon.
    Game would crash if you had the enemy preview window open while dying.
    Sellings chests will now calculate all the worth of the stuff inside the chest, and the vendor will unpack all of the items inside so you can buy them back separately, if you accidentally sell your best sword together with a bunch of junk.
    AI improved to better keep track of their target's location. It should no longer be possible to make full of your enemies by walking in circles and making the enemy lose track of you behind a pillar.
    Speed reduction due to missing legs was not calculated properly, causing War Dogs to not care at all about missing one of their legs.

Balance:
    Mages reworked as described above.
    Durgaz has some backup, as he was a bit too easy to deal with 1 on 1. It makes sense that he would have some bodyguards.
    Trader now will always spawn with basic survivability items: bandages, healing potions, bread and some town portal scrolls.
    Similarly, Blacksmith always spawns with quite a bit of ammo.
    All non-food consumables have had their costs cut down considerably.
Brian Emre Jeffears
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getter77

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Re: Dungeonlike (now at Alpha 0.2.2)
« Reply #7 on: August 11, 2017, 12:19:57 AM »
0.2.2

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Hello and welcome! New version of Dungeonlike is out with some additions here and there, including the Talar Scroll of Wholesale which speeds up the process of selling masses of loot. Apart from that I have made a bunch of changes to quicken first levels of the game, as skirmishes often felt drawn-out. Early enemies are slightly less durable now and new "Bloodloss" conditions should allow for even faster combat, once you get an advantage in a battle. All changes listed below.

Some changes, especially optimisation of AI and modifications done to level generation are a form of ground work for new features I have in plans. These actually took majority of my time since last release, which is why the list of changes is not that long. I will post some information about what is coming up, as I probably should keep you guys informed about what I am working on and what is the general roadmap for upcoming releases.

Saves from earlier versions will not work.

New Stuff:
    Talar Scroll of Wholesale added. It is an item that you can purchase for 500 gold from the general store. It sells all reachable (eg. not blocked by doors or walls) items on a given floor for 75% of their price, but saves a lot of your time.
    Gold is now always sorted to reside at the top of any item stack and is picked up automatically (without passing a turn) when walked over (player only).
     Levels which do not contain the player still remain active - up till now time would stop once player has left.
    Creatures can now follow their targets between levels.
    When creating a spell or attack, player can now choose scaling stats instead of static ones. Attacks which use scaling stats will automatically recalibrate each time you level up their primary skill and can be set to scale with 20/40/60/80/100/120/140/160/180/200% of that skill.
    Spells which have duration will now allow to modify their duration independently of their power.
    Severe bloodloss (50% and even worse at 75% blood missing) will affect the creature negatively, making it slower and weaker. This actually serves two purposes, as it makes semi-dead creatures easier to dispatch and therefore speeds up the combat, but it will also draw player's attention to his own low blood levels. I managed to bleed out insisde the town on one playthrough because I simply forgot that I was bleeding and the game didn't really draw my attention to it, so this should make such deaths avoidable.
    Armor penalty will now also reduce movement speed. This is a very minor reduction, but it means that heavily armored enemies will not catch a mage or archer that quickly.
    Level generator refactored to prepare for future features. What you will see at the moment is that staircase rooms will never have monsters, and general density of monsters is far more balanced. No longer will you see 5 empty rooms just to find a band of orcs in a small room behind the corner.

Fixes/Stability:
    Costs of "Line" AOE spells were incredibly high (higher than circular AOE) for no reason.
    Message system sometimes would report that a creature received damage after it was already dead.
    Countless optimisation changes. The game offers now much faster AI operations, faster pathfinding, less redundant checks and so on. This was necessary in order to allow more than one level to be active, and will be crucial for some of the future features I have planned.

Balance:
    Killing enemies in early game took way too long in comparison to later enemies when you build up more attack power, so I reduced the endurance of early enemies to avoid running around that much and waiting for them to bleed out. This should speed up early game considerably.
    While implementing independent duration stat for spells I rebalanced a lot of enduring spells as some of them were still in a "prototype" state.
    Made all the dogs and wargs a bit weaker, as they were a bit more intimidating than I have actually planned.
Brian Emre Jeffears
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getter77

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Re: Dungeonlike (now at Alpha 0.2.3!)
« Reply #8 on: October 24, 2017, 11:48:09 AM »
v0.2.3!

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Hello again adventurers! It's been a while! And since it's been a while, there is a nice bunch of new features going out, including rare enemies(powerful, although still randomised), rare items (a random mix of existing enchantments, packed into one item) and a whole new dungeon type with a bunch of undead creatures for you to fight. And since Dungeonlike tries to make best sense out of its world, undead are not the easiest type of enemy to slay, since they don't bleed, can't be poisoned, they never run away and they almost don't tire. Regular dungeons also feature new enemies, as Trolls and Ogres make it to the game - although these guys are unarmored, they make up for it in sheer resilience and slight resistance to blunt weaponry.

I've also done quite a number of test runs of the game, quite a few per each class, so I was able to pick out a lot of sources of imbalance, although I bet there is far more to find. Balance aside, I think I managed to get the pacing up, as bleeding is now more serious for badly damaged creatures, while stamina and mana are more difficult to deplete, leading to less running around waiting for enemies to bleed out/stamina to regenerate.

On a more real-life note, I would like to apologise for the lack of updates over last months, but I needed a break from Dungeonlike. I guess that the initial idea of having a version released every two weeks actually led to a slight burnout, as I was both pushing out the features really quickly, but also writing rushed, bad quality code that I wasn't too proud of in the long run. I will be taking my time now, making sure I am 100% happy with stuff that goes out. Can't really promise anything here, but something like 1-2 months will probably be the case.


New Stuff (mechanics & content):
    New level type: Crypt - currently only as a fork dungeon.
    Undead enemies! Far more annoying than orcs.
    Rare items! A standard magic item has 1 enchant, while a rare has 3 enchants combined and some random name. They can be found on rare enemies, in treasure chests and in ordinary locked chests.
    Rare enemies! They are a buffed version of their normal counterpart, with increased stats and skill, and far better equipment, including a rare item. They give more experience as well.
    Treasure rooms! A major treasure room will be at the bottom of any fork, while minor treasure rooms can be found almost anywhere. They are always guarded by a rare enemy.
    Main dungeon level size reduced from 40x40 to 30x30, but the dungeon features 20 levels instead of 10.
    Bulky Horde creatures: Trolls and Ogres! Neither wear armor, but they are quite resilient without it. Way easier to bleed out than to bash down with blunt damage.
    Shielding is now chance-based and drains far less stamina on successful blocks. Block power can be viewed in Status window (U key).
    AI makes use of their staff-based spells, if they have a staff equipped.
    AI will not use Sangumantic spells if they would reduce their blood pool too much.
    New Sorcery spell: Spellshield. Because mages need to protect themselves from other mages.
    New ammo types: Steel Arrows/Bolts will pierce armor with ease, while Barbed Arrows/Bolts will deal increased damage.

New Stuff (UI & usability):
    Item quality is now indicated by a little star in the upper right corner. Blue for magic items, yellow for rares.
    Armor penalty and Overburden now show their severity on their icons.
    If a consumable is used, the action is reported in the console log.
    If a consumable item does not require any player input/aiming to use it (eg. bread), it will no longer close the inventory window. This means that you can eat 5 kobold snacks one after another without having to open inventory again. The window does close for more complex consumables, like a bandage, which requires the player to specify a limb.
    Equipped items can be replaced in the inventory window. The system will try its best to replace a matching item, so if you have a bow and ammo, equipping new ammo wil replace the old one (and not the bow).
    Due to shielding being now an rng-based factor in combat, hit chance displayed next to a targeted enemy body part displays a combined chance of the attack being either evaded or blocked.
    Creatures have descriptions which can often hint their weak points.
    Level name is now displayed in top right, next to current time.
    Stackable items display their stack count.

Fixes/Stability:
    It was possible to bleed out while resting. I suppose eternal rest should not be a hidden feature there.
    Sometimes ammo would get bugged and have its weight multiplied, making enemy archers overburdened.
    Archers would not switch to melee weapon after their bow hand was cut off, standing there with ammo in their other hand doing nothing. Now that was stupid, even for Kobold standards.
    Sources displayed on the Hotkey list would get wiped from time to time, multiple bugs fixed here.
    Staff-based ations had wrong numbers (damage/cost) displayed all over the place.

Balance:
    Armor penalty of non-torso items increased.
    Armor penalty no longer reduces spell effectiveness. Since implementing this I've actually made penalty quite painful in general, so this mage-specific effect doesn't really seem fair anymore.
    AOE spells should be significantly cheaper now, especially LineAOE which would sometimes be more expensive to cast than comparable CircleAOE, that wasn't right.
    All armor enchants are more powerful than before.
    Rebalanced secondary sword attacks to make them more viable. Stab is now a good anti-armor attack for sword users, while Flatside inflicts reasonable blunt damage.
    Consumable shop has significantly more items of each type to offer.
    Skills reduce action costs way faster now when leveled up.
    Passive skill cost increase reduced from 5 to 2. This should make multiclassing actually possible.
    Creatures have more stamina and stamina regen across the board.
    Creatures have significantly more mana across the board.
    Prices of many consumables have been reduced, some to a great extent (I'm looking at you, Talar Scroll).
    Ranged weapons damage increased, stamina costs reduced.
    Dash action cost doubled.
    Ammo prices reduced significantly.
    Ranged enemies carry 25 ammo instead of 50. Was a bit too easy to just farm all that ammo off them.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training