Author Topic: Tangledeep (now at Update #1 + General Roadmap!)  (Read 177 times)

getter77

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Tangledeep (now at Update #1 + General Roadmap!)
« on: February 01, 2018, 06:05:26 PM »
http://store.steampowered.com/app/628770/Tangledeep/
https://www.gog.com/game/tangledeep

$14.99 Win/Mac/Linux

Quote
Tangledeep combines the 16-bit graphics and polish of classic SNES-era RPGs with elements from roguelikes and dungeon crawlers to create a magical experience for players of all skill levels. Trapped in underground villages with no memory of the world at the surface, you must survive an ever-changing labyrinth to discover what lies above. Experience rich, tactical, turn-based gameplay as you explore a sprawling dungeon that’s different each time you play. Tangledeep features a customizable job system and hundreds of collectible items that allow you to approach each playthrough in a totally new way!

The Setting
For hundreds of years, people have lived in the safety of underground settlements and villages – where the only route to the surface is “Tangledeep,” a mysterious and ever-changing labyrinth. With memories of the surface world long forgotten, you set out for the labyrinth to discover what lies above. With each floor – full of magical beasts, ancient automatons, bizarre environments and hybrid biomes – the mystery grows ever deeper…

Key Features
Experience finely-tuned, procedurally-generated and handcrafted gameplay as you fight challenging monsters, complete quests, and collect rare items.
Master deep, tactical turn-based combat across 12 unique jobs with over 100 skills.
Choose between three game modes – including Adventure Mode, which removes the pain of permadeath.
Share some of your progress between characters by using the banking system, planting magic trees, or capturing and raising monsters in town.
Explore ITEM DREAMS, randomized mini-dungeons where anything goes, and power up your gear!
Take in the scenery – comprised of beautiful 16-bit graphics and carefully handcrafted maps!
Relax to a beautiful soundtrack inspired by the most legendary RPGs of the SNES era, composed by award-winning composer Andrew Aversa – joined by Hiroki Kikuta (Secret of Mana), Grant Kirkhope (GoldenEye 007, Civilization: Beyond Earth), and Norihiko Hibino (Metal Gear Solid 3, Bayonetta)

Full support for Steam cloud saves, trading cards, and crafting with lovely badges, emoticons and profile backgrounds
Multiple Platforms and Control Methods
Runs on PC, Mac, and Linux!
Play with virtually any controller, and remap any control, binding, or shortcut
Old-school keyboard-only support (numpad movement) as well as WASD preset bindings available
Full mouse support - can even be played with ONLY the mouse!

IT IS UPON US AND RESPLENDENT IN GLORY!  :o 8)
« Last Edit: February 09, 2018, 04:11:20 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Tangledeep (now at Update #1 + General Roadmap!)
« Reply #1 on: February 09, 2018, 04:12:14 PM »
Update #1  8)
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Hello adventurers! We've released a big new patch addressing quite a few bugs, implementing some quality of life (QOL) features, and, based on player feedback since launch, adjusting the game difficulty in a few ways. There are 9 new achievements to hunt for as well!

Before we get into the actual change list, I wanted to go over our general plans for Tangledeep's development. People often ask if we will continue to support the game and the short answer is "yes"!

Maintenance and Polishing
We will continue to release regular updates to the game addressing bugs, quality of life, balance tweaks, and general polish. Some of these patches may also include 'minor' content such as new items, NPCs, and shops.

Free Content Updates
Tangledeep is already a game rich with content, but we have so many more ideas. We want to give you more things to do with your pet monsters, more post-game challenges and secrets, and new ways to progress and advance your character. Features like these will come less often than maintenance patches, but you can expect more than a couple throughout 2018. They may coincide with seasonal events as well.

Downloadable Content
We also have plans for DLC in the form of an 'expansion' to the game. Our vision for an expansion would be a significant amount of new stuff, for example several new jobs, plus lots of new areas, items, and possibly mechanics as well. There's no exact ETA on this, but we'd ideally like to have something by the end of 2018.

--

So now you know! And with that, let's dive into our most recent changes for build 1.01a.

ART/VISUALS
Added some visuals to the Food Cart. When it produces money, coins will actually spring forth from the cart itself.

BALANCE
Generally softened the difficulty of monsters in Fungal Caves and Old Amber Station. These monsters now have slightly lower damage, charge time, and accuracy: Plunderer, Mad Chemist, Treasure Hunter, Rock Viper, Mottled Sandjaw, Ember Spirit, River Spirit, Floraconda, Bog Frog

Increased max possible cost of items in the Casino, particularly legendary items
Changed the two bosses in the 2nd boss fight so that only one of them drops loot
Reduced legendary drop rate by about 25%
Increased drop rate of bows and crossbows by about 50%
It no longer costs a turn to switch gear earlier on in the dungeon. This only begins happening when you are deeper, around 9F. (The tutorial popup text has been changed to reflect this.)

Reduced the number of foods “Food Loving” monsters are interested in, limiting to generally easier-to-acquire (or make) foods / meals

Assassin Gloves now gives a bonus to Swords, Spears, Axes, Claws, 2H Swords and Daggers (instead of just Spears + Daggers)

Toned down damage of tornados spawned by champions
You no longer get JP for discovering Secret Areas
Somewhat reduced the JP reward for clearing combat Side Areas
Herbs created by Foraging now last 1 extra turn
Reduced Fullness times for almost all non-Health restorative foods; some by 50% or more
Monster corral pets will now have 99 Charge Time gain by default (many early monsters have much lower charge time, which could lead to your pets falling behind frequently)

BUGS
Fixed bug with hovering over Soulkeeper on character screen
Fixed bug with “Cost to Master: 0” text appearing under some abilities (was not intended to appear anywhere)
Removed often buggy gold cost in the “Expand Storage” dialog option (just read the banker’s text to see the cost)
Fixed bug where a corrupt save could sometimes cause you to spawn in the middle of the waterfall in Riverstone Camp
“Frogmaster” champion mod should no longer spawn with “Conjurer”
If your “Friendship Forest” quest state is screwed up (i.e. found Rose Petals without actually completing the quest, for whatever reason), restarting the game will now automatically unlock Wild Child
Rose Petals should no longer appear in shops until you finish the Friendship Forest quest
Path to Tangledeep and Casino 2F should no longer show up as rumor destinations, or Talrose locations
Fixed bug where selling stacks of items would sell for (stack quantity) x (full stack price) instead of (stack quantity) x (individual item price)
Fixed bug where Barrier / Turtling champions were reducing damage from all directions, not just the directions of the shields
Fixed bug with the Unlock Job/Feat dialogues where the wrong text string was sometimes used
Fixed bug where withdrawing lucid orb shards from the bank would sometimes cause them to not combine in your inventory
Fixed visual bug where using a Knight’s Shovel on some map objects would cause them to remain in place
Most likely fixed some bugs where your game’s ‘mode’ setting (Heroic, Adventure, Hardcore) could sometimes be corrupted and change, for example when starting New Game+.
Fixed bug with Cat Ear Headband charming 100% of the time (far more than intended)
Judo Sash no longer interferes with unarmed powers of Budoka - simply does not do anything if equipped as that job
Fixed bug where teleporting with a Crab attached to you would sometimes create a ghost crab in town
It should no longer be possible to interact with the main HUD during dialog sequences (which can cause various game state problems)
Fixed bug with skill hotbars where you could manage to get a skill from one character (or even one save slot) to another based on the cursor state
It should no longer be possible to move the Target Dummy under any circumstances
Fixed bug where the state of chopped trees could get messed up and leave unchoppable ghost trees on the map
Fixes for some camera jank issues related to pull effects
Fixed bug where Quick Step targeting was not always accurate and would allow you to cast on an impassable square
Fixed bug related to depositing and withdrawing multiples of the same Lucid Orb from the bank
Fixed bug where Running Boots and some other passive non-combat effects were messing with the “out of combat” turn counter (and, in turn, Sneak Attack)
Fixed bug with the log text related to attacking non-Wraith monsters while cursed by a Wraith
Fixed bug where the Red Orb Shard callout / quest would not start
Fixed bug where Furious Crescendo was not getting a damage bonus from song level as intended
Delayed Teleport should no longer fire if you switch maps
Brigand’s “Stealth Bomber” should now work with the modified Cloak & Dagger orb
Fixed bug where certain statuses like Heavy Guard and Radiant Aura would continue to produce certain effects even if you were below the Stamina/Energy requirement
Fixed bug where Casino game buttons would sometimes disappear

ENGINE
Added a feature where, if your saved maps or meta progress is corrupted due to power outage or PC shutdown, you should still be able to keep playing your character in a new world.

Added recovery features to salvage save files with corrupt Item Dream data

QUALITY OF LIFE
Added “Switch Places” dialog option to Jorito in the Elemental Lair and Langdon’s dialogs in the Jelly Grotto

Pressing the “Cancel” key (ESCAPE by default on keyboard) now functions as “Confirm” if you are going through unskippable dialogs

The XP bar now resets to the far left when you level up, rather than filling up to the right more and more

Armor Masteries learned from quest should now auto-equip once learned

Powerups should now prioritize landing in any open tile, as opposed to tiles with literally nothing in them

Auto targeting from using a ranged weapon will no longer auto-lock on to Pandora’s Boxes (you must manually target them)

STEAM STUFF
Added 9 new achievements!

WRITING
The separate breed of Mottled Sandjaw in some lava areas is now called “Heated Sandjaw” for clarity in rumors etc.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training