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Messages - Eniko

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MidBoss has been updated to version 1.3.0 and is 50% off right now on, Steam, and Humble. The big changes in this patch are the new crisp pixel art font, Steam trading cards, and a new room type.

The new font is of particular interest if you let the game pass by before because of the font being blurry and hard to read, this update should definitely fix that.

I won't spoil you on the new room type's function, but here's a picture of it.

Changes in v1.3.0:
(savegame compatible with previous version)

    Bug Fixes
        Fixed typo in Staff Mastery tooltip.
        Fixed an occasional BGM related crashing bug in MidBoss Classic.

        Added a new room type that contains an unbreakable adamantine chest with a glowing red lock.

        MidBoss Pro experience level no longer disables the tutorial as some players were picking it the first time they played the game.

        Fixed a font rendering bug that could cause weird pointy stroke on death card text on Windows systems.
        Vsync will no longer be forced off for users who's AMD cards falsely claim to support adaptive vsync. If a crash related to adaptive vsync is detected a file "amd_disable_vsync.txt" is created, if this file is detected on load adaptive vsync is disabled and regular vsync can be used instead.

        Added a new pixel art font which makes text in the game much crisper and (hopefully) easier to read. This will be turned on by default and the old font can be restored by checking "Use old font" in the Graphics section of the options menu.
        Because the new pixel font does not have italics, new icons have been added to the forms window to indicate whether an ability is active, passive, or innate.

        Steam trading cards have been added!

If you've missed the full release of MidBoss, now's the time to pick it up if you were interested. Between August 7 and 14 it'll be 10% off on Steam and (DRM free).

There also was the first big quality of life changes patch, making the game a lot smoother of an experience.

QoL part 1 overview
This new version contains many bugfixes, as well as quality of life features that were easier to implement to tide players over until the next patch. An exhaustive list of changes is available below, here we'll highlight the most important changes.

Possession and depossession changes

We've changed the way these skills work in two ways, to help encourage players to use imp form more often. Many players were not aware that the imp form can be stronger than any other form if equipped with optional mastered forms, as it gets the best stats of all forms that way.

The first thing we did is to add a prompt window to the depossess ability. This window calculates what mix of equipped, mastered forms would give you the best attribute multipliers as the imp, and shows you how your base stats would increase just like the possession prompt does. The prompt contains dropdown boxes so that you can play around with the equipped forms and immediately see how your stats would be affected, all of this without committing to actually depossessing your form before you know what the consequences will be.

This same prompt also automatically pops up when you master your current form, alerting you that your stats may improve if you depossess and equip it to your imp form. We have however added an option to disable this to the options menu.

Finally the possession prompt now contains a choice between possessing the creature you killed, or draining their soul. Soul drain is a new mechanic where instead of possessing you instead heal yourself by 10% of your max HP plus 10% of the creature's max HP. This means that to regain health as the imp you no longer have to possess and then depossess, which takes turns. Soul drain takes effect and heals you immediately.

To soul drain you do have to still cast possession on creatures. Soul drain is also available outside of imp form, to lessen the playerbase's impression of Life Leech as an absolutely crucial-to-have skill.

GUI changes

The depossession prompt is not the only way we've increased the player's ability to easily track changes. The equipment menu now contains a collapsible list of stats on the right side of the window, which update in real time as you change forms or equip different items.

We've also clarified in the tutorials that soul fatigue does not take effect until you close the window, and no matter how many times you swap forms while the window stays open you will only ever gain 1 stack of soul fatigue, and 0 if you roll back your changes. Combined with the stats on the equipment menu it is now much easier to track how changing equipped forms alters your stats while in imp form.

In fact, to aid with just this process, mastered forms in dropdowns now show a mastery star, so you can see at a glance which forms are mastered and which aren't.

We've also changed the names of three stats to make their function clearer to players. Power is now known as Sorcery, Focus is now known as Precision, and Force is now known as Affliction.

While there is no item hotbar in this version, we have made it so that items can be used or equipped from the ground by right clicking the item in question. If you try to equip an item from the ground and there isn't enough room for unequipped items, they'll be dropped to the floor instead.

Finally as part of the GUI improvements we've added several types of map markers. There are markers for stairs, the merchant, the cratefish king, all four types of shrines, and legendary and unique items on the map.

Damage reduction

All three armor types (plate, leather, and robes) as well as shields now come with an additional damage reduction quality. The value is random, though plate armor will reduce physical damage more, and robes will reduce magical damage more. Shields and leather armor have a balance between both.

This damage reduction is a percentage which is applied after the incoming damage has been reduced by toughness or resistance, which should help with late game damage mitigation for melee builds. This should help with the feedback that late game damage was too binary, either you take tons of damage, or you take no damage at all.

(Ghouls were also nerfed slightly because apparently fast zombies too stronk)

Destructible items

While many players have told us smashing everything in sight is one of the more satisfying aspects of the game, we have heard those of you who feel it takes too long. To alleviate this, we've greatly sped up the hit animation on destructible static items.

Additionally, bookshelves are now destroyed in a single hit, and will randomly look either tidy or disheveled.

While not something you smash yourself, when the cratefish king's goodie crate breaks it will now spread items across more tiles, making it easier to sort through your loot.

QoL part 2 roadmap
The next patch is tentatively planned for September. Some of the planned changes include:
  • Item throwing system. This means the Alchemist's Manual will finally have an effect.
  • Inventory upgrades. These include a way to scrap unwanted items, turning them into a stackable scrap pile in your inventory that takes up a single slot, additional inventory slots, and stackable potions and tomes.
  • Two brand new abilities. The first is Guard, which replaces Rust on the skeleton. This will be a toggle ability that drains your stamina over time but increases your damage reduction values. The second is Miasma, a ground targeted ability that will replace Life Leech on the warlock, inflicting a blind effect which causes a penalty to accuracy on anything that passes through it.
  • New status effect qualities on weapons, giving some weapons a chance to proc blind, poison, burning, or slowing debuffs on hit.
  • An item hotbar which lets you use items much like abilities, without having to go through the inventory, and item favoriting which prevents favorite items from being scrapped or showing up in the merchant's sell tab.
  • An optional hand pixeled replacement font for the current default font, to address complaints of the font being blurry.
Keep in mind that this is not a full list of changes coming in the next patch, only an overview of the most important planned changes, and that this is subject to change.

Changes in v1.1.7: (savegame compatible with previous version)
  • Abilities
    • Added soul drain. When the possession prompt pops up you have the option of draining the target's soul instead, healing yourself for 10% of their maximum HP + 10% of your maximum HP.
    • Colossus splash damage is doubled. Splash damage now also pierces defense.
    • Depossess now pulls up a depossession window that previews your stats as the imp, allowing you to mix and match forms and see how your stats would change with those forms equipped in imp form.
    • Ethereal now also absorbs half of incoming magic damage.
    • Staff Master ability now adds 30% of the magical damage bonus of equipped wands and staves to physical/melee damage.
  • Accessibility
    • The blips indicating entities on the minimap now change color when using different color blind profiles.
  • Bug Fixes
    • Added safeguards to prevent soft-locking on the final floor because of portcullises not opening correctly between stages.
    • Added some code to prevent item duplication bugs from occurring when picking up items. Additionally the game should be more robust when dealing with duplicated items on load and should no longer crash.
    • Fixed a bug causing walls to overlap objects or vice versa after changing resolutions while in game.
    • Fixed a bug where an item's stack label was still visible in its slot while click-dragging it around the inventory.
    • Fixed a bug where the minimap would disappear when opening the options menu if it was maximized.
    • Fixed a bug where the spiked shield's damage bonus was not unidentified, but the flavor text describing it deals damage was.
    • Fixed a bug which caused the header font in credits to not be high contrast when high contrast fonts were enabled.
    • Fixed a bug which was causing a full crash if an error happened during save load instead of going back to the title screen and notifying the user of the save load error.
    • Fixed a bug which was causing monsters to not use various certain skill tomes even when available to them.
    • Fixed a bug with holy water that would mistakenly apply every uncursed bonus to the player, causing all sorts of weird effects.
    • Fixed a bug with the minimap minimize/maximize button not updating its graphic if keyboard was used to toggle the size.
    • Fixed a bug with using holy water on an item that had both a cursed version of an attribute bonus, and a normal version, where one of the bonuses would not apply after turning the cursed bonus into a positive.
    • Fixed a crashing bug related to monsters that use skill tomes, causing certain tomes to crash the game when used.
    • Fixed a rare crashing bug affecting Blink ability.
    • When an ability kills a monster with the vessel condition as well as the player, and the player is not in imp form and possesses the monster, a redundant imp will no longer be left behind.
  • Entities
    • Flying creatures are no longer affected by pools of acid.
    • Ghoul's violence attribute reduced slightly.
    • Replaced Envenom ability on Hell Rat with Flame Strike.
  • Environment
    • Added map markers for stairs, merchant, cratefish king, shrines, and valuable items (legendary/unique).
    • Bookshelves can now be destroyed in a single hit. Bookshelves now randomly use one of the two available sprites.
    • Cratefish king rewards are now spread across multiple tiles when possible.
    • Smashing object animation is now 40% faster.
    • Stack now blesses all your items, instead of only your equipped items.
  • General
    • Added a "Form mastered!" sliding notification.
    • Cratefish rewards now take 60 cratefish per reward (up from 50).
    • Due to the way armor and shield damage reduction bonuses are generated, the merchant's inventory for any given seed will now be different than it was before.
    • Focus attribute has been renamed Precision.
    • Force attribute has been renamed Affliction.
    • Game now remembers item labels toggle setting.
    • Power attribute has been renamed Sorcery.
  • GUI
    • After mastering a form a window now pops up asking you if you would like to depossess to imp form. This window is like the depossession window and previews your stats as the imp with the best multipliers you could have.
    • Discarding a death card now brings up a prompt that makes it clear the player is forfeiting their chance for grave goods.
    • Mastered forms in the equipment window now show a mastery star in front of their names.
    • Meta attribute value font is no longer blurry.
    • Status effects at the bottom of the screen are now sorted by whether they are a buff or debuff, and by name.
    • The equipment menu now has a collapsible sidebar showing an overview of your stats for convenient reference.
    • The item select window that pops up when using an ID scroll or holy water will no longer be able to accidentally select an item instantly when double clicking to use.
    • Titlescreen social widgets revamped. Now contains links to the wiki, and Kitsune Games Discord, Twitter, and website.
    • You can now use and equip items from the floor. If your inventory is full when equipping an item, any unequipped items that won't fit in your inventory will be dropped on the floor.
  • Items
    • All armor and shields now come with damage reduction values. This damage reduction is applied after incoming damage is reduced by resistance or toughness, but before any other damage scaling status effects.
    • Potions now have both a fixed value effect and a percentage based effect, in order to maintain their use in the late game.
    • Retro potions now indicate when the mode is already unlocked in their tooltip.
  • Options
    • Added an option to change the fullscreen map opacity to the graphics section.
    • Added an option to disable the depossession prompt upon mastering a form to the gameplay section of the options menu.
    • Added drain soul keybind option.
  • Tutorials
    • Added an additional tutorial that explains that soul fatigue is not "locked in" until exiting the menus, allowing players to freely experiment with what forms they want to have equipped as long as they don't close the menus.
    • Changed the soul fatigue tutorial and added an extra tutorial to make it clear that changing multiple forms at a time only incurs one stack of soul fatigue.
    • Clarified wording on the grave goods explanation message.
    • The low health tutorial and Mid reminders have been updated to mention the soul drain feature.
    • There is now a tutorial message explaining the defense negating effects of piercing damage and criticals.

More bug fixes and tweaks in 0.8.2

Changes in v0.8.2:
(savegame compatible with v0.8.1)

    Bug Fixes
        Heart Strike now deals piercing damage and no longer increases the chance of critical hits. It now also does slightly increased maximum damage.

    Bug Fixes
        Made the save system more robust, hopefully resolving occasional crashes on some systems.
        Hopefully fixed one-pixel offset on dialogue window triangle from main dialogue box.
        Cleave should no longer hit targets that are outside of reach, such as targets that are two tiles away.
        Item masteries were showing up multiple times on item tooltips if the ability was equipped on multiple forms simultaneously. This was purely a cosmetic issue and has now been fixed.
        A bug was causing status effect damage such as damage done by Poison, Acid Pools or Burn to not apply damage reduction from passive effects such as Rot. This has now been fixed.
        Fixed a bug which caused the Burn status effect to display in the log even when enemies were affected.

        Mob spawns have been changed in order to guarantee a certain number of mobs that are supposed to be new to a floor. This should help keep game balance more consistent, particularly in Quick Play mode.

Bug fixes for the bug fix god in 0.8.1! There is also a new v0.8 update trailer showing all the changes in the new version.

(savegame compatible with v0.8.0)

    Bug Fixes
        Fixed an attack animation bug that could cause some animations (notable Envenom) to off-center the entity at low framerates.
        Fixed a bug where acid pool tile sprites were 1 pixel off causing a visible grid between tiles.
        Fixed a bug which could rarely result in blocking deco on the tutorial floor.
        Fixed a bug which caused crate and treasure clusters to spread through walls.
        Fixed a bug where the Carrion ability would fill the combat log with debug messages.
        Enemies can no longer aggro themselves. This fix also prevents entities from blinking out and back into existence when melee attacking themselves.

Could you e-mail me the full run.log, please? I'll try to see if I can fix this.

EDIT: Is this on a fresh install, trying to create a new game?

Zireael: crash, or freeze? If it's a crash, could you send the crash.log to eniko at If it's an actual freeze/hangup once the window is visible, some more information about when exactly it happens to pinpoint the problem would be much appreciated.

With the completion of the new item and loot systems, MidBoss has gone into beta! Download the free beta or get an early adopter's discount and support development by buying the game early.


MidBoss is now on Steam Greenlight, and it needs votes to get through! You can vote via the website or open the Greenlight page in your Steam client and prevent any hassles with having to log in.

New Trailer

There's a new beta trailer you can check out.

Important Updates

See the changelog for all changes in v0.6.0.
  • Added item system, mobs now drop randomized loot belonging to one of 5 rarities
  • Some legendary equipment will give the player access to abilities while equipped
  • Added potions, these have one of 16 effects, some negative, some positive
  • Potions are randomized every game and won't say what they do until tried once (optional)
  • Switching equipped forms now inflicts stacks of Soul Fatigue debuff, which inflicts a 5% penalty to all core attributes for every stack after the first
  • Meta attributes can now be decreased as well as increased while the player stays inside the game's menus
  • The first ability of a new form is now free
  • Tutorials overhauled completely
  • Added onscreen healthbars (can be disabled in options)
  • Added brightness option and color blind modes
  • Music is now streamed instead of preloaded, significantly reducing memory requirements

Haha yep. I make it a habit to document my code changes thoroughly in my svn, mostly because it's nice to look back and go "OMG LOOK AT ALL THAT WORK I DID". But it's useful when release time rolls around and I can just grab all the svn log messages and parse them into a comprehensive changelog. :)

MidBoss v0.5.3 is now available!

Relevant changes include both movement and combat animations, particle system, and vastly improved input and control options including keyboard targeting and mouse movement. Check the changelog for full changes.


Design / Re: Good way to do 8-directional movement with WASD
« on: May 27, 2014, 05:49:25 PM »
When working on my game I came across a similar problem of wanting to use the WASD keys, but the limiting factor of not being able to do the diagonal bugged me.  Right now I am testing out doing multiple key presses: W+ A = Diagonal up left, W+ D = Diagonal up Right, etc...  I found the trick to do this was a delayed input for like 0.05 seconds to see if another key was pressed.  Still testing it, but it seems to work pretty good.  You can try it out on my dev build that is posted on as Unity Web Player:
Yeah I've implemented that type of system myself as well now. Finally got input all sorted after several excruciating days of working on nothing but that all day long. XD Which means I can finally start working on other things, like actual content and features! :D

Design / Re: Good way to do 8-directional movement with WASD
« on: May 24, 2014, 12:26:38 PM »
Not filling comfortable with WASD + QEZC in a game that is supposed to be controlled with keyboard feels awkward to me. In other words, it seems that the people who tried your game just want to complicate the whole thing when the solution is already there. Not even mouse control can be as efficient as keyboard to a control a character in a roguelike game. A perfect interface for a roguelike would be having 8 direction and mouse to operate the whole interface, including selecting targets and to get general information from every tile or foe within the character's sight range. Your friends need simply to adapt to circumstances, the same way they would need to adapt to a gaming console as there is no WASD + Mouse (vanilla setting).
Totally agree, but since I do want to make a living off of making games, I'm unfortunately still forced to implement a 4-key solution, and somehow make it feel at least acceptable. :( I tried to make the rest of the game easier to get into for people who aren't used to roguelikes, so I guess this is what I get for my efforts. :P

Design / Re: Good way to do 8-directional movement with WASD
« on: May 22, 2014, 08:15:58 PM »
Thanks guys, some good comments from all of you. I'm working on adding a WASD option right now which works by visually starting the move but not committing it until the key is released or another key is added to create a diagonal move, in which case it veers off. Unfortunately it requires a complete rework of my renderer and means I need to implement animations and key repeat sooner rather than later, so it's going to be a ton of work. :/

I might also look into adding the shift modifier as an option, and mouse movement will definitely be a thing too. Unfortunately, mouse movement is also tricky. If anyone can point me to a roguelike that does mouse movement well, I'd be grateful.

Design / Good way to do 8-directional movement with WASD
« on: May 22, 2014, 01:13:53 PM »
So whenever someone who isn't that used to roguelikes plays my game MidBoss they ask me why they can't just control the game with WASD. Although you could just rebind the 4 cardinal directions to WASD and use QEZC for diagonals, they don't do that so I have to assume that's also not what they want, and what they want is a way to move in 8 directions with 4 keys.

I can't come up with any good way of doing this, honestly. In the old Python version it was a thing, and meant that you wouldn't move until you released the first movement key, while it waited to see if a second one was coming. That feels awful and I can't recall anyone who actually liked that option. The only other option is to add a short window after every keystroke where you can combine it with another key, but since MidBoss isn't an action game I'm pretty sure that'll feel just as bad as the old option, maybe slightly less bad.

So what's a good way to do this? Does anyone have a solution that both works and doesn't feel terrible? At this point I'm thinking I should just implement click and go mouse driven movement so that anyone who doesn't want to use 8 keys to get around can use that instead.  :-\

Thanks! Would've liked to have implemented more actually new features before putting out a new version, but the save bug and the rest button kind of called for a release. Haven't heard of that one, it sounds interesting! I'll have to add playing around with that to my (daily growing :P) to-do list. XD

MidBoss v0.5.2 is now available!

Relevant changes include status effect icon art, reduced floor size and number of corridors, several bug and crash fixes, including a bug which prevented saving past floor 1 on some systems, increased usability and a rest button used to fully recover stamina/mana. Check the changelog for full changes.


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