Author Topic: Bardess 0.52 (Updated Mar 23, 2012)  (Read 10371 times)

deepshock

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Bardess 0.52 (Updated Mar 23, 2012)
« on: March 05, 2012, 04:02:50 AM »
This is essentially a bugfix for 0.5. My testers had found quite a few issues with 0.5 while I was on the move. In the past few weeks, I've made an extensive effort to fix them and restabilize the game.

Improvements:

*HUD is more legible, flexible with window size.

*Allies show their recovery value in addition to their current HP in multi-character games.

*Allowed log saves after defeat and victory, with frame timestamps.

*Improved the timing system. Actions don't happen in chunks anymore, but on the frames they're supposed to.

*Greater Techniques are significantly faster. Before, it was a crapshoot getting them out at a time you were even remotely threatened.

*Concentrate (Makura's Unique Ability) has a recovery cost of (5000/speed) instead of a flat 100.

*Changed the way the Life Surge trait and the Lament of Life greater technique work. The life surge causes gradual HP regen after 50 frames without taking damage. LoL will immediately bring HP up to the maximum (without healing wounds) after 50 frames, and it will cause regeneration as long as it's active. LoL still causes a healing song's worth of HP restoration once it's activated.

*Makura's second lesser technique (Suppress) has been replaced with Divine Shout, a range 0, area 3 ability that knocks foes back by a distance based on Makura's technique value. The LT was meant to close a very serious gap in her ability to deal with ambushes and surrounding enemies.

*Glyphs that accelerate technique recharge now do it based on a fixed percentage of the cooldown the technique has rather than the damage dealt.

*Downed characters can get autorevived after spending 1000 frames downed, as long as Makura is in the party at level 2 or greater. They get up with very little HP, but regenerate it immediately.

*Allowed the option to suppress allied messages

*Removed second-person and gendered language from messages, to keep them from being chained to a specific perspective

Bugs fixed:

* Fixed a latent bug with timing in which ranged weapons requiring a target could be fired off infinitely as long as the user didn't move, with no response from the rest of the game.

* Confusion, charm, fear and provocation now work as intended. They will render a unit uncontrollable and force an active unit switch if a party member is hit with it and there's another party member that's unaffected. Fear prevents melee attacks and halves the rate of ranged ones in the AI. Provocation prioritizes melee attacks above all else. If the only conscious unit is affected by these statuses, it will still act automatically for the duration.Confusion randomizes nearly every aspect of artificial intelligence while avoiding impossible actions. Charm will change targeting choices based on unit alliances.

*Status durations no longer tick down during invalid actions.

*Fixed out-of-bounds errors with knockback techniques pushing units to the edge of the map.

*Fixed a bug that prevented AI characters that had greater techniques costing 50000 power from using them

As always, the game can be found here, and the wiki entry can be found here.
« Last Edit: March 23, 2012, 12:21:54 PM by deepshock »
Bardess- A party-based roguelike work in progress. Currently in beta and miles away from a release state. Feedback is always welcome.

http://roguetemple.com/forums/index.php?topic=2228.0
https://sites.google.com/site/bardesstemp/

getter77

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Re: Bardess 0.51
« Reply #1 on: March 05, 2012, 12:35:25 PM »
Nice assortment of improvements, congrats!   8)

Do you foresee further touch up releases in the 0.5x line or is it now a clear'ish shot to 0.6x on the roadmap with the tutorials and whatnot?
Brian Emre Jeffears
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deepshock

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Re: Bardess 0.51
« Reply #2 on: March 05, 2012, 03:10:57 PM »
I'm going to try for 0.6x after taking a short (4-7 days) breather from the project. I'll plan out the tutorials and events, and then go from there. Any further improvements I need or bugs I missed in the transition from 0.51 to 0.6 will be handled IN 0.6.
Bardess- A party-based roguelike work in progress. Currently in beta and miles away from a release state. Feedback is always welcome.

http://roguetemple.com/forums/index.php?topic=2228.0
https://sites.google.com/site/bardesstemp/

getter77

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Re: Bardess 0.51
« Reply #3 on: March 05, 2012, 04:28:55 PM »
Sounds like a solid plan----make the most of your breather and enjoy!   :)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

deepshock

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Re: Bardess 0.51
« Reply #4 on: March 21, 2012, 04:06:51 AM »
Actually, I think I WILL make an 0.52. I've figured out enough improvements, and I have enough ideas for events (125 in total) that if I tried to do both at the same time it'd be summer before you saw half of it.
Bardess- A party-based roguelike work in progress. Currently in beta and miles away from a release state. Feedback is always welcome.

http://roguetemple.com/forums/index.php?topic=2228.0
https://sites.google.com/site/bardesstemp/

deepshock

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Re: Bardess 0.52
« Reply #5 on: March 23, 2012, 12:21:20 PM »
0.52 is ready now. This thread's still at the top of the subforum so I figured I'd append it here.

* Debuffs to stats now work properly. Before, they basically had zero effect, now they lower the affected stat by 25% (Shade's ~ break techniques, Venomous Dagger), 50% (Shade's Wide Awake Nightmare), or 5/cumulative per hit (Shade's Blitzkrieg). The Venomous Dagger and Wide Awake Nightmare affect Vitality, making enemies more susceptible to further debuffs.

* Enemy stats have been narrowed slightly. Peaks have been lowered and valleys have been raised.

* Each character class now has 2 alternate sets of armor. Alternate armor has one drawback and one benefit.

* Glyph of Bloodlust replaced with Glyph of Blessings (Adds a random bonus to damage, healing and status potency between 1 and 20%, checked each instance.)

* Guard now works on a 1:1 relationship between health and stamina. In addition, Counterattack has been moved to level 2 with Intervention (formerly Protect) at level 6. Intervention puts Lyon in a guard stance -before- taking the attack for the other unit.
Bardess- A party-based roguelike work in progress. Currently in beta and miles away from a release state. Feedback is always welcome.

http://roguetemple.com/forums/index.php?topic=2228.0
https://sites.google.com/site/bardesstemp/

getter77

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Re: Bardess 0.52 (Updated Mar 23, 2012)
« Reply #6 on: March 23, 2012, 02:31:32 PM »
Congrats on the nice set of improvements.  I can see why you'd want a core mechanic like debuffs to actually work ahead of time before the next big push.   :P
Brian Emre Jeffears
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deepshock

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Re: Bardess 0.52 (Updated Mar 23, 2012)
« Reply #7 on: March 23, 2012, 03:25:48 PM »
Yeah, that's an embarrassing bug. The thing is, it was just a miscalculation that led to it, regarding the defender's affected stat.
Bardess- A party-based roguelike work in progress. Currently in beta and miles away from a release state. Feedback is always welcome.

http://roguetemple.com/forums/index.php?topic=2228.0
https://sites.google.com/site/bardesstemp/